Wednesday, July 5, 2017

Game #70: Great Greed (Game Boy) - The Road to Hell (Finished)

Game 70

Title: Great Greed
Released: April 1993 (September 1992 JPN)
Platform: Game Boy
Developer: Namco
Publisher: Namco
Genre: RPG
Exploration - Top-down
Combat - Turn based
Series - Standalone

When I started writing up my list of RPGs, I didn't think much of the Game Boy titles (well, aside from the Final Fantasy games). Yet, I've been impressed time and time again by just how much the developers were able to cram into a tiny cartridge. This is no exception. They also manage to be just the right length.
The ending actually stretches all the way back to the title screen
The story is presented as pro-environment with the main antagonist, Bio-Haz, polluting an alternate dimension called Greene Kingdom. Its most powerful wizard Microwave escaped throw dimensions after battling Hunter, and she appeared before the story's hero. Hunter was quick to pursue. A second jump back to Greene caught the hero up, dragging him through space and time.
*Plop*
The game begins with a choice, carry Microwave to safety or leave her there. Like most choices in this game, it's a choice to continue the game or not. It's strange that they decided to sprinkle so many throughout. Carrying Microwave back to the Greene royal family's hideout, where they reported to the king and queen, it was revealed that Microwave lost her dimensional powers in the fight. To return home I would need to travel to Burger and retake Greene Castle to retrieve a magic book.
The English translation change all the names -- I think we have Jim Curry to thank for that, someone enjoyed their food references
While trying to figure out what to do, Bio-Haz's forces attack. We find that the hero's strength is much greater than the enemy. It's explained away by suggesting all humans from his world have greater strength in Greene.
The game has a strange way of describing dead soldiers
Equipment is basic; comprised of swords, armor, helm, and shields, they progress in nice linear upgrades by increasing attack or defense stats. Only the hero actively battles enemies, although when accompanied by an NPC she has a random chance of assisting in battle. Spells and items are also equipped for use in battle. Healing effects can only be equipped into the bottom slot.
Battles are always 1-on-1
The combat mechanics of this game are unique for the time. Rather than a menu system, each button on the game boy is assigned to a different function: A attacks, B defends, start or select attempts to flee, and each direction on the control pad sets off the spell or item in that slot. For every action, the enemy acts, although there's also a hidden timer where the enemy will act if no action is taken for some time.
The next town is voting for a new mayor, and this guy is trying hard to win
The story is very linear, and missing a plot point meant being stuck until it was found. Princess Candy shoved us through a cave directing us to find her sisters along the way. In the land of Sushi I found princess Cup Cake trying to thwart the mayoral bid by Crabby. His rival, Cabbage didn't have the same financial backing, so we fought a bunch of enemies in his name to gain some good will. No matter how often we convinced the public though, the polling results always reverted to Crabby winning.
It must be the bribes
To find out more about the Crabby family, I traveled to the Condante Forest. A man named Condante agreed to help us if we could find the debut album of Lola Leftover from the abandoned record factory to the north. Inside we actually found Lola, who gladly provided her album after we listened to her lamenting song. She also mentioned some voices from the basement, which we explored with her lantern. There we found Bio-Haz's people conspiring with the Crabby family.
This is the first environmental puzzle I've seen -- the record spins you back, the objective is to jump on the head of the arm as it moves
Condante revealed that there were no records of a Crabby family, and they had faked their family name to garner praise for being famous. Combined with the plot to release pollution through the new energy plant, we confronted Crabby. Each area ends in a climactic boss battle. Crabby was a bit of a pushover, but as the game progressed the difficulty for bosses spiked quickly up.
Taking the bribe from Crabby results in a penalty after defeating him
Cup Cake escorted me to the border or Chow Mein, and directed me to find Dr. Bromide in Herbal Village. I found his daughter Lolly Pop in his house, but was told to go to Tuna Village. There was a strange system of laws in Tuna where three laws were picked at random each day. A law had changed, and sent Dr. Bromide to jail.
The laws the day I arrived prevented me from looking for Dr. Bromide in jail
The third law was stuck, and I needed to fix it to progress. A man next to the laws accepted 100 gold to cycle the laws again instead of waiting a full day. Paying a second man 500 gold allowed me to enter and fix the machine by randomly raising or lowering three levers. Now able to talk to the guards and enter the jail I learned Dr. Bromide was moved to a different jail.
I had to travel all the way north for someone to tell me they would only let in Dr. Bromide or his daughter before I could ask Lolly Pop to join the party
The long treks back and forth ensured that I never really needed to grind for levels so long as I sparingly ran from battles. In order to get to the Dragon jail I needed a spicy golden pepper from a secretive group, and this is where Lolly Pop became key. Before they would hand over the pepper, I would have to defeat one of Bio-Haz's men in a nearby castle.
Finding the right combination of floating platforms to reach the top was a pain
Questioning the design choices for the castle, I nevertheless scaled it until I confronted Nikninja to take back the castle. The golden pepper was necessary to defeat the dragon guarding the jail. The jail turned out to be a work camp where the prisoners mined for high toxins. Sarg oversaw the operation, and was the turning point for difficult bosses. Luckily the game has a very forgiving auto-save feature, so essentially no progress is lost from a game over.
This was a really close battle, but Freeze 2 + med 2 turned out to be the winning combination of skills
We retrieved Dr. Bromide's research from him as he lay dying in the mine beyond Sarg. We took Springroll's climbing gear to reach the Curry nation (talk about author insertion). Princess Truffle was in the next village, and she decided that purity was Bio-Haz's weakness based on the research. She escorted us to Pipe Valley in search of Ralph Vader and the purest thing in the world. Pipe Valley was conservation area where all the monsters were protected by law. If harmed, the party is kicked out. To cross I had to flee from all encounters.
All I have to do now is go to Crater Lake beyond Nutmeg Village... I'm sure it'll be that simple
It wasn't that simple. Crater Lake had been polluted. Now noxious gas spewed from it constantly brought down by high winds. Truffle worked on making a neutralizing agent powerful enough to counteract the toxic waste while I searched for a way to reach the lake while the winds were calm. In the next town over I found everyone hopped up on an ultra hot flower that caused them to run around at high speeds. With some of the flower gathered from a nearby forest, I was able to race up the mountain to apply the neutralizing agent.
Rocks in the path stun the hero as he runs to the lake--at least I didn't need to collect a new flower each attempt
At the lake I faced off against Darts, which added a few more attempts to the mad dash for each loss. The water was anticipated to be key to defeating Bio-Haz, although no indication of how. I then traveled to the land of Spaghetti in search of the next princess. A resistance movement was forming, and Princess Citrus was at the center of it.
To prove my strength she challenged me to a duel
To assist Citrus, I joined her as she quested for powerful weapons. It just so happened one was a prize for a beauty contest in the next town. To enter, I needed to find three fruit for the coordinator Mr. Fifi to make Citrus a prime contestant. The forest was full of monsters that would steal the fruit as I collected it, but I finally returned with an apple, peach, and walnut. With the new dress, Citrus easily won the contest; however, the dress provided was too attractive, and all the men in the crowd prevented Citrus from moving. This was Fifi's plan all along, as a member of Bio-Haz he would strike down the leader of the resistance easily. However, the magic didn't affect the hero, and I vanquished him. Back at camp we found that the adjunct, Shrimp, had betrayed and killed everyone. We pursued, and gave him his due. It was a tough battle, but the weaken spell made a huge difference.
After the battle Citrus fell into a hole
In the next area I investigated the strange earthquake that opened the hole in the ground. Of course it was one of Bio-Haz's men, Cadmium, the commander of his hunters. I crossed the desert thanks to some cool mint leaves, and Microwave joined me in the village of Torte. To pass the guard waiting for me in front of Cadmium's cave, I had to fight my through an abandoned library below the town. Navigating the maze took some time, but I emerged with the Zap spell described in an ancient document. I confronted Cadmium, who offered me a place in Bio-Haz's army.
If you accept, Microwave destroys you, with fair warning
Strangely Cadmium became Cavity in battle. As per the new norm, this battle took a number of attempts to find the right combination of four skills. Microwave injured herself during the battle, and had to be carried back to town. We parted ways as she handed me the key to a ship to the south (I'm not sure how a ship operates with a key), which would finally take me to Burger. On the way, the ship exploded thanks to a trap laid by Cadmium. I awoke in Caviar Village somewhere in the Soup Empire in the home of Marcela and Pint. The local doctor instructed me to rest and rejuvenate in the hot spring.
Chests are sometimes filled with trash, which can't be dropped -- it clutters the inventory until "sold"
As I made my way through the forest I noted how easy the enemies were up to the hot spring. Why, I could probably beat them barehanded.
Oh, I see where this is going...
Spending time in the spring completely rejuvenated my strength. Without a choice whether or not to leave my equipment, I was at the mercy of having limited HP, and no spells, to deal with the forest creatures. By the end I caught up with the man who had my equipment, although I had to flee from most fights. Luckily Marcela came to my rescue. Turned out she was actually Princess Gum Drop.
Which programmer?
With the princess' special barrier, we crossed the Blizzard Mountain. It was a long path that all looked the same until we reached a small inn, allowing us to regain strength. A cave later we scaled down the mountainside to a village called Won Ton. There we learned that Burger was just to the south, but the only way to reach it was using a kite piloted by a crazy inventor. First though, I needed to see just how impossible it was to cross the cape to the south. Then it was time to rescue a child from a blizzard on the mountain Mr. Noodle had passed as I went to meet him. Turned out it was Pint Jr. trying to find Marcela/Gum Drop, so she stayed behind as I flew off the cliff.
Flying down to Burger
I arrived in the town of Trash. The town was so polluted most of the shops had closed down, and the exit was blocked. The tower of Dust Ball was guarded closely. After making a few rounds around the town, I walked into an abandoned building a second time to be confronted by someone named Lunch Box. He and Time Out introduced themselves as if I had met them before. They created a diversion while I entered the tower. At the top I defeated the evil wizard Thyme.
She revealed that Bio-Haz was actually a human trying to save that world by dumping all the waste in Greene--so why was his men digging up toxins in that mine?
The shops remained closed, but I was now able to leave town for the final confrontation against Bio-Haz. First I rescued the king and queen, who thought it was a good idea to return before Bio-Haz was defeated. His hideout was to the south through a flower garden that only the royal family was permitted to enter. In troubled times like this I'm not sure why such restrictions were still imposed, but I had received charms from all the princesses to indicate I was trusted. I met up with Cup Cake and Truffle in the next town where she coated my sword with the pure water.
Is this an untranslated text?
I ran from most encounters at this point as I wasn't quite sure where I could regain my strength. Gum Drop showed up to help me with her barrier, but quickly ran out of magic. I rescued Candy from the dungeon, and with her power confronted Bio-Haz. He really was powerful, and with two forms proved a bit too much to handle. I resigned myself to grinding up to about level 41. The hero gains experience from the first form, and a level up restores HP and MP to max, so timing it just right to gain that level is key to beating the second form. That and a whole lot of luck. Citrus showed up to help during the second form, but her damage was pitiful.
An actual choice comes right at the end
With Bio-Haz defeated, the kingdom is safe once again. The hero can now choose to go home, or stay and marry one of the king's daughters (except Gum Drop who's promised to Pint already). If you choose Cup Cake, who's only 11, the king will say she's too young, but you can wait around a few years. The king doesn't say anything of the sort when you pick Truffle though, who's only 15, so I wonder what the age of consent is for this kingdom. I tried to pick Microwave and the queen as well, but they weren't having any of it.
Neither was the king
Initially I chose not to marry any daughter, and returned to the human world. Due to differences in dimensional reality the hero had only been absent for an hour. To top off the never seen that before list, after the end screen the game includes a small reward.
Not just a sound test, not just a bestiary, but also a small bio profile for each princess

Elapsed Time: 9h25m (Final Time: 9h25m)

Combatant - Bosses are really what make the game challenging, but the number of strategic options offered is enough to ensure grinding is optional. It just takes a little exploring of spells not normally used, and a little bit of luck. Stats definitely play a role, and grinding can turn the tables.
Rating: 7
The bestiary comes complete with all stats--Bio-Haz's second form
Admirer - This section gets high marks for the customization options of skills, and the unique controls. There aren't any adjustable appearances, and only HP and MP increase on level up.
Rating: 5
A lack of a good upscaler means these screens look blurry, but the character sprites are really well done
Puzzler - There aren't any side quests, and not many puzzles. There is only a single solution through the game. The main quest is well laid out though, and it's difficult to get lost.
Rating: 3
It's hard to tell from some of these titles, but I think this is the right person to credit for the life size record player
Instigator - The story falls a bit flat on the environmental side, stating only that toxic waste is bad. I'm not sure how influential it would be on any kid. How they handled trash was cute for a while, but annoying by the final dungeon where nearly every chest had some. NPCs do well at pointing at the next area, but don't make the areas themselves feel alive. There aren't a lot of choices, and those there are don't lead to interesting consequences during the game.
Rating: 4
Time to lay out the moral of the story
Collector - There's stuff, some strange things I wasn't quite sure what to do with, but as far as I can tell the strange things are only there to be sold. While there is a limit to inventory, it'll take a while to reach. The economy has a strange balance. Not excessively over the top with gold, I was still able to purchase the best equipment as I arrived in town. There weren't many instances where I had to decide on some equipment over others. Strength is relative to cost, and equipping items will tell you for certain if it's more powerful.
Rating: 4
How about an item list?
Explorer - The graphics as I mentioned before are well detailed, and enemy sprites are some of the best on Game Boy. The music is interesting, I don't think I've heard anything quite like it. The world is fun to explore, but linearly scripted, so there's no point in exploring off the designated path. It's also chopped up into areas that prevent back tracking.
Rating: 4
Were these really all renditions of Chopin pieces, or did someone want to credit themselves as Chopin?
Final Rating: 27 [45%]

Overall a light fun game that surprised me with innovative mechanics even if the story didn't quite grab me. I'm not sure I'd claim this as a recommended title. It's a good challenge if you avoid grinding, and inoffensively short compared to most console RPGs.
What happens to his father if he stays in Greene?
I know updates have been lacking. I actually beat this game nearly two months ago, but I'm still in that funk where writing feels more like a chore than something I get excited to share. It might be the heat of the early summer, or the recent lack of exciting games. Add on top of that some issues I've had getting into the next game, Might and Magic III, and I just had to take a break for a while. We'll see if I can get back on pace, but if not, please forgive the lack of content and I'll update when I can. I'd rather update infrequently than force worse writing in haste. Even with the trouble I've encountered, I'm still looking forward to giving it another attempt.

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.