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Registration: 06-15-12 10:49 AM (4333 days ago)
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Last Post: 09-07-17 08:46 PM
    in Bionicle Heroes Review (Game Reviews)
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yaoyao9's Last 5 Game Reviews (view last 25)
Bionicle Heroes
09-07-17 08:46 PM
Bionicle Heroes Review
I remember back in 2006. I got home from cram school, hopped over to my mailbox, and got my greedy little hands on the newest issue of the LEGO Shop At Home magazine: what was in it? A full page of info about Bionicle's newest game: Bionicle Heroes. The novelty of having a 3rd person Bionicle shooter was interesting to me, and I spent a lot of time on the free PC demo. I completely skipped out on the GBA version of the game back then, and in hindsight, I don't think I missed out on much. 
Graphics:: The graphics are perfectly acceptable for a GBA title. Special merits goes out to the enemy, cut scene, and hero mask animations. The Bohrok, Visorak, Vahki, Rahkshi, and Bahrag all look really good, and the feel of a natural world with LEGO elements was captured well in the game. The cut scene graphics are rather appealing as well, doing a good job mimicking the graphics found in the game's home console versions. Finally, the little hero mask icon at the bottom left corner of the screen looks pretty well animated. The player character, however, doesn't look so good. Aside from the constantly bouncing eye pixels whenever the player runs, the overall feeling I garnered from watching the player avatar in action is a pixelated mess. The same can be said for the Piraka enemies, who seem to suffer from this as well. I praised the cut scenes for being good replicas of their home console counterparts, but that also creates a problem with the visual styling of the game. The console ports of Heroes uses a worn, pitted style for their character models; the Toa and Piraka all look battered and worn, with chips in color on their armor to show their wear. Meanwhile, the GBA game has a primarily clean art style with no hints of dirt and grime existing whatsoever. Finally, the hero mask icon may be well-animated, but its certainly completely useless. Every time the player is struck, the mask will reel back and then shake its head, telling the player that they've been hurt. The... Read the rest of this Review
Batman - Return of the Joker
02-08-15 01:43 PM
Batman - Return of the Joker Review
Hot dang, the Game Boy has so many games with "Return" in the title. Batman has had a pretty moderate record in his video game lineups so far, and while this particular installment is constantly overshadowed by games such as Batman on the Nintendo Entertainment System and the Arkham trilogy, Return of the Joker is a gem of a game on the Game Boy. Being the first game I ever completed for the console, let's see how well the game stacks up.

Graphics: Way to start off a review, huh. Batman - Return of the Joker (hereby referred to as RoJ) offers little in the way of graphics, and one of the main issues with the game is that the graphics are so boring. While the Batman himself has always had amazingly fluid animation, the enemies are a boring morass of uninteresting crooks, ninjas, and what appear to be football cyborgs. Moreover, the game doesn't include a single Batman villain that is truly recognizable other than the Joker himself. Instead of classics like the Scarecrow, Poison Ivy, Bane, or even the Mad Hatter, we get such new classics like ""Dark Claw", "Shogun Warrior" (I guess Mattel's lawyers had a field day), and how can we ever forget "Foul Ball"? In a less sarcastic manner, WHO ARE THESE GUYS? Amazingly, none of these characters seem to exist outside of this game, so their bland, 8-bit selves don't have any real images to compare to. The graphics are boring, but not awful.

Sound: This game. THIS GAME. RoJ has some incredible sound tracks, and also some that are so generically bland that its a pain to listen to. In yet another aspect, the game once again becomes average. Considering the crew behind RoJ had the talents of Manami Matsumae, I'm surprised as to how unspectacular the soundtrack as a whole is. When you have the musical genius behind the original Mega Man on your team, I expect something excellent, and while there are certainly excellent tracks, there are also pathetic ones. We have amazing music, such as the title theme (... Read the rest of this Review
Pokemon Red
01-01-15 10:07 PM
Pokemon Red Review
Oh boy. If anyone ever reads the numerical ratings I gave to this "gem", I'd be booed off the Internet. Anyway, Pokémon Red! What can one say about it that hasn't already been said? The game is the killer app on the original Game Boy, being the one of the best selling games (along with Pokémon Blue, Yellow, Gold, and Silver; Gold and Silver were also compatible on the Game Boy Color), and I would give it a score so much better had I been reviewing it in context. However, since this is 2015 we are talking about, I'm mainly here to talk about how well the game has aged since it came out in around 1998. Is there a point to playing this old dinosaur over the remake Pokémon FireRed? Let's find out.

Graphics: Oh boy, why do I always talk graphics first. Despite the large and well shaded sprites in the battle screen and the rather decent over world sprites, the graphics of the game are still pretty awful. The Pokémon present barely resemble the creatures they represent, and some sprites (such as Geodude) are cringe-worthy. The rating for this section would've been much higher, again, if I was reviewing this in 1998. However, we now have Pokémon Yellow, a game with some truly beautiful graphics that do justify the Pokémon. Moreover, we also have Pokémon Gold and Silver, more Game Boy games (again, they are meant for the Game Boy, but looked better on the Game Boy Color) that made the Pokémon look beautiful. Red (and Blue), with its long CREATURE development cycle (it took reputedly more than 2 years to design the 151 Pocket Monsters), was still unable to do any of the creatures justice with the sprites present in the game, which is truly sad.

Sound: The tunes of Pokémon Red are well-known, household tunes. While deceptively simple, the tunes are intricately crafted and well worth their amount of remixes on the Internet.  A song doesn't need to be complicated to be good, and like the Super Mario Bros. Main t... Read the rest of this Review
Star Wars - Episode III - Revenge of the Sith
08-05-14 01:08 AM
Star Wars - Episode III - Revenge of the Sith Review
What do you know? I'm looking at my childhood on a computer screen!
Yes, I grew up with the GBA, and eventually graduated to a GBA SP during my teenage years, but my first time ever playing any game in the 5-6th generation of gaming was this particular title, "Revenge of the Sith" for GBA. I still remember when the movie came out, and everyone was going absolutely nuts over the fact that the movie was so much better than the previous entries in the rather terrible prequel series. Then, the game came out, and everyone flooded the local Target and got their hands on a copy... except me. I borrowed the game several times from friends (and their GBA as well). Today, I was finally able to complete the game 100%. So, does nostalgia still bind me to loving this game? Let's see.

Graphics: The graphics of "Revenge of the Sith" (Hereby referred to as "RotS") is fantastic. While I cannot say that it pushes the GBA (GBASP, Emulator, GBMicro, or GBA Adapter for GameCube, doesn't matter) to its limits, I can say for sure that this game looks on par with the CGI present in the actual film, and the graphical icons for each character during conversations look great. The sprites are well drawn for those areas, and do a good job reflecting emotion and is pretty much the handheld versions of Ewan McGregor, Hayden Christensen, Samuel L. Jackson, and all the other stars of the movie. During the actual game, the sprites are still well drawn. Anakin Skywalker, Obi-Wan Kenobi, the various enemies you encounter, all look very good with nice, large sprites, crisp colors, and a definite likeness to the movie characters that even spectators watching a play session will have no problem recognizing each of the famous characters from the infamous (pun-city) prequel trilogy. The graphics are superb and a definite example of how this game shines.

Sound: The sound section, while featuring great remixes of each instrumental theme from the movie, does pale in comparison with the a... Read the rest of this Review
Mega Man 5
07-03-14 10:00 PM
Mega Man 5 (NES) Review
Welcome, to my favorite of the Classic Series (on NES)! Mega Man 5 is the fourth annual sequel in the long-running Mega Man Franchise, and has quickly became my favorite title in the NES line up of Mega Man games despite the majority of the reviews on the Internet call it "just another Mega Man game". What do I love about it? Read on. That's what I'm typing this for, isn't it?

Graphics: Mega Man 5 takes the traditional route of sequels here by simply having minute improvements to graphics. The new enemies, such as the Space-Metools and such, look great despite being physically small. While the backgrounds of the game are a slight step down from Mega Man 4, with Gyro Man's stage being the worst offender of that case, other backgrounds, like Charge Man's stage, are incredibly good looking for 8-bit standards, and even feature the bouncing and clacking of rails like in a real train. The bosses definitely look the best in the titles we have so far, with large, nicely detailed sprites and a few complex actions to sweeten the package. Stone Man's "falling to pieces" was especially pleasing. Finally, the large fortress boss sprites are a pleasant change. MM4's fortress boss sprites, while large and imposing, look a bit flat, and MM2's fortress bosses look like paper. Standouts like "Big Pets" and the Darkman robots (despite their size) look great and really adds to the enjoyment of the game for me, since it is a lot easier to both see your target and to take in how massive it is.

Sound: While the entire soundtrack is great as a whole, and had very few music tracks that I hated (Darkman Fortress Track), it still pales a bit in comparison to the other Mega Man OST selections. The entire soundtrack feels overly happy for some reason, and it was more of a mood changer than anything else. The boss music is once again groovy, but in a strange sense. The music is happy beyond words, and it is simply a strange but creamy experience listening to this stuff. It fee... Read the rest of this Review

yaoyao9's Last Game Guides
Kamen Rider
08-17-13 05:08 AM
Kamen Rider (SFC) Game Guides
"Kamen Rider" on the Super Famicom doesn't really need a game guide section, but I'm just going to tip in my two cents on the game and hopefully it will help the rest of you from being frustrated by the game, like I was before months of practice took place.
Most of the stages are similar, and the tips are general for each stage, and unless there is one stage I need to empathize, I will list what it is first.
Tips:
Don't play on easy mode unless you are practicing for Normal. Easy will not allow you to finish the game and see the true ending of the game.
Always try to kill as many combat men or Kaijin as possible as the human (1P is Hongo Takeshi, 2P is Ichimonji Hayato). You get a new life bar when you transform, so take as much advantage of your human health as possible.Avoid doing a grapple combo, throw, or anything that involves holding your enemies. Unless you are swarmed with a few combat men, don't bother doing any of these. They do little damage and leave you open to attacks from behind.Avoid using the L,R, or LR SSI Combos. They leave you open to attacks, and take quite long to execute. Anyone who plays these types of games know that enemies don't stay still.When upgrading, only upgrade your health (second option). This is done by repeatedly tapping the attack button. The other two are not as helpful, since increasing strength isn't prominent, and the SSI system is worthless.When as a rider, 1P should try to spam the Running+Attack Rider Kick, while 2P should spam the
Running +Jump+Attack Rider Punch fore better coverage.It is of your best interest to smash item crates last, since then, if it is a health pickup, you can keep it longer.When fighting Kaijin, kill the combat men first. They will annoy you endlessly if you do not.Throw your enemies off ledges when you can.
Lastly, transform in the first screen of stage 6. It will take you to an elevator screen where the majority of the Kaijin appear. Simply throw them off the platform to... Read the rest of this Guide

yaoyao9's Last Game Videos (1 total)

yaoyao9's Game History
Ultraman (gb),   Godzilla - Kaijuu Daishingeki (gg),   Donkey Kong (gb),   Ultra Keibitai - Monster Attack (gba),  
 
Game Boy Advance Games yaoyao9 owns (1)

Game Boy Games yaoyao9 owns (2)

Sega Game Gear Games yaoyao9 owns (1)


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