Category Archives: Reviews

My Thoughts on Mewtwo

Mewtwo has been released as a free DLC fighter for Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U, exclusively to those who bought and registered both versions with Club Nintendo before March 31st. Those who didn’t will have to wait until April 28th to be able to buy Mewtwo for $3.99 for either version, or $4.99 for both versions. It’s the first time he’s appeared in a Super Smash Bros. game since Super Smash Bros. Melee, and fans were hyped when he was announced back in the 50 Fact Extravaganza. Now that I have my hands on the DLC, how does he play?

Mewtwo
The short answer is that he plays very close to his Melee incarnation. However, not all of us played Melee, so let me give you a rundown. He controls very similar to Ness, with a high double jump to prove it. His Standard Special, Shadow Ball, is a bit weaker than other moves similar to it like Lucario’s Aura Sphere, Greninja’s Water Shuriken, and Samus’ Charge Beam. His Side Special, Confusion, reflects projectiles and makes the victim tumble. His Down Special, Disable, temporarily puts the target into a helpless state. His Up Special is Teleport, and unlike Ness, Mewtwo’s Up Special allows him to recover, and it’s pretty fast to boot. Unfortunately, it doesn’t have much range, and from what I can tell, no attack hitbox. His iconic Forward Throw is still the same, throwing an opponent forward and then firing a barrage of Shadow Balls, his Aerial Attacks (excluding his Forward Aerial) are great, and his Up Smash can do some serious damage. His Final Smash, Mega Mewtwo Y, is a cool looking attack with good range and decent power.

There are two things I don’t like. First, his voice clips sound like they were ripped straight out of Super Smash Bros. Melee. Second, he makes the character select screen look weird. Instead of centering the bottom row, they instead just stuck it on the very left, leaving the rightmost column with nothing underneath it. Other than that, Mewtwo is a nice addition to the Super Smash Bros. roster.

With the announcement of another veteran fighter returning as DLC, Lucas, it’ll be interesting to see if he gets similar treatment. Lucas is planned for a paid release in June.

Review: Super Smash Bros. for Nintendo Wii U! (All New Aspects)

It’s finally here, a new era of Super Smash Brothers! A series so popular, whenever a new installment is announced, speculation runs wild and the amount of “reaction” videos showing people all trying their best to prove why they belong in an insane asylum instantly flood YouTube, and this time was no different. When Mega Man was announced as a playable fighter, the internet nearly exploded. Nintendo was like that person in a race who is so far ahead they don’t even need to try, just announce a new Super Smash Bros. game and you automatically win E3. This time we got two versions, the Nintendo Wii U version, and the Nintendo 3DS version. The Nintendo 3DS version was stellar, so it’s time to find out how the Nintendo Wii U version does. A quick note, this review took so long because I decided to focus on all the new aspects of the game, since the core gameplay has been the same since the Nintendo 64 original. I WILL also be spoiling the character roster.

BASIC GAMEPLAY
For the two of you out there that are unfamiliar with Super Smash Bros., I’ll cut you some slack and explain how you play instead of leaving you in the dust. The dry, dry dust. Unlike a typical fighting game, in Super Smash Bros. the idea is to increase your opponent’s damage percentage by attacking them. The higher the percentage, the farther they’ll fly back when hit. Once you think their percentage is high enough, launch em’ with a Smash Attack! You K.O. someone when they fly far enough off the screen. Attacking in itself is also different. By pressing the attack button in addition to a direction on the control stick (or D-Pad, for anyone actually using just the Wii Remote) to perform one of several attacks. There are specials, grabs, pummels, throws, shields, dodges, and taunts. Every character has the same amount of each one of those as other characters. There are also Final Smashes, one-use moves that require you to grab a Smash Ball, floating spheres that roam the stage waiting for a user to unleash its devastating power. Some transform you, some play a flashy sequence of attacks, and some are just massive attacks. It temporarily transforms the match’s objective from “Beat the ever living snot out of each other” to “GRAB IT GRAB IT GRAB IT” and once someone’s gotten it, you better hope they miss, otherwise you’re in a world of pain. The Final Smash you unleash depends on the character you’re using, as each has their own unique one (except for Shiek and Zelda and Dark Pit, Mario and Dr.Mario, and Marth and Lucina). The character roster itself is pretty sweet.

ROSTER
Oh boy, is it sweet. All of the characters from Super Smash Bros. Brawl return with the exception of Snake (for legal reasons), Lucas (for the fact that his game never left Japan), the Ice Climbers (for Nintendo 3DS limitation reasons), Wolf (for the fact that he was a third clone of the character Fox), and the Pokemon Trainer (for the reason that he used Generation One Pokemon, though Charizard does return). There’s also Dr.Mario and Mewtwo (Mewtwo is future free DLC if you buy both versions) returning from Super Smash Bros. Melee after not appearing in Super Smash Bros. Brawl. The newcomers are great. Mega Man (Mega Man), Pac Man (Pac-Man), Duck Hunt (Duck Hunt), Villager (Animal Crossing), Shulk (Xenoblade), Greninja (Pokemon), Bowser Jr. (Super Mario), Rosalina (Super Mario), the list goes on. This also feels like the most balanced Super Smash Bros. game yet, with no character feeling too much stronger than the last (though Diddy Kong has raised some eyebrows). What’s even better is the the ability to create your own fighters!

CUSTOM FIGHTERS
By creating a Mii in the the Mii Maker program on the Nintendo Wii U home menu, and selecting them in-game, you can create your OWN Mii Fighters! You can choose from three types: Brawlers, Swordfighters, and Gunners. The Brawler is a fast and strong, close-range fighter, the Swordfighter is considerably slower and is an average-range fighter, and the Gunner has average speed, and is a long-range fighter. When created, you can choose from one of three specials for each special button input (up, down, left, right), change their outfit, headgear, and equipment (which messes with their stats). The Mii Fighters are cool, to keep it short. You can also, after unlocking custom special moves for them as well, customize the normal fighters. Fighters aren’t the only things you can customize.

STAGE BUILDER
This was in Super Smash Bros. Brawl, but it’s been completely revamped so I might as well mention it. Using the Nintendo Wii U GamePad, you can draw your own stages, and then play on them! Choose a theme, a music track, a terrain texture, and start creating! You can also place other things, like cannons, moving platforms, springs, and lava. There’s nothing more to it then that. The normal stages themselves are actually pretty cool.

STAGES
We’ve got plenty of returning stages like “Halberd” (Super Smash Bros. Brawl), “Yoshi’s Island” (Super Smash Bros. Melee), “Pokemon Stadium 2” (Super Smash Bros. Brawl), and “Kongo Jungle 64” (Nintendo 64), but we’ve got plenty of new ones. Some of my favorites are “Windy Hill Zone” (new), “Wily Castle” (3DS), and “Mario Galaxy” (new). Some of these stages even stand out in many ways, like “Wily Castle” and “Pyrosphere” which both use the new stage boss concept, and “Great Cave Offensive” is the biggest stage in the series. The staples are of course still here, with “Battlefield” and “Final Destination” both returning. There’s now also an omega form of each stage, which turns them into flat basic stages, not unlike “Final Destination.” There are few unlockable stages compared to the 3DS version, and that’s a good thing in my eyes! The only downside is that there are fewer new stages in this game than Super Smash Bros. Brawl, and that’s a little sad. The stage settings you have set also affect the other modes like…

SPECIAL ORDERS
This mode is actually two modes, Master Orders and Crazy Orders. Master Orders is where the final boss Master Hand gives you three random tickets to choose from, each with a different challenge and reward based on the difficulty. Crazy Orders is a bit different. In order to even access it, you either need to pay a large amount of coins, or use a pass you can get in several places. Once inside, you again choose from three random tickets that the also final boss Crazy Hand gives you, but these are usually equal in terms of difficulty. The difference here is that after you complete one, you of course get the reward, but you keep almost all of the damage you took (you are slightly healed in between battles). You’re also under a ten minute time limit. Die once, and it’s all over, losing the rewards you won to twist the knife further. At any point during the challenge you can choose to face off against Crazy Hand, who becomes harder the more tickets you complete. Beat him, and you keep all of your rewards. They’re also pretty sweet. You can get coins, trophies, custom moves, Mii outfits, Mii headgear, equipment, and best of all, music CDs which unlock new music tracks. The soundtrack itself is…

SOUNDTRACK
..excellent. The new remixes are wonderful, and all of your favorite tracks from Nintendo games are here. I’ve learned about games I never knew existed just by scrolling through the sound test menu. Sure, a lot of the remixes are from Super Smash Bros. Brawl and Super Smash Bros. Melee, and one or two are even from the original Super Smash Bros. on the Nintendo 64, but they’re still awesome to listen to regardless. Some of my personal favorites are “Rosalina in the Observatory” (new remix), “King Dedede’s Theme” (Super Smash Bros. Brawl remix), “Mega Man 2 Medley” (new remix), “Spark Man” (new remix), and “Menu (Melee) Version 2” (new remix). Then again, there are some remixes that ruin the original track, like the “Egg Planet” remix, which not only sounds like “Egg Planet” with a crappy filter over it, but also tries randomly throwing in classic Mario themes, and they don’t mix well. You can pick the original “Egg Planet” track, so this is one remix I’m never listening to again. A lot of tracks have different names as well. “In the Final”, which is the Mario & Luigi: Bowser’s Inside Story final boss theme is now called “the Grand Finale.” The boss theme from that same game, which was once called “They’re Pretty Tough, Should we be Careful?” is now called “Tough Guy Alert!” One change I like is that when you are playing online, everyone gets to listen to track different from what everyone else is listening to. Oh yeah…

ONLINE
Online play was also a feature in Super Smash Bros. Brawl, but because it was infamous for having copious amounts of slowdown and input lag, everyone had their eyes on it this time. While the Nintendo 3DS version’s online play was better, it still suffered from slowdown. This time however, it’s nearly perfect. The only problem is that it’s affected by everyone’s connection, so if one person has a bad connection, it ruins it for everyone else. I had a match with someone whose internet was so bad, the game froze every two seconds, and the match had massive slowdown whenever it didn’t freeze! Connection problems aside, there are a few different modes. To play online you first have two options, “With Friends” and “With Anyone” both are self-explanatory. Once you’ve picked one, there are two modes, “For Fun” and “For Glory”, with the first putting you on a random stage in a time match with items on, and the second putting you on the Omega form of a stage in a stock match with items off. You can choose teams, free-for-all, or one on one as well. You can spectate matches and place bets on players/teams using coins, and you can watch replays of old matches. There’s also conquests, which all you need to do to participate in is choose a character in the conquest, and if you win the percentage of that character will rise. It’s tough to explain. You know what’s also hard to explain?

SMASH TOUR
This is the Nintendo Wii U version’s equivalent to Smash Run on the Nintendo 3DS version. Instead of running around for five minutes, killing enemies to get stat boosts, you instead play a sort of board game where you run around for a set amount of turns collecting stat boosts, fighters, and items. Whenever you collect a fighter, it gets added to a list of fighters you can use, and whatever’s first will be the one that’s used, and you can’t change it. Turns begin with everyone spinning a spinner and the turn ends once everyone’s finished moving. The next turn then begins. If at any point you run into someone, at the end of that turn everyone will duke it out. If you get K.O’d you lose the fighter you used. The person who wins not only launches anyone near them across the board, but you also get to keep the last fighter you K.O’d. The big problem with Smash Tour however, is the items. At the beginning of a turn or before a battle, you can use an item, which can have many effects. They can prevent you from getting launched, they can let you start out a battle with a hammer, they can double the number of your spin, they can slow down the spinner, they can warp you to a random checkpoint you haven’t been to, etc. However, many of the items are overpowered. They can make an opponent shrink down for an entire battle, they can make an opponent start out with 100% damage, nearly guaranteeing their loss, and they can warp every player to one spot at any point. These can throw off whatever you were attempting to do. There are also random events, like bosses, enemies carrying stat boosts, and hazards. These are also unfair. The player closest to the stat boost carrying enemies when they spawn will always be the one who gets them, players can just sit still and steal the finishing blow on a boss, and the spinner will always dictate whether or not you’re avoiding a hazard. The most unfair bit comes at the end, where after tallying the players stat boosts, the game will give stat boosts to the players that did the best, as opposed to those who actually need them (except for the “launched ace” boost). After that, players battle with their new stats and all of their collected fighters. I much prefer Smash Run personally. It’s actually much more fun with human players instead mainly because they use the items strategically and not randomly like the CPUs. But overall, Smash Tour is a chaotic mess, and it’s even more chaotic than another new mode.

8 PLAYER SMASH
That’s right. For the first time in the Super Smash Bros. series, you can play with eight players at once. It’s madness. It’s insane. It’s awesome. Unfortunately it’s only available on some stages, and while an update has come out allowing for more to be played on, the stages don’t have hazards any more. Still, now nobody has to be that awkward fifth player waiting for their turn. Good luck getting enough people/controllers though. Thankfully, there are more controller options than ever.

CONTROLLERS
There’s the Wii Remote alone, the Wii Remote and Nunchuk, the Wii U Pro Controller, the Wii Classic Controller Pro, the Nintendo 3DS (requires Super Smash Bros. for Nintendo 3DS), the Wii U GamePad, and the GameCube controller. The GameCube controller has been what most people have used since Super Smash Bros. Melee, so when Nintendo announced a special adapter, so this was an appreciated move. I personally like the Wii U GamePad the most out of all the controllers, mainly because I like looking at the screen on it. When nobody is playing with the GamePad, tapping the screen during a battle will display information like lives, score, damage percentage, name, and character as opposed to what’s happening on the TV. The GamePad also has a NFC touchpad, which in this game is used for…

AMIIBO
Think of them like Skylanders figurines. By putting them on the GamePad’s NFC touchpad (they can be taken off immediately and will still be active), you can bring them to life as a figure player (FP)! They start off dirt stupid, but as they level up they become both smarter and stronger. The best part is that they adapt to your fighting style, and learn from you. At first, I beat my Mario amiibo every time (I named mine JumpMania, it’s a pun on Mario’s original name, Jumpman). But it learned, and as I fed it equipment to boost its stats, it started beating me. By level 50, it was winning every match. These things are strong. Mine not only takes advantage of its immense power by being very aggressive (it also adapted my Smash Attack heavy strategy, so three hits and you’re at 78%), it could use its speed to easily combo me, and its defense to take a beating and stay on the offensive. This isn’t just mine either, as amiibo have done pretty well in tournaments. In terms of the figure quality, it’s decent. Most of the main body feels tough, but I feel like chipping off Mario’s hat or fireball would be easy with enough pressure. They’re plastic figures, what do you expect? The detail on them is rather nice though. While it’s fun to play against them, I wish you could play alongside them in Classic mode.

CLASSIC & ALL STAR MODE
While being a mode in every Super Smash Bros. game, it’s been completely revamped this time around. Instead of fighting random enemies one after another, you get to choose by moving a trophy around a field, and by running into another fighter (or group of), you start a battle. You also have rivals and intruders to mix things up. After a few battles, you face off against the Fighting Mii Team, which uses Miis from the Mii Maker application regardless of whether they’re Mii Fighters, and then after that you battle Master Hand. This mode also uses the Kid Icarus: Uprising difficulty system, where you can bet coins to make your adventure harder (or easier), and narrow the difficulty down to exactly what you want. The higher the difficulty, the stronger the opponents and the better the rewards, but if you die, you can watch as you lose most of your rewards. I like this, as it adds a risk reward system that encourages risk taking. If you set it to 3.0 or higher you’ll fight Master Hand and Crazy Hand. If you set it to 5.5 or higher however, you’ll fight a new boss: Master Core. The higher the difficulty, the more forms he has. On the some of the highest difficulties, you’ll even encounter his Master Fortress form. Master Fortress is a giant… fortress that contains several enemies and lava that instantly kills you if you’re over 100%. It’s more dangerous than dark. Your goal is to destroy the cores that pretty much scream “INSERT DEATH HERE” and after you’ve done just that the fortress explodes and you’re left to beat up on the hopeless core of… Master Core. Overall, this is probably my favorite incarnation of Classic mode.That’s all for Classic mode, but All Star Mode is back too. In this mode, you fight all the fighters in the game in groups, with rest areas in between the fights where you can restore your health with one of the limited recovery items. You get one Maxim Tomato (which heals 50%), one new item, the Fairy Bottle (which heals 100% as long as you’re over 100% damage, otherwise it’s about as useful as a ship-in-a-bottle), and two Heart Containers (which each heal 100% damage no matter what). These items do not respawn once they have been used. Your judgement will come in handy here, and this is another thing I like. You fight the groups of fighters in reverse chronological order of when they first appeared in a video game, so if you’re dream is to fight Mario or Pac Man as the final boss, look no further… sort of. The one thing I don’t like is that if you die once, it’s all over. You will have moments where either you make one mistake and die, or the CPUs gang up on you and carry you off the stage, with no way of stopping it once it starts. Otherwise, the new All Star Mode is a fun way to get the Final Smash trophies. Unlike previous games, you have All Star Mode from the start, but in order to get most of the challenges centered around it you must unlock every character.

CHALLENGES
Remember how I said I was going over every NEW aspect of the game? I do. Anyways, the Challenges are back, and just as tedious as they were last time. They’re simple in concept only. Fulfill certain conditions and get a reward. The rewards can range from Pokemon, CDs, Equipment, Crazy Orders Tickets, and hammers. You can use the hammers you unlock to break challenges you find too hard and get the reward for free, but the hammers can only be used once and you only have five of them. Unfortunately, some of the Challenges are pretty infuriating. A few examples are “Collect every special move,” “Collect over 700 trophies,” or the infamous “Clear Solo Classic on 9.0 intensity without losing a single life.” The problem is that most of the hard Challenges can not be broken by hammers, so what’s the point of having the hammers? Some of the Challenges involve random events in Smash Tour, and that’s annoying. I must admit, it is nice seeing the Challenge board fill up as you complete them.

THE VERDICT
In my eyes, this is the best Super Smash Bros. game yet. The roster is enormous, the graphics are dazzling, all of the new modes- er, most of the new modes are excellent, the selection of stages is nice, and the soundtrack has some of the best game music I’ve ever heard. And the gameplay, oh the gameplay. It’s fun, it’s fluent, it’s amazing. This gets a 9/10. Buy it. Buy it NOW!

Review: Super Mario Galaxy! (7 years since release)

Does anyone remember what happened when Sony and Microsoft were announcing their 7th gen consoles? HD, 720p, these were but a few of the terms being thrown around. Nintendo had a different plan however, motion controls! Nintendo was trying to be original and innovative with their new console, the Wii. Did it work? Let me rephrase that. Did Sony and Microsoft attempt to do the same with the Playstation Move and Kinect once they saw the potential? Yes.
I’m not saying the Wii was without it’s problems, I’m really not. The online play was laughable, the original wrist strap awful, and the inability to store data on SD cards (at first) frustrating. At least it was an example of gameplay over graphics. But it wouldn’t be Nintendo without their famous franchises, and after we got Super Paper Mario (originally intended to be a Gamecube title), Nintendo released Super Mario Galaxy to almost unanimous praise. Why? It’s time to take a look at my favorite game of all time (bold, I know).

STORY

Every 100 years a comet passes over the Mushroom Kingdom, and with it comes showers of interstellar chunks known as Star Bits. These are brought to Princess Peach’s Castle, where they combine to form a great Power Star, known as a Grand Star. This spectacular night is known as the Star Festival, held once every 100 years to celebrate the comet. And that time has come again. Princess Peach sends Mario a letter asking him to meet her at the castle, where she will give him something. Before anyone has time to celebrate however, the King of Koopas shows up, right on time. Bowser proceeds to kidnap Peach by lifting her castle into space. He also makes sure to bust up the entire Mushroom Kingdom with his fleet of airships. Thankfully Mario was entering the castle when Bowser took it, so this should be really quick-

Dang it!

Dang it!


Mario is saved by the creature Princess Peach was holding, who is known as a Luma. This Luma was special, and Mario is soon introduced to Rosalina, guardian of the cosmos and someone Nintendo can’t shut up about these days. Rosalina explains that her ship, the Comet Observatory, flies by the Mushroom Kingdom once every hundred years and is the comet that the Star Festival celebrates. Her ship requires Power Stars to run, and all of them were stolen from her by Bowser. Rosalina asks Mario to retrieve the stolen Stars, and in return she’ll help him rescue Princess Peach from Bowser. There you have it, the story is a little more complex than your average Mario story, but it still is nothing deep. The ending however, really takes the cake. After thwarting Bowser’s plans to conquer the universe, Bowser’s fortress explodes, creating a large Black Hole that starts to suck in Mario and co. The Lumas sacrifice themselves and the entire universe is reborn. That was unexpected. There actually is completely optional backstory for Rosalina in the form of the Library. After beating a certain amount of levels, you can listen to Rosalina tell her story. You unlock new chapters by beating more levels, and it’s a nice reward.

Rosalina

GRAPHICS AND SOUND

Gotta get this out of the really quick, this game is gorgeous for a Wii game in general, bonus points for the fact that it’s an early one. The Wii may not have been as powerful as the competition, but this game is still like eye candy. Constant 60 frames per second, no slowdown, short load times, and it still impresses me. I also can’t forget the soundtrack. Fully orchestrated themes, iconic pieces that have become mainstays in 3D Mario games, and they never cease to be enjoyable. It got an official release but good luck finding a copy at a cheap price (the soundtrack shouldn’t be more expensive than the game).

GAMEPLAY

Super Mario Galaxy follows the typical 3D Mario formula. There are 15 main Galaxies, each with at least six missions, several mini Galaxies with one or two Stars to collect, and six Bowser Galaxies. In each Galaxy there are three normal missions in which you complete a simple task such as collecting five Silver Stars, simply reaching the end, or beating a boss. Then there is one Prankster Comet mission. Prankster Comets are special comets that randomly fly by a Galaxy, and come in five different types, Speedy Comet missions involve a race against time, the Cosmic Comets also involve a race except against a cosmic version of yourself, Daredevil Comets force you to complete a normal mission with just one health point, and Fast Foe Comets make every enemy move much faster. Every major Galaxy has one of these missions. There is one more type of comet however, and that is the Purple Comet. Every major Galaxy also has one of these missions. Unlocked after beating the game, Purple Comets cause 100 Purple Coins to appear in the levels and it’s up to you to collect all or at least 100 of them. Unlike the 100 coin missions from Super Mario 64 and Super Mario Sunshine, these missions often have their own level design and gimmicks, not to mention the fact that they’re easy to see. There are also other types of objectives, like rolling a ball to the end, floating around in a bubble, or surfing on a wild course. And finally, each Galaxy also has one secret mission, like rescuing Luigi, feeding a hungry Luma, or just a simple secret. Speaking of Luigi…

UNLOCKABLES AND BONUSES

Besides the previously mentioned Purple Comets and the Library, once you get all 120 Power Stars and beat Bowser again, not only do you get a special ending, but you also unlock Luigi! Luigi is like the hard mode of the game, and getting all 120 stars as Luigi will unlock something more! More on that later. You aren’t just playing the same game twice, as there are some differences such as the fact that Luigi jumps higher but has horrible traction, Cosmic Luigi takes shortcuts making his missions harder, and there’s some pretty funny dialogue when you save Luigi… as Luigi! There’s also the Trial Galaxies, unlocked after getting all three of the special Green Stars. These are the toughest missions in the game, and many have ragequit due to them. Loopdeswoop Galaxy requires patience and care with the Wii Remote, Rolling Gizmo Galaxy requires…. patience and care with the Wii Remote, and Bubble Blast Galaxy requires……… patience and care with the Wii Remote.

THE CONTROL

One of the most important things in a video game is the control. Super Mario Galaxy’s control is nothing short of amazing. Fluent movement, great midair control, and the Spin. Punching and kicking has been replaced with the Spin. Just a shake of the Wii Remote, and BAM, Mario performs a Spin Attack that can do many things. You can use it to kill enemies, you can use it to gain altitude, you can use it to gain distance, you can use it to interact with the environment, you can use it to perform a homing ground pound, and you can use it to take one of this game’s many shortcuts. Mario also has the Long Jump back after Sunshine removed it, and combined with the Spin many things are possible. You can’t spam it however, as there is a one second cool down period, which is good otherwise your arm would get tired five minutes into the game.

THE FINAL LEVEL

After you get all 120 Stars as Luigi and beat Bowser again, you unlock Grand Finale Galaxy, in which you celebrate the Star Festival with 100% less airships. It truly is a nice breather after that collect-a-thon. Toads are everywhere, as well as the many… things you met on your journey. You recollect on your journey, and finally turn the game off.

SCORE

The reason I’m reviewing this game now is because as of November 1st, this game is officially seven years old. It was re-released as a Nintendo Select game, something only 17 titles share. This is my favorite game of all time. I own both the Nintendo Select and original version, with no regrets. What score will I give this game?

10 out of 10.

Go buy it!

Review: Sonic Classic Heroes!

I’m doing another Rom Hack review? Yes. Now shut up and read.

Background

It started with a hack of Sonic the Hedgehog 2 known as Sonic 2 Heroes. It was a hack where you took control of Sonic, Tails, and Knuckles all at once. It was fun, but kinda limited. It was only later that it was suggested that it merge with another hack, known as Sonic 1 and 2 (which combines both Sonic 1 and Sonic 2 into one game). Flamewing, the creator of Sonic 2 heroes, teamed up with the creator of Sonic 1 and 2, ColinC10, to create the hack that would become known as Sonic Classic Heroes.

Sonic Classic Heroes!

Gameplay

Sonic Classic Heroes (SCH) takes the gameplay of Sonic Heroes and combines it with the levels of the first two genesis Sonic games. You take control of Sonic with Tails and Knuckles following you. By pressing “A” you can switch which of the three you control. Every character has their own strengths and weaknesses. Sonic is the fastest, has an Insta-Shield that in the second it’s used extends attack range and makes Sonic invincible, and can do a Super-Peelout by pressing UP + B/C. Tails can carry Sonic and Knuckles by flying, but can’t fly forever or run as fast as Sonic. Knuckles is the slowest and can’t jump as high but he can glide, climb up walls, and break through certain walls with ease. All three characters can spindash by pressing UP/DOWN + B/Z (although Sonic will do his Super-Peelout if UP is pressed)

Levels and Cutscenes

SCH has a total of 17 Zones, each having 1-4 acts depending on the Zone.

Note: Keep in mind that these are the original Zones from Sonic 1 and Sonic 2, so I’m not critiquing the hack.

Sonic 1 Zones

Green Hill|3 acts
A great speedy and colorful opening Zone. Great music too.
Marble|3 acts
And we immediately lose all that speed with slow and tedious platforming. Bah.
Spring Yard|3 acts
A combination of the first two Zones, this one has speed but is still plagued with slow platforming. Nice music.
Labyrinth|3 acts
A very slow, uninteresting, tedious, underwater Zone. Ugh.
Star Light|3 acts
Finally some more speed! A very fast Zone with great music, this Zone rules.
Scrap Brain|4 acts
Imagine hell with buzzsaws and flamethrowers. The third act is basically another act of Labyrinth Zone, but isn’t as tedious if you take the shortcut, and the fourth acts pits you against the final boss from Sonic 1.

After a short cutscene you are taken to the Sonic 2 levels.

Emerald Hill|2 acts
A very Green Hill like level, Emerald hill is very fast and has great music.
Chemical Plant|2 acts
A very fast level with some amazing music, this is one great Zone.
Aquatic Ruin|2 acts
A fast underwater level, but if you take the upper path you won’t have to even touch the water.
Casino Night|2 acts
A casino level with pinball, speed, and more pinball.
Hill Top|2 acts
A blue and boring level, it’s still fast but even the music makes this Zone feel weird.
Mystic Cave|2 acts
A fun cave like Zone featuring the infamous spike pit which is now no longer a trap as Knuckles can climb out.
Oil Ocean|2 acts
A giant level with the entire bottom being filled with oil. I wonder what would happen if it caught fire?
Metropolis|3 acts
Dr.Eggman’s big bad base. Filled with cheaply placed enemies like Shellcrackers and Slicers, your ring count will always be at 3 at best.
Sky Chase|1 act
A very unique Zone as you’re on top of Sonic’s plane the Tornado killing enemies.
Wing Fortress|1 act
A flying ship which contains many platforming challenges.
Death Egg|1 act
The final Zone in the game, in this Zone you face off against Silver Sonic and Eggman in his giant Death Egg Robot.

SCH also has two cutscenes. When you beat Scrap Brain Zone act 4, you get the ending of Sonic 1, but the three heroes immediately look up to see the Death Egg and Wing Fortress flying by. Amy Rose, a pink hedgehog comes in with the Tornado and picks the three up and carries them to Emerald Hill Zone. If you got all the Chaos Emeralds you’d get the good ending of Sonic 1, but the Death Egg and Wing Fortress would still appear. After defeating the final boss, you get another cutscene in which Sonic, Tails, and Knuckles fall from the sky and are saved by Amy. Getting all 7 Chaos Emeralds results in the same thing except they will be in their super forms.

The 7 Chaos Emeralds

I’ve said “Chaos Emeralds” a lot haven’t I? How do you get them? That’s where special stages come in. By having 50 rings at the end of the stage, and by jumping into the giant ring, you’ll be taken to a special stage from Sonic 1. By navigating through the equivalent of an acid trip, you’ll obtain one of the 7 Chaos Emeralds (the seventh special stage is fan made, there were only 6 in Sonic 1). By having 50 rings and jumping into a checkpoint, you’ll be taken to a special stage from Sonic 2. By running through a half-pipe and getting the required amount of rings, you’ll be awarded with a Sol Emerald from Sonic Rush. By getting all 7 Chaos Emeralds you unlock the ability to go Super. By collecting 50 rings and pressing the jump button in mid air, you’ll go Super (or in Tails’ case, Semi-Super because he needs the Super Emeralds to go Super, which don’t appear in this hack). While Super, Sonic and friends are completely invincible. Each one also has a special bonus.

Super Knuckles runs faster, jumps higher, and glides faster.

Semi-Super Tails runs and flies faster.

Super Sonic runs faster, jumps higher, and can do a double jump in any direction

Upon turning Super, every Invincibility monitor becomes a “S” monitor. Upon breaking it, every character temporarily gains their Hyper form (or in Tails’ case Super form)

Hyper Sonic gets even faster and when he double-jumps he knocks out every enemy on the screen!


Hyper Knuckles is faster than Super Knuckles and when he grabs onto a wall after gliding he knocks out every enemy on the screen.


Super Tails is faster than Semi-Super Tails and he has his FLICKY ARMY OF DESTRUCTION! These buggers attack anything on the screen for you!

Geese! Overpowered much?

Menus

The hack has an autosave feature. On the save select screen, you can pick your save file, start another one, change character order, listen to the music in the sound test, change menu themes, and pick whatever level you want. There’s also standard and Combi-ring mode. Combi-ring mode tethers your characters together and you have to make use of physics to get through the levels. It’s basically like the game Knuckles’ Chaotix for the Sega 32X. Speaking of the Chaotix…

The Chaotix

Before you start a new game, you can choose between Team Sonic, and Team Chaotix. Team Chaotix features Vector the Crocodile, Espio the Chameleon, and Charmy Bee. Vector can double jump in any direction, Espio’s basically like Sonic, and Charmy can’t jump, but instead dashes in any direction INFINITELY! He never gets tired and so you can just fly over the whole level!

Score

Around a 9/10. I love this hack, so much to do!

Review: Sonic 1 Color Contrast!

Sonic the Hedgehog. You know, I’ve heard that he can really move. He also has an attitude. But he’s also the fastest thing alive too. But he’s had some trouble. Sonic had the HARDEST time jumping into 3D, and there were only two 3D games before he would be bombarded with bad games, a laughable attempt at voice acting, and the worst reboot ever. He’s recovering now, but even Sonic Team has lost faith in themselves. They gave Sonic a run button in Sonic Lost World because they didn’t want to screw up the controls. The new Sonic Boom TV show and game is taking place in an alternate universe so that if it bombs, they can backtrack and forget about it. But the fans are what takes the cake. They’re IDIOTS. They complain about the stupidest things. They complained about Tails being unlockable in Sonic CD 2011, Sonic having GREEN EYES, and more. Not all the fans are imbeciles though. Some are pretty incredible. Most of those people are Rom Hackers. What’s a Rom Hacker? Rom Hackers are people who dig into the ROMS of games, and change the coding to make a different experience. What results from this is called a Rom Hack. These will be posted on websites (say, Sonic Retro) for people to download and enjoy. Recently, one Rom Hack caught my eye.

Sonic the Hedgehog: Color Contrast!

Sonic 1 Color Contrast (SCC) is a Rom Hack of the original Sonic the Hedgehog for the Sega Genesis. As the title might suggest, color plays a large roll. Each zone has been sapped of it’s color and music, and Sonic (also colorless) has to get them back. Scattered throughout the stages are three Color Monitors, one Sonic Monitor, one Music Monitor, one Cycle Monitor (Marble Zone lacks this monitor), and in the case of Labyrinth Zone and Scrap Brain Zone act 3, a Goggles Monitor.

Each Color Monitor restores 1/3rd of the main colors. A Sonic Monitor restores Sonic’s colors and grants you an extra life. A Music Monitor restores the music to normal. A Goggles Monitor restores underwater colors. And a Cycle Monitor restores all the cycling palettes. Collecting all of the Monitors in a stage will allow you to enter a Special Stage and get one of the six Chaos Emeralds. Get all six to restore all the color in every zone. There’s more though, including a High-Jump Shield which allows you to jump higher, a Restart Monitor which takes you back to the beginning of the stage, Speed Shoes, Invincibility, and Ring Monitors.

In each zone there are two acts, Act 1 and Act 3. Act 2 is technically the Hub World. Scrap Brain Zone however, doesn’t have a Hub.

All of the level designs are different from the original game. There are some familiar sections however.

Personally, I really like exploring the expansive levels in search of the many Monitors. You also only need to find one Monitor to complete the stage. So if you don’t feel like it, completing the stage isn’t an enormous chore. There’s also plenty of room for speed. This is a great hack.

Verdict

8.4/10. Enough said. My name is JD and I’m OUT!

By the way

I don’t mean to offend anyone in the Sonic Fan base, I really like Sonic myself.

Review: Mega Man Unlimited!

Mega Man Unlimited. A fan game made by MegaPhilX which took the gameplay style of the 8-bit Mega Man games and ampliphied it. Originally called “Mega Man 10”, the name was changed when Capcom released an actual Mega Man 10. MegaPhilX created something that cannot be described with words, and here I am, attempting to do just that.

The Story

MMU’s story involves 8 robots claiming to work for the notorious villain Dr.Wily wrecking havoc. But Dr.Wily, forced out of his own castle, swears that he didn’t intend for this to happen. Dr.Light (Mega Man’s creator) agrees to help find out what happened. While doing so a mysterious figure rushes in and kidnaps Dr.Wily, with Mega Man going after him as well as the rouge robots. After defeating 4 of the Robot Masters, Dr.Light discovers that some sort of virus is completely re-writing the code of the robots, and that said virus spreads the same way a common cold would. Mega Man races off to stop the other four Robot Masters, with Dr.Light wondering why Mega Man hasn’t been infected with the virus. Upon defeating the other Robot Masters, Proto Man (Mega Man’s elusive brother) contacts Dr.Light to inform him that he’s discovered where Dr.Wily is being held captive, but before he finishes his message, he is attacked. Mega Man goes to Proto Man’s last location, which used to be Wily’s new castle before he was kidnapped. Upon conquering most of it, Mega Man encounters Bass (Mega Man’s rival who was built by Dr.Wily), along with a defeated Proto Man. Proto Man, infected with the virus, tries to destroy Mega Man. Mega Man defeats him, curing Proto Man of the virus. Mega Man chases after Bass, who reveals that HE was the one who kidnapped Dr.Wily. Upon defeating him, something huge rams into Bass, and is being controlled by Dr.Wily. Dr.Wily admits that HE created the virus, but it backfired. Dr.Wily proceeds to fight Mega Man in his new Wily machine, but ultimately fails. Dr.Wily flees however, and Mega Man falls down a pit. Mega Man traverses a tightly sealed area, and finds a capsule containing a robot. The robot breaks out, and this is the point where any Mega Man fan squeals with joy, as the robot is a prototype Zero. Zero proceeds to challenge Mega Man, but Mega Man can’t even touch Zero, and Zero eventually wins. Mega Man’s arm is knocked off, but Zero collapses due to his incomplete state. Wily grabs Zero and leaves, leaving Mega Man behind as he sets the castle to self-destruct. Mega Man barely makes it out, but collapses right next to the exploding fortress. Bass, wanting to get revenge on Wily for claiming he had no purpose due to Zero, saves Mega Man. Dr.Light repairs Mega Man and everyone celebrates.

The Gameplay

MMU’s gameplay is widely based on Mega Man 3’s. This means Mega Man can slide, but can’t charge his buster. Everything else is what you would expect from a Mega Man game. There’s bolts, a shop, E-tanks, it’s all here. But what about the weapons? Oh how I love the weapons in this game. They’re so useful. The Nail Shield can take several hits, blocks projectiles, and it can be used as a shield piercing projectile. The Jet Missile is incredibly fast, and when charged up can home in on enemies. The Glue Shot creates platforms and can freeze enemies in place. The Comet Dash makes Mega Man completely invincible as he dashes through enemies. The Rainbow Beam does rapid damage and has a large radius. The Nitro Blast is incredibly powerful and pierces shields. The Yo-yo Cutter can fire in 8 directions and can run up walls. The Tank Arsenal fires 3 projectiles at once. They’re all great. As for the controls, they’re solid. I always feel like I’m in complete control, and that there was never a moment where I lost track of myself. I also really like how they handled the slide. You can still press down and jump to slide, but this game gives you the option to map it to one button. This allows you to slide repeatedly much easier. Gamepads are also supported.

The Music

As for the music, it’s top notch. Lot’s of great tracks, including an 8-bit remix of the X vs Zero theme from Mega Man X5. Just listen for yourself.

Secrets! Shhhhh!

Mega Man Unlimited likes to throw a few secrets at you. For one there’s a secret 9th Robot Master named Yoku Man. You unlock this stage by collecting the 4 hidden letters scattered throughout the stages. His stage is very hard though, as his stage is focused around the disappearing blocks (also known as Yoku blocks) the series is known for. Towards the end of the stage is a maze, and overall is very long. Yoku Man himself is also tough. He teleports around, makes Yoku blocks appear, and can spawn spikes. I recommend fighting him with the Nitro Blast, but DON’T use it when he’s on the ground next to spikes, as it won’t do any damage and you’ll waste weapon energy. You don’t need to beat Yoku Man to beat the game (however you do fight him in the boss rush, in that case use his weapon against him), but his weapon is awesome. The Yoku Attack sends out shadowy clones of Mega Man that home in on enemies and items, and in the case of items, it brings them back to you. There’s also a 3% chance when you enter the shop that Roll will be replaced by Shampoo from Ranna 1/2 according to MegaPhilX’s website. Sometimes the music on the title screen will change as well.

Overall Score

This is an awesome fan game. I’m surprised Capcom didn’t officially fund this like they did with Street Fighter X Mega Man. If I had to give it a score, I’d say a 10/10 overall. This is a masterpiece and I encourage you to play it yourself.

Link

http://megaphilx.com/