Showing posts with label Culture Brain. Show all posts
Showing posts with label Culture Brain. Show all posts

Thursday, October 5, 2017

Game #72: Ninja Boy 2 (Game Boy) - Ninjas vs. Pirates, In Space! (Finished)

I had planned to use this color palette,
but forgot when it came time to play
Game 72

Title: Ninja Boy 2
Released: April 1993 (November 1991 JPN)
Platform: Game Boy
Developer: Culture Brain
Publisher: Culture Brain
Genre: Action RPG
Exploration - Top-down
Combat - Action (turn-based bosses)
Series - Super Chinese (Japanese name)





So, we're stuck with the default colors of the Game Boy Player
Released as the second action RPG of the series in Japan, from all I can tell the localization on this made it the third in the US. Even so, it's difficult to place them along a timeline. There's no indication other than the NES title being the first. The story began after the boys have been away from Chinaland for a few months. On board their starship with their friends, they were attacked and need to abandon ship.
I don't remember them going off to travel in space
Warriors of the Galaxy attacked the ship. Jack and Ryu escaped in a life pod that crash landed on an unfamiliar planet. All of their friends missing, assumed dispersed around the galaxy, Jack and Ryu set off to find them. They also took some time to blame the Galands for their current situation. Prior to starting the game, there's a difficulty option of normal (default), easy, and hard. Whenever I start a new game, I usually go for the default option unless I know that'll prove too simple.
*Plop*
Strangely without gear, and luckily a small amount of gold, I made my way to the first town of Sandstar. All of the parents were kidnapped by the Galands to work in Egymid, the capital city.
Some blatant advertisement
and additional marketing
This game follows Super Ninja Boy in nearly every mechanical way. Random battles pepper dungeons and overworld exploration. These battles are all action based where Jack (or Ryu) can punch, jump, and even swing a sword once one is acquired. There are no more than two enemies spawned at a time, and each battle ends as soon as a set number are defeated. Throughout the adventure they collect different kinds of magic throwing stars and other abilities that consume ninja power (NP).
Some special NPCs have a close-up view when speaking
The escape-leaf magic helped to cut down on the number of random encounters when I failed to flee, and there were many. The encounter rate is a bit high, and after the first dungeon my standard response was to run, fight when I couldn't, and use the escape leaf when winning wasn't worth it. I met with a resistance movement (there always seems to be one, and always open to new membership). They provided a bomb that I used to open up the tomb where the Libra Ring rested, the first of seven treasures (to collect and hand over to the big bad guy eventually I'm sure).
Some indication of the timeline -- Blu Boltar makes an appearance as leader of the resistance and references the battle in Chinaland
I rented a camel, and made my way west to a warp zone that had just been repaired. The next area was Dinostar, which had its own issues. It was on this trip that I realized I picked up the Vitalizer magic that restores HP, but I'm not sure when or where. In the capital city, White Castle, I met Ragyu who gave me a Bonzebot. This along with the capsules purchased at the store remain a mystery--whenever I tried to use them I received a message saying it wasn't the time to do that. Emperor Tyranno directed me south to retrieve the Orion Ring from Sanjo Castle; strangely it lacked a boss fight.
Seriously, it was just sitting there behind a door
With the ring in hand, we had apparently defeated enough of the Galands to open up the interstellar train line that allowed the boys to reach Mecha Colony. This world was being forced to create weapons for the Gallands. Freeing them, and Dr. Justice, rewarded Jack and Ryu with a spaceship.
Translation errors are always fun to point out, but I can't be too choosy about space transportation
Every town has an inn where it's free to rest, an item shop to purchase healing items and equipment, and a convenience store to find out the password and switch to two-player mode. The NPCs there offer a nice variety of hints and levity. Most have a building where the more important plot triggering characters reside. Dr. Justice took up residence in one of those while the party ventured further to destroy the Dreadstar weapon, and retrieved the Aries Ring (again without a boss fight).
In a few dungeons the battles occur in tight corridors
The next planet (which is a bit of misnomer, as the view from my spaceboat shows them as disc shaped) was Fantaland. There I learned the secret to riding dragons from a dragon knight, and faced off against the evil Robo Doc. Only the second boss (although fourth treasure), and I hit a wall. Apparently I had been escaping from a bit too many battles, as I found myself under-leveled. Dying is a small set back of half gold and reviving at the last convenience store. With no other options to explore, I needed to grind. One battle in particular helped offset my experience deficit. The normal enemies in this encounter were slow, and shot fire, but if I waited long enough a dragon appeared worth 6 times as much experience as the entire battle would normally award. They also didn't count towards the kill total, so I could consistently grind on them alone.
Capable of doing half current health, and going first is a bad combination
With just two more levels ahead of that first loss, the defense boost reduced the damage by 1/3. Such a dramatic change was unexpected, and the battle at that point was like all previous ones, easy. Boss combat is much different from the action battles. I get to choose Jack's actions, and Ryu randomly selects from bout or sword strikes (had I a second player connected with the Game Boy Link Cable, we could use that ninja power pool that goes to waste). Bout randomly punches, jumps, or kicks. Kicks tend to be weaker, while jumps and punches cause about as much as sword strikes. Sword use is hidden under Items, and with 6 M bubbles collected during normal battles I can summon the Might Ball under Magic, which is disappointing in this game. I'm not even sure what the Run command would do, I never attempted it.
Robo Doc enters his second form, which acts exactly like the first form
Magic might be a bit more interesting if it weren't too costly except for the healing spell. Defeating Robo Doc rewarded us with an antidote, which I used on the kingdom to restore their sanity. The princess rewarded the party with the Virgo Ring. The king allowed us passage to Wood Planet. It makes me wonder what prevented me from it at all.
Traveling to the "planet" Wood
The main town on Wood was Beatle, and I expecting some kind of Ringo joke, but I think it actually might have just been a spelling mistake. I picked up Magidoor (exit dungeon) and Magiport (warp to last starport) spells, which made backtracking on a single planet much quicker. Wood had an impossible forest maze that required a guide. The current guide had grown too old to travel, so I received an egg of a creature that could show me the way. We hatched it thanks to Dr. Justice's incubator, and it showed us through the forest in a short cutscene.
The magic password for getting through the lost forest
On the other side, we contended with the Galands that had taken up residence within King Wood, a giant tree. We received the Capri Ring, and nothing else. This time, strangely, there was no direction to the next location. It was simple enough to find, as I traveled the mostly linear space path to find planet Water World. Flotown is an underwater town that required I visit Dr. Justice once more for a submarine.
There is also the only gambling establishment in the game, but I was never hurting for money
The game dumped a bit more plot than normal as it told me of Fort Mars where another resistance movement, led by someone named Sanada, was battling against Ninja Master Puma with the stealth six. This has nothing to do with the current planet. To get the Quasi Ring I had to visit a fortune teller in order to learn I had to backtrack to Dinostar to get Ragyu, return to King Wood for some reason, and finally plug the hole on Water World that's slowly draining the water. Why are the Galands doing this? It's never discussed; they're just bad.
She also gave me the errand bot, which gave me access to purchase healing items from anywhere
Ragyu helped pull out a cork tree, and plugged the hole with it. Someone in town passed on the Quasi Ring as a reward. The fortune teller congratulated me, but didn't walk me through the rest of the game. So, I headed further along the path to find Fort Mars.
Nearly caught up in the battle -- I wasn't hit, so I'm not sure what happens; maybe I should experiment a bit more for this blog
The solar cannon firing from Fort Mars once again required me to consult Dr. Justice for the solution. Outfitting the spaceboat with a radar deflecting material prevented the cannon from firing. I'm not sure how I feel about the short back and forth "quests" involving Dr. Justice, which don't require anything more than visiting him. At least they're short, but at the same time he acts as a Dues Ex Machina with all the answers, stepping in to solve nearly every obstacle by his mere presence.
I found a shrine in the bottom left corner, and it's apparently somewhere I have to visit later
With a short trip to Dr. Justice out of the way, we're back in the game fighting our way through the Stealth Six. This set of six bosses (all action based) are some of the hardest or longest fought battles. Luckily they don't have to be defeated back-to-back. At end of the spiral space station we destroyed the solar cannon, and retrieved the Leo Ring. We tracked Puma to the King's Planet, which I missed somehow on my first pass of the surrounding area of Fort Mars. Upon entering the prince's hut in Bunnme on King's Planet we found Puma holding him hostage.
Guess what he wanted in exchange for the prince's safety
He locked up Jack and Ryu before heading out with the treasures. A bunch of their friends showed up after an indeterminate amount of time to set them free, and move the story along with some additional plot. Apparently there's supposed to be a slate in that bottom left corner temple that details the whole point of the treasure: to control the stars. I returned to Dr. Justice to better understand what that meant, but he only gave me another flying machine capable of entering the sun. There I faced off against Puma in a real turn-based battle, and trounced him. With rings back in hand we could finally control the comet that allowed us to cross some space dust to the final battle.
That is the Apollo Temple, and the comet I couldn't take control of until now
All that remained was the final battle. The final dungeon didn't offer much challenge, but General Lion was something else. It all came down to getting lucky as even when I grinded a few levels I didn't seem to do any more damage or take any less. With some lucky shield placements, and a lot of dodging, I won. In the end, General Lion escaped, vowing he'll get us next time, and all the friends flew back to Chinaland as if this was just another wacky adventure where nothing actually mattered.

Elapsed Time: 8h14m (Final Time: 8h14m)
Don't you mean spaceboat?
Combatant - Out of all the Ninja Boy/Chinaland games, the combat here is by far the most streamlined. It's challenging while not overwhelming so, with random battles' encounter rate on the high side, but enough options to escape that it's not terribly obtrusive. Rewards aren't well balanced; grinding later levels takes quite a while as the combats take much longer. The variety in enemies and their attack patterns keep combat fresh through most of the game. It's too bad many of the special attacks are worse than just using the sword, or don't function at all.
Rating: 6
If only... this would be a couple hours shorter if that were the case
Admirer - I doubt we'll ever see a Game Boy game where the player character changes in appearance or have much of any customization. Here there's none. It's always the same Jack and Ryu with the same abilities. In fact, it's actually only Jack since Ryu is only playable by a second player. The controls are solid throughout the whole game, without any slowdown during the active battles.
Rating: 3
Seems we have at least one admirer
Puzzler - The main quest is well laid out, but there's a definite lack of side quests. The mini-games are missing compared to past titles. There aren't any puzzles really. That one gambling game is rather useless as money is so generously rewarded.
Rating: 2
Until next time...
Instigator - The story is quirky and lighthearted. Plenty of on topic NPCs keep it moving. There aren't many descriptions or lore though, and most of the names are descriptive rather than speaking to some deep history. These really aren't deep games.
Rating: 2
This is confusing, do you mean I'll win again?
Collector - Items available are either consumable or equipment to obsolete previous purchases. There's not a whole lot to find. Money isn't a problem; usually I purchased everything available upon entering a new town. I still don't know what the capsules are for, but I bought 8 of them just in case.
Rating: 4
Credit where it's due
Explorer - The area covered, with all planets, overworld, and dungeons, borders on the side of excessive. Each individual place doesn't feel too large, and most are linear. Every place found is used for the main quest though, so there's no reason to explore unless directed as there's nothing to find early or extra.
Rating: 3
Actually, with a team of six this game is a little more impressive
Final Rating: 20 [33%]

Tying with the previous title in the series is probably on point, although I had more fun with this. The battle system was a more fluid, but the story and puzzles suffered a bit. Some obvious places to put boss fights were left unfinished, and I'm not sure why so many rings were simply found at the end of dungeons. Overall it was fun, but it's nowhere near a standout title, and as the last Culture Brain RPG we'll see here it's unfortunate they didn't go out with more of a bang.

Next up we'll see how Dungeon Explorer II doesn't add enough elements to trick me into playing it this time, followed by Dungeon Master. This'll be my first experience with the title, having played Eye of the Beholder some time ago as the only similar style of play. It'll be nice to get back into some graph paper mapping.
Until next post...

Sunday, May 7, 2017

Game #69: Super Ninja Boy (SNES) - Dragon Ball Gaiden (Finished)

Game 69

Title: Super Ninja Boy
Released: 1993 (December 1991 JPN)
Platform: SNES
Developer: Culture Brain
Publisher: Culture Brain
Genre: Action-RPG
Exploration - Top-down
Combat - Action side scrolling
Series - Ninja Boy (Super Chinese in Japan)

Hopeful yet cautious about this new iteration I curbed my enthusiasm with low expectations. In the end, I wasn't disappointed with it. It's nothing to write home about, but I'll try to anyway. Super Ninja Boy continues to star Jack and Ryu (as second player). At any time a second player can be enabled in town to join in on the action sequences. There are three difficulty settings, and I went with the middle one (normal). I didn't have the manual, and struggled a little for it, so I don't know what the difficulty changes (if it's even explained). I passed on the password entry for now, but noted that I'd need to write them down when I wanted to stop for the night.
Totally not photoshopped
The story begins in Chinaland when an alien race visits, proclaiming universal peace. Their leader, Rub-A-Doc, visited the emperor to discuss plans for the future. Months later, the aliens and Rub-A-Doc decide to leave. That's when some trouble started brewing in the city of Yokan. Jack and Ryu set out to investigate the disturbance.
*Plop*
I gained control just outside of Yokan. Most of the men were missing, and the emperor told me his jewels were stolen as well. The kidnappers were from Mt. Sanpin to the east, but first I was told to venture north to Horizon Gate for some training, and given an escape leaf magic from an old sage. There are three different style of stages: random battles, special field stages, and boss fights. Random encounters require a number of enemies defeated before passing, and Jack is rewarded with experience and money (called sen). The active battle system the series is known for is used here.
Jumping on enemies is safer, although not as powerful as it was in the previous game
There are stationary blocks in most random encounters that can add M balls, which are used for special powerful attacks. Ninpo is used to cast magic. Some enemies drop weapons that can be used during that single battle, and once equipped with a sword it can be drawn and used to some effect. Once I arrived in Horizon Gate I needed to train with Rick and his master to advance.
Someone in town mentioned a super jump... I never did figure it out
The two trials were special field stages, and both required what seemed like impossible jumps. I'm fairly sure I was just missing a mechanic, but after trying all the buttons and combinations of them I still didn't see how to clear those gaps. I built up some money and bought nearly everything from the item shops. Towns also offer free inns to recover HP and NP, convenience stores to add or remove a second player from the party as well as save progress and get a password, and item shops that offer equipment upgrades and helpful items.
Using a dragon egg, which doubles as an extra try if the hero falls in a pit
For my trouble I gained a throwing star and spider shoes, which allow me to climb on ceilings during the special field stages. The kidnappers were found to the east, and easily dealt with. I obtained a yellow auraball from them. Emperor Chin congratulated me, but my task was far from over as more bad tidings arrived from the south near Edo City.
Every once in a while a cave along the path will offer a mini-game, but with only 3 misses I never completed this one
All the samurai in Edo city were kidnapped, and returned as lazy bums. I set out to discover the cause through a cave to the west. It was the magic of Bongoman that made them idle about. This was the first boss battle, which unlike other battles is turn based. In 1-player mode, the actions of Ryu are controlled by an AI... an AI that rarely picks the best attacks. The fight command either punches or kicks at random, item gives the option of using the sword or another inventory item, and magic is for special abilities like the throwing stars and mighty ball attack.
The cupsule item always failed, so I'm not sure what its use was
I picked up a red auraball for my trouble, and dispelled the enchantment over the samurai. Princess Tamago rewarded me with her undying love and a hovercraft. I took the hovercraft and ran off to the next adventure. The king of Edo City suggested I stop by Satoon as he recalls seeing another strange ball there. I met a fisherman and his family along the way west of Yokan. Satoon was a distant goal as I passed through Kingland and Fairy Town to learn of some strife between King Romel of Satoon, and the king of Fairy Town. Princess Julia told of a parcel delivery project called Project-3F. The fairy king grew despondent, and took the prototype to a nearby tower to the southwest. So, I headed southeast, crossed a desert, and went to completely different tower.
Through the whole game I think I collected 2 medals
I gained the hyper vision ability from the magician Airosche after completing her trial, which included some trick mirage platforms. She also told me I needed a special vehicle to pass the acid lake surrounding King Romel's palace. I found the fairy king, talked him into returning, and picked up the errandbot that could shop for me while I'm in the field. I also got the magiport spell, which takes me to the last convenience store I received a password. Dying in the game restores Jack at the same location, but with half money. I was able to afford all new equipment as soon as I arrived at a new town; I don't see a lack of money as a problem.
Oh, you mean that thing I've already done, will do
The invisible enemies are rather annoying to fight, and the hyper vision ability costs 5 NP while the escape leaf spell costs 4 NP. I opted to escape nearly every time. Even with the foreknowledge of the acid lake, and the inventor Dr. Justice visiting from the previous game, I still needed to trek all the way out to the lake in order to trigger the dialogue where Jack asks for a device to cross it. I crossed the lake with the kite he provided. I confronted Romel about the project, and a strange poisonous gas smell. It turns out General Konk of a gang called the Galands was posing as King Romel, and going to use the parcel delivery service to deliver poison gas to everyone.
Unfortunately I underestimated Konk's damage potential the first time
On the way back I grinded an extra level. Hyper vision was required at one point as Konk became invisible. Once defeated, the real Romel was freed, I picked up a green auraball, and delivered Julia's love letter. While the two planned their wedding, they had time enough to direct me across the sea to Mysteryland, and dropped a purple auraball in my pocket on the way out. I hit up Dr. Justice again for a way to cross the sea this time.
Every once in a while a mini-boss type monster will appear during random battles; I never beat one
I traveled southeast from the fisherman's hut, then followed some rocks jutting from the sea shaped into arrows to a landing next to some stairs. I passed on the stairs looking for a town. Skirting the island I found myself in Arcadia town. As I made my usual rounds talking to everyone, resting, and purchasing the latest equipment I realized just how little stats and levels played into my decisions. Since most battles are action based, equipment was the deciding factor, and I never noted enemies becoming easier once I leveled up. Mainly they became easier as I gained experience with the controls. Of course, all that didn't help with the bosses.
I smell another wild goose chase cooking
Prince Lama, in Arcadia, who called the land Anca, told us of the Pitts Gang holding up in Temple Bayon. Jack deduced it was actually the Galands. I visited SlowPo, the wise man, but he sent me off to Yokan to ask Nostradamus. He also gave me magic called Serenitech, which I hoped would eliminate random encounters, but if it even reduced them I didn't notice.
Maybe I can just punch a hole into Bayon Temple
Nostradamus saw in the future I would be accompanied by a man currently drilling at Mt. Kyojin, and sent me off with some magic that was necessary to reach there. I had a clue that the mountain was south of Sealand, but I hadn't found that town yet. I did discover the city of Moo, built underwater, but there were no mountains to the south. Talking to one of the leaders there I was told that an auraball had been captured, and the Pitts Gang responsible was in an underwater area. Even though I was then told Dr. Justice could help with a submarine, he didn't actually give us one when I visited.
I randomly found this whale though, able to travel the ocean without random encounters helped a lot
Sealand, as it turned out, was below the stairs I had passed when I first landed on Mysteryland. From there it was an easy matter to get through the mountain caves that led to Mt. Kyojin. I found Dr. Archeo excavating a site he believed contained a giant machine. Turns out that would be important later, but our immediate need to get into Bayon Temple was solved by taking the good doctor with us to drill a hole in the wall.
The micro ninja magic necessary to reach Dr. Archeo
I cleared out the temple without any trouble; the Pitts Gang fights were all action battles. Prince Lama gave me a blue aruaball, and then told me to go to Moo. I did so, confirmed I still needed a submarine from Dr. Justice, and this second time I visited Jack finally told him what we needed. The undersea boss, Nargi, had plot armor on that required a scroll to learn how to attack through it. The man living inside the whale told us to seek Slowpo as he knew where Ghouland was. Slowpo told us that the only way to the island of Rockhenge, an entrance to Ghouland, was reachable by the giant robot hidden under Mt. Kyojin. Once I got the robot though, and gave it the order to take us to the island, I just found myself sitting outside Mt. Kyojin. I had the robot in my inventory, but seemingly no way to use it. I wondered around the world for a good hour trying to find something I may have missed.
The Y button, apparently that's what I was missing
The scroll in Ghouland land told me to seek out the Feather Sword from Horizon Gate. Returning there, I was challenged again by Rick, this time to recreate his face from a shifting portrait broken into five parts. There was no drawback to failing. The Feather Sword allowed me to defeat Nargi, even though the brothers hardly used it in the actual battle. Next was General Bismol, and defeating him rewarded Jack and Ryu with another auraball. King Antla of Moo told me to head to Futureland next where some clones of Jack and Ryu were causing trouble. Actually finding an area in the giant walled city to land was difficult.
Different sections of Futureland are connected by this magtrain, which takes a long time to traverse, and the battles are annoying to deal with
I arrived in Futureland only to be told to train more at Horizon Gate as Jack and Ryu weren't strong enough to face the clones. Jack and Ryu learned the fire punch from Rick, and returned via the magiport as they had a save point right before the clone fight. Fighting the clones required hyper vision as some were invisible.
I eventually found a place to gather medals, but forgot where to turn them in
The clones seemed unstoppable. I had to leave again to ask Dr. Justice for an electricity based attack since they were apparently robots. As usual he provided just what we needed at no charge. With the clones destroyed, I entered the sewers, and continued to make my way deep into Futureland. Bad News Boss was waiting for me, and beating him allowed me to recover the gold aruaball, the final one in the set. With them I could now put an end to the Galands.
Hey, let's just give them all to this guy since he asked for them so nicely
As I continued on I heard a rumor that Rub-a-Doc was kidnapped by the Galands. I rushed off to save him, answering some trivia about Japanese vocabulary along the way, and found him alone in his room with the marvel box. After Jack handed the balls over, he changed his tune a bit.
Hmmm, why are you laughing so funny?
Turns out he's actually Robo-Doc, the evil genius scientist working with the Galands. He had two forms, and was the hardest fight in the game since most of his attacks did more than a single sweet bun could heal. Still, luck was with me, and I took him down first try.
We win!
Of course that's not quite the end as we have to wrap up the nonsensical story with the auraballs. We took the marvel box with the auraballs back to someone named Apax, placed them on an altar, and then watched them float into the sky. A voice said something about the box going to another world where a miracle would happen. I'm pretty sure the miracle was another sequel, or this sequence was just poorly translated.




Elapsed Time: 10h22m (Final Time: 10h22m)
Time for some of that sweet, sweet world peace!
Combatant - Always a mixed bag with this series, I felt that equipment more than anything else outweighed combat ability. This meant there wasn't a lot of challenge to be had. There are a good number of spells and abilities, but they don't contribute a lot. Enemies differed enough to keep things interesting, although bosses tended to feel very similar. Rewards for combat were satisfactory. The number of random encounters could probably be cut in half without much downside.
Rating: 5
Final boss time
Admirer - There's no customization at all, and character appearance doesn't change to show new equipment. The controls were well done, although it would have been nice to have the manual as I'm sure it mentioned that holding punch allowed Jack to run, which I didn't learn until more than halfway through the game after all the points it would have been useful to know. What is it with me, and not finding the run button until hours into a game?
Rating: 2
This is my angry smile
Puzzler - The main quest is clearly laid out, so there's no chance of getting lost. Side quests are strangely sprinkled across the world in the form of mini-games. Some reward with items, others medals, and I believe one was even required to beat the game. All of them seemed more random than strategic, as I remember all of them were just a form of flipping over cards.
Rating: 3
There was a sequence of faces shown at the end, and I'm not sure who this was
Instigator - The ninja brothers once again sense evil and defeated it. The wackiness of the whole adventure isn't of a type I usually enjoy. Maybe it found its audience though as we continue to see sequels coming out, the last of which comes up soon. NPCs do well at providing hints, the most important of which usually live in a house in each town. There aren't any decisions to be had, and descriptions are somewhat lacking.
Rating: 3
This definitely screams sequel
Collector - Aside from gear, which is upgraded by comparing prices (stats for gear aren't actually displayed anywhere), there are a small number of other items, and not much in the way of collectibles. Magic is about the only thing tucked away for the finding, but I didn't find a lot of use for the hidden ones and there's no way to know if they've all been found. Each item has its own limited capacity, but there isn't one of the total number of items.
Rating: 3
Now the game is confused about where the marvel box is going
Explorer - It's not a bad little world, although exploration is rather linear most of the time. Even when a new transportation method opens there aren't a lot of new places to branch out into. There wasn't anything offensive about the graphics or music.
Rating: 4

Final Rating: 20 [33%]
Amazing how the credits fit on a single screen
With only a single point above Little Ninja Brothers, I have to wonder why I remember the previous title with such disdain. Maybe it wasn't as bad as I recall. Maybe it was the extra five hours I spent with the game. As bland as this was, putting up with it for only 10 hours didn't sour the experience. It helped that it wasn't overly difficult either.

Before we get to the sequel, I'm going to give myself a small break with Great Greed and Might & Magic 3 just after. (Well, maybe it won't be that small.) I've never played, or even seen, Great Greed, so I'm eager to see what it has to offer. From the little I've read, it has some kind of environmental theme going for it. But, Might & Magic 3 is what I'm really looking forward to next, so I hope Great Greed is either short, or incredibly interesting.