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Registration: 12-14-12 05:42 PM (4149 days ago)
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janus's Last 10 Game Comments (view last 100)
King\'s Bounty - The Conqueror\'s Quest It is. It gets repetitive, but at least there are never 2 identical games
Shining Force Gaiden - Final Conflict (english translation) It keeps freezing when dialogue is about to start
Vandal Hearts This game is much better than I remembered. It may be short (20 hours), but the story is dense enough to keep you interested
Final Fantasy Legend It looked good for Game Boy, but the story didn't hook me up
Destiny of an Emperor The game was OK, but it focuses too much on the main story.
Mario Paint Sad to say, but this game is overrated. Unless you have musical/drawing talents, you get tired of the fly swabbing quickly
Sonic Chaos The best GG Sonic game... by default. Its controls were much smoother and even I could navigate decently through it. But getting those stupide emeralds...
Sonic and Knuckles & Sonic 2 If only Knuckles had appeared earlier. THe Chemical Plant would have been so much more easier.
Sonic Spinball Especially after SOnic 3 and Knuckles, this game was rather dark and disappointing. And it lagged so much
Sonic the Hedgehog 2 This game was downright impossible to play. It was nearly impossible to see the boss at the end of the first zone on the microscopic GG screen

janus's Last 5 Game Reviews (view last 25)
Dr. Mario
07-26-23 01:53 PM
Dr. Mario: best tetris clone
Despite its simplicity, Tetris has become one of the most addictive and recognizable gaming franchises ever. So of course, some will try to emulate that success with their own versions. Dr Mario is one, and it’s actually quite good

Graphs: 8/10
While not exquisite, the graphs are decent and show some evolution from the original game. You see Mario throwing pills down the bottle and viruses on the opposite side grimacing at you. It’s more than other similar puzzle games even in the 16-bit era (think Columns).

And the viruses do serve a purpose: when one disappears it means that it has been eliminated. This means you can ignore said color(s) once they drop. This will make your strategy all the more important to avoid piling up these futile colors

Music: 8/10
Like Tetris, one doesn’t play Dr. Mario for its top-notch music. Nevertheless, while there are only a grand total of 3 tracks (including the option screen), they are more elaborate than the Tetris tracks. Chill loops for an incredible 2 minutes, and unlike the Casino theme in Dragon Warrior IV, it’s not a mere repetition of the same loop. Plus it has a kind of techno vibe to it.
Fever has a shorter loop and is proper for a more tensed track, especially when you near the top of the screen.

As for sound effects, there is no glorious “tetris” sound, but it’s not distracting. It’s actually useful to have them on: when you play vs. mode, you sometimes get a half pill descend out of nowhere and spoil your stack. It’s quite distinctive so be on the lookout.

Addictiveness: 10/10
This game is more addictive than Tetris. For starters, even the regular game allows you to choose your “viral load” (how high you start and how many viruses you have to destroy) and several speeds from the get go. It allows for many combinations and almost endless fun.

But what I preferred was the vs mode. While not as aggressive as Dr Robotnik’s Mean Bea... Read the rest of this Review
King\'s Bounty - The Conqueror\'s Quest
07-26-22 04:59 PM
A forgotten game meant for so much more
Because of its inferior technology (compared to the Super Nintendo), the Sega Genesis often gets overlooked. King's Bounty is such a game. Its technical aspect leaves to be desired, but it certainly deserves some attention

Graphics: 7/10

This game certainly suffers for Sega' color limitations and graphical inferiority. When exploring by boat, landing your ship will prove to be difficult and will require some mastery. Indeed, streches of land that look suitable aren't, and you sometimes land where you don't want (yet), putting you in harm's way of monster armies. The rest of the world map is simplistic and doesn't offer much appeal, although walking in sand is realistically slower.

Inside battles, magic merely consists of flashes, just like attacks. Variety comes from time to time with random obstacles blocking your progression toward the enemy. It makes strategizing all the more important since not all characters can move easily, especially when trying to capture castles, where you are MUCH closer to the enemy.

Speaking of which, their constant move got annoying in the end. However, the sheer variety of them is one of the game's strongest suits. From cavaliers to knights, from faeries to dragons, you will need to find a balance between strength and budgeting - if you can't pay your soldiers, they will desert you.

Finally, while distracting too, the animation for the villains was interesting.

Music: 5/10

One does not play this game for its memorable soundtrack. There are only five tracks in the entire game: overworld, battle, intro/victory, defeat and village. The overworld theme can be interesting, although each "world" should have had its own track, and some of the characters seem to be synched to the music. But it gets annoying pretty quickly, especially the heavily synthesized village music

Sound effects are about as primitive. Magic and physical attacks are indistinguishable... Read the rest of this Review
Vandal Hearts II
10-11-18 10:32 PM
Worse than I Remember
When I played Vandal Hearts I again on Vizzed, I realized that, for its time, the game was a gem. I wanted to give Vandal Hearts II the same chance, since I never completed the game. But even after playing the game through, I still think that it’s a bad game Graphics: 6/10 While VH I innovated by introducing brief CGIs, none of that is present in VH 2. Literally: the only “movies” I could find were the loading screens, which looked like the reels of a mute movie. It’s inexcusable for an RPG produced in 1999. Also, while the cutscenes don’t have the same psychedelic backgrounds, they still fill less than half the screen. But compared to VH 1, VH 2 does show some nice improvements. For starters, characters are less pixelated and are drawn better. Their movements still look a little clumsy (especially on stairs), but at least they can jump when they have to. Also, everyone you talk to has a (static) portrait, and those are drawn nicely – some details like blood can show up at times, improving the image. Aging was also done nicely for the few characters you see between the Intro and Chapter One; you can still recognize them. On the battlefield (where most of the action happens), graphics also look nicer. Many of the “bonus” battles (necessary to obtain the Vandal Heart sword) have very big moving objects that show the technical prowess of the designers. Too bad it wasn’t meant to add some difficulty; in one such battle, there are “treadmills” that don’t affect your moving at all, and flying on lava doesn’t affect your health like the poison fields did in the previous game. Blood splatters also look less geyser-like… but it’s still too much for my taste. It doesn’t add much to the game. There are also sharp differences in altitude in many battles, making the battles more difficult and varied compared to the preceding game. But the best improvement was done with magic. Eve... Read the rest of this Review
Vandal Hearts
04-23-17 12:26 PM
Much Better than I Remember
When I first got my PlayStation in 1997, I was of course drawn to the big titles like Final Fantasy VII and Breath of Fire III. So when I tried other titles like Vandal Hearts, I thought that the game was disappointing and worth forgetting. But now that I’m playing the game with a “playing the game when it was first released”, I realize that this game is a hidden gem. Graphics: 7/10 Created in 1996, VH is one of the first (the first?) game to include CGI movies. Of course, don’t expect the elaborate movies from FF VII; they are limited to the intro of each chapters. Nevertheless, they add a very nice touch to the game, showing the general overview of the adventures you will live. At the start of Chapter 3, when the bad guys form a very blood tyranny, you can see the shadows of people walking in line in chains with a little child watching the scene, intrigued. It’s like looking at stills from an anime. Otherwise, like most 32-bit tactical RPG, the game is rather static outside the battlefields. Although they have much more variety that Front Mission (on the SNES), graphics are still not as interesting at the Shining Force, where you could walk and explore every village. You merely see a picture of the village or the overworld map and simply “teleport” from place to place. Fortunately for your eyes, you spend most of your time in cutscenes or a battlefield. In the former (since the scene is usually pretty small), you always see a repetitive background that “floats” in order to make a 3D impression. It’s a nice touch compared to 16-bit game, but I found it rather distracting. It becomes psychedelic at times and get annoying. Also, the characters’ movements looks a little clumsy, especially in the battlefield. When there are cutscenes there, their legs don’t even bend when they walk around/down obstacles. Speaking of battlefields, they were generally done very well and are very varied. From for... Read the rest of this Review
Front Mission 3
03-19-17 09:25 AM
One of the Best Scenarios Ever
One of the Best Scenarios Ever The end of the 1990s were the golden age of RPGs for me. Final Fantasy VII and VIII, Breath of Fire III and IV; so many memorable games that I still remember because of their great gameplay. Front Mission III is also part of this favorite list. And despite many shortcomings, it’s one of the most original games ever produced. Graphics: 5/10 This is where most of the shortcomings are. Considering what Square had been capable of in FF VIII, this game had very disappointing graphics. For starters, there can’t be more than 10 minutes of CGI film in this game, and they tend to repeat themselves. For example, you see Emma’s dramatic past CGI twice in her scenario. Second, not much effort was done to draw characters outside their wanzers. Their movement is very clumsy – even FF VII did it better – and they don’t even have a face. They look like overdone 16-bit characters. And just like FM I, you face static images wherever you are. Fortunately, they are much more diversified than their SNES counterpart. Bars in China actually “look” Chinese with their colorful decoration. Military offices look proper, shops look like big hangars holding giant machinery, and you even get to places for a scenario (like a beach or the outskirts of a city) that and dark but relaxing. When characters talks, you can actually see their faces and their lips move. And unlike FM 1 they actually show emotion. From joy to sarcasm, from anger to sorrow: I can’t think on many games (without voices; Grandia I did show emotions) that actually show how a character feels. While Ryogo’s emotions make him look butt-ugly – must be the weird teeth – others are fun to watch, and even scary at times when it comes to… special enemies. Finally, battlefields and battles also show several problems. First of all, not much effort has been put to drawn natural elements like trees. They are so pixelated that... Read the rest of this Review

janus's Last 5 Game Guides (view last 25)
Dragon Quest VI (English Translation)
07-02-17 01:08 PM
Dragon Quest VI Guide
Dragon Quest VI Guide Hello gamers, and welcome to another of my gaming guides. As always, I want you to sail through the game, find treasures and easily increase your level. But for this game, it’s going to be much more complex. After you defeat Mudo, you have the possibility of obtaining jobs that grant you skills and spells, but only if you defeat enemies at the right level. So if you try fighting slimes around Lifecod, it will be useless. I will indicate the approximate level you can reach before you need to change areas. Also, I will indicate where, between the real and dream world, you are. You can usually tell by the music you hear (real world had a more upbeat track), but just in case. 1. Defeating Mudo 1.1         Intro Real World Press any key to wake up the hero. Your answer to the blonde girl doesn’t matter. Move forward when you can and talk to the blonde again to fly to the castle. Mudo’s Castle Just follow the red carpet to the left, keep walking straight until you reach a foggy area. Answer yes, enter the door and watch Mudo cast you away in the Dream World. Dream World Village: Lifecod Press a key to wake up, take a leather cap from the right dresser, 10 gold from the left-most pot and agility seed in a barrel. Walk east to a cliff, climb the stairs and enter the elder’s house. Talk to him, always say yes and obtain a bag of goods. There’s an antidote of the pot to the left and a medical herb in a pot outside his house. Back to your house, walk southwest and get medical herb from a pot where a man stands on a “carpet.” Walk straight south into a house and get defense seed from the barrel next to the cow. Move to the next house to your right and get 10 gold from a barrel outside. Move to the tavern next door and get 3 gold from a barrel at the entrance. Walk south to exit the village and go towards the “broken stairs” south. Mountain Pass to ... Read the rest of this Guide
Dragon Quest V (English by DeJap)
04-09-17 02:15 PM
Dragon Quest V Guide
Hello gamers and welcome to another of my gaming guides. As always, my goal is to help you navigate through the game, complete the sidequests and grind your levels. Note that, at one point in the game, you will have to choose between two brides. Other than changing your children’s hair color, there will be very minor equipment differences – marrying Bianca will cause you to have them later in the game. Part 1: Childhood 1.1: To Santa Rosa After the theme where you see the name of the game, press the directional pad to have Pappas talk. Search the right drawer to get medical herb, exit the room and go upstairs. Go around the boat and talk with everyone in every room. Once it’s done, go back to talk with Pappas, follow him and exit the boat. After a short dialogue, exit the harbor through the back door and start walking north. Don’t worry if you get into a fight; daddy will save you. Start walking north along the impassable mountains. Keep walking north to the next village. Village: Santa Rosa After a scene, say yes to Bianca. After she leaves search the drawers for a leather hat. Go back downstairs, search the drawer in the back room for medical herb, go downstairs and search the lower urn for a strength seed and talk with Pappas to make him go away. You can find a medical herb upstairs from the weapon shop. Talk with the old man blocking your way west of the church, cross the short bridge and make your way to the cave. Make sure you are around level 4 before venturing too deep. Dungeon: Santa Rosa Cave Turn left when you can to get medical herb. Go back, follow the path north and turn left when you can to go downstairs. Go right and down to get 50 gold, walk back and go west of the stairs. Go up around a hole to get leather shield, keep following the left-hand wall down, go left and go downstairs some more. Follow the path without deviating and rescue the person under a rock (just push it down). Talk with the person again, walk up to g... Read the rest of this Guide
Phantasy Star II
01-22-17 11:18 AM
Phantasy Star II Guide
Phantasy Star II Guide Hello gamers and welcome to another of my game guides. As usual, I want to make you progress quickly and grind your levels with as little effort as possible. Since there are only three boss battles in the entire game, the grinding will be very short and sweet. In fact, the first speedrun for the game escape them entirely; I will not go this far however. 1.                      The Biosystem Lab 1.1   Darum’s tragic destiny Village: Paseo When you gain control of Rolf, exit Paseo and walk towards the tunnel. Walk north to a ladder but don’t take it; walk east and go south after a forest. Keep going south until you reach the next village. Village: Arima By going back directly to your house after exiting Arima, Rudo can join your team but there’s no rush if you escape every fight (you can walk due west to the tunnel rather than walk around like you did). Talk around if you want and exit the village. Walk east to cross a small bridge, go between these greenhouses [img]http://www.vizzed.com/boards/../smd/photo_album_pics/fullsize/311445-1485105177.png[/img]
And keep walking east (follow the coast) to a dungeon. Dungeon: Shure Follow the path west, hugging the western wall up (it’s long but straightforward) to get to a chest with 40 mesetas. Keep walking west to take futuristic stairs going up. Go south, west, up when you see a chest (you will see stairs nearby) and go towards it to get dimate. Take the stairs right above, walk right and up until you get a chest with head gear. Exit that room, walk west in the corridor, north and go around the room to take the stairs. Exit the room up, walk east, down when you can and take the stairs above you. Hug the eastern wall down (don’t fall in the black holes you see) and get 200 mesetas. Walk back up, go between the holes, follow the path to exit th... Read the rest of this Guide
Dragon Warrior IV
10-01-16 08:28 AM
Dragon Warrior IV Guide
Hello gamers and welcome to another one of my game guides, where you’ll learn to navigate quickly through the game, grind your levels and find useful treasures. Note that in chapter 5, like in the first four chapters when “bonus” characters join you, you will only be able to control the hero / heroin (the sex accounts for minor differences in clothing). You can give a general outline to the others but they will generally act on their own, which means that magic casters will pretty much waste their magic points. Chapter 1: The Royal Soldiers Village: Burland After the King’s speech, exit Burland and walk northwest to enter a cave Dungeon: Cave to Izmit Follow the path and go right at the first “dark” intersection (it reveals itself once you enter it) to get medical herbs. Go back, walk northwest around a lake and enter the dark intersection to get to obtain gold. Walk north to exit the cave and walk northeast to enter the next village. Village: Izmit Enter the village at night (walk around if needed) and visit the jail (between the priest and the weapon shop, downstairs). Talk to the man and walk all the way back to Burland. Enter the house in the southwest corner, go on the second floor and talk to the woman. Bring her to Izmit and go back to jail. After that, exit the village and go there

[img]http://www.vizzed.com/boards/../smd/photo_album_pics/fullsize/311445-1475287358.png[/img] Dungeon: Old Well Walk straight into the well, follow the eastern wall down, around a lake, left, down and straight right (ignore the voice saying the opposite) to eventually get a medical herb. Walk back and this time walk down in the intersection to go downstairs. Follow the path and walk straight right once again and you will eventually reach Healie, you best chance in this chapter against the boss (even though it’s uncontrollable). Walk back, walk all the way up at the inte... Read the rest of this Guide
Shining Force CD
07-06-16 11:26 AM
Shining Force CD guide
Shining Force CD Guide Hello gamers and welcome to another of my guides. Being a tactical RPG, Shining Force CD is divided in battle fields. And that is where all the action takes place; you can not explore villages or find treasures anywhere else. I will point you towards hidden characters and treasures but also up to what point you can grind your level and get at least 10 experience points. So if an enemy if worth fighting until level 6, it means that they yield only 1 experience point at level 7. Land effect means how easily (or not) you can move. Rough sand and rocks have a 30-percent effect, meaning that you will move much slower (but will get better defense from physical attacks). Be sure to watch out for enemy advance so they don’t corner you. The goal is what you must accomplish to end the battle, and a p next to a character’s level denotes a promoted level. Level p20 is the maximum to gain meaningful stats. Finally, ∞ means that enemy will keep respawning unless you stand directly on their spot. Book 1: Towards the Root of Evil Chapter 1: Cypress Invasion Battle 1 Goal: Defeat Dark Mage Enemies you will encounter Huge bat *6 (can put to sleep, level 6) Incubus*3 (cast blaze 1; level 9) Dark Mage*1 (casts blaze 2, level 10) For this fight, you should definitely grind your levels to at least 5-6. Because after Battle 1, you will not have any equipment (weapons, herbs, etc). Battle 2 Goal: Defeat Dwarf Enemies you will encounter Scavenger*2 (level 6) Goblin*6 (level 6) Dwarf*1 (level 6) After the fight, Cray the Monk will join you. And don’t forget to stock up on equipment again. Battle 3 Goal: Defeat Cypress Knight Enemies you will encounter: Two of each: Goblin, Dwarf, Scavenger and Huge bat Cypress Knight *1 (level 8) Battle 4 Goal: Defeat Dark Mage Enemies you will encounter Dwarf*∞ (those posted inside doors) Cypress Knight*3 Death Archer*2 (level 9) One of each: Huge Bat and Dark Mage The ou... Read the rest of this Guide

janus's Last 7 Game screenshots (956 total) (view last 250)

janus's Last 7 Game Videos (896 total) (view last 250)

janus's Game History
King\'s Bounty - The Conqueror\'s Quest (gen),   Xenogears (psx),   Lagoon (snes),   Lagoon (snes),   Lagoon (snes),   Lagoon (snes),   King\'s Bounty - The Conqueror\'s Quest (gen),   King\'s Bounty - The Conqueror\'s Quest (gen),   King\'s Bounty - The Conqueror\'s Quest (gen),   King\'s Bounty - The Conqueror\'s Quest (gen),   King\'s Bounty - The Conqueror\'s Quest (gen),   King\'s Bounty - The Conqueror\'s Quest (gen),   King\'s Bounty - The Conqueror\'s Quest (gen),   King\'s Bounty - The Conqueror\'s Quest (gen),   King\'s Bounty - The Conqueror\'s Quest (gen),   King\'s Bounty - The Conqueror\'s Quest (gen),   King\'s Bounty - The Conqueror\'s Quest (gen),   Lagoon (snes),   Lagoon (snes),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),   Vandal Hearts II (psx),  
 
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Sega CD Games janus owns (1)


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