Super Mario Advance 4

MoreNiche LTD
For most of the 1980s, there really wasn't such a thing as "prerelease hype" in the video game industry. But that all changed with Super Mario Bros. 3, which not only packed a strong print and television campaign in the US, but had the promotional help of The Wizard, a video-game-themed motion picture that promised frothing young gamers a peek at the next installment in Nintendo's masthead series, before its release. The hype may have been manufactured, but it turned out the game more than deserved it. It delivered interesting new tweaks to the fundamental platformer formula that the original Super Mario Bros. had staked out, and it created the single largest, most fully-realized Mario world that had been seen up to that point. Nintendo has now repackaged and gussied up SMB3 for its GBA release as Super Mario Advance 4, updating the graphics and throwing in a few bonuses. The result is a package that is, more often than not, true to the original game, which still stands up as a rock-solid platformer 14 years after its original release.

Bowser's kids have turned the rulers of the seven different worlds in the Mushroom Kingdom into animals, and have taken over all of their domains.

Though Super Mario Bros. 2 was wildly different from the original SMB, with Mario and company battling Wart in the dream world, SMB3 takes it back home to the Mushroom Kingdom, where Bowser's kids have turned the rulers of the seven different worlds in the Mushroom Kingdom into animals and have taken over all of their domains. It's up to Mario to kick the Koopa Kids out of their airships, restore the rulers of the different worlds, and ultimately go head-to-head with Bowser himself.

The gameplay in SMB3 is functionally the same as it was in the original Super Mario Bros.--with Mario simply trying to get from one end of a level to the other with his hide intact--though it's on a much larger scope. The Mushroom Kingdom is split up into a series of uniquely themed worlds, each of which is represented with a large overworld map. Aside from using this map to go from level to level, you can visit Toad houses, where you can earn power-ups for later use, visit spade houses for chances to earn extra lives, and inevitably encounter roving gangs of hammer brothers.

While Mario could previously only throw fireballs, SMB3 introduced the suit system, where Mario could grab special power-ups to give him special abilities. The fire flower still works as it did in SMB. The super leaf, inexplicably, gives Mario a raccoon tail, which he can use to take out enemies and, even more confusingly, fly. The frog suit makes Mario much more nimble underwater, but it reduces his mobility on dry land significantly. The tanooki suit works much like the super leaf, except that it has the added bonuses of being able to turn Mario into an invincible, but immobile, statue, and it makes him incredibly adorable. The hammer suit, the rarest of the power-ups, lets Mario toss hammers just like those horribly annoying turtle guys. All these power-ups, plus a few others that you'll use on the overworld maps, are not only useful, but bring an incredibly distinct flavor to the game, and the robust suit system remains unique to SMB3 out of all the Mario games.

The robust suit system remains unique to SMB3.

Super Mario Bros. 3 could be challenging at points, but it also provided plenty of opportunities to earn loads of extra lives, which you did by collecting coins, picking up special mushrooms, playing the slot-machine-style minigames scattered across the Mushroom Kingdom, or simply by finishing three levels. Super Mario Advance 4 makes things even easier by including a Super Mario World-style save system, which means that you no longer have to play through the game in a single sitting. Veteran players might also notice that some subtle but noticeable changes have been made to certain levels. Extra blocks are added in areas where it would have previously been easier to fall to your death, and coins seem to be spread out more liberally. Truly, these are incredibly minute alterations, though they're peculiar ones nonetheless.


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Posted by wishmaster, Wednesday, May 27, 2009 4:54 PM | 0 comments |

Princess Natasha: Student Secret Agent

MoreNiche LTD
Publisher: Destination Software

Developer: Frame Studios
Official Game Website

Princess Natasha™: Student, Secret Agent, Princess It’s a sunny and quiet day in Illinois when all of a sudden Natasha’s booferberry rings…It’s King Carl, her dad, calling to tell her that something strange is happening in Zoravia. The citizens look dazed, wandering around in a trance, like zombies! It’s time for Princess Natasha to put on her Secret Agent outfit and, with the help of her brilliant friend Oleg, save the citizens of Zoravia! Screenshots

screen shoot




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Posted by wishmaster, Tuesday, May 19, 2009 1:40 AM | 0 comments |

Hot Wheels - All Out

MoreNiche LTD
Six a.m. and your alarm goes off. A clock wasn't set, but your internal timer never fails to go off too soon. It doesn't matter though. There will be time for napping later, after hours of running around until your legs just can't take it. Right now you're up and energized like a mechanical rabbit on 20 AAs. You keep going and going. You're excited and eager and can't wait any longer for just one thing: you want to play.

Action figures? They're so immobile. Chess, poker? You'll play those when you get older. The Internet? Bah, it hasn't even been invented yet. You're a kid and your enjoyment resides in one place – in the land of Hot Wheels.

Small, handheld replicas of your favorite automobiles (along with countless concepts and original ideas we'll never see on the road), Hot Wheels has been the long-standing champion of toy and collectible miniature vehicles. Their sleek designs, pimped-out paint jobs and tricked-out interiors are hard to resist, even today as technology quickly replaces all other forms of entertainment.

Hot Wheels: All Out screenshots

Hot Wheels: All Out, the newest in an ongoing series of games, is the toy's way of bridging the gap between the old and the new. All Out has a collection of some of the more recent Hot Wheels cars, many of which are cool and original – others pay homage to brand names without being too much of a copycat. (Mattel makes cars based on most of the real-world manufacturer's brands, but that license is entirely separate from the game world.)

Being a GBA racer, there are only two places for the game to go: traditional top-down gaming or wishful 3D interpretation. The latter is risky, and very rarely succeeds. Mario Kart worked in the second dimension because that's where the series began – on the SNES, long before polygons entered the picture. Call me forgetful, but I can't think of any other behind-the-car racer for GB Color or GB Advance that didn't suck. The other good ones utilized the best of the technology available to developers at the time without being too wishful. Hence the continued use of top-down gameplay for Nintendo's most successful handheld.

A Little Isometric

Hot Wheels: All Out doesn't stray too far from the likes of Micro Machines and other classic top-down racers. The difference, as far as the controls and camera are concerned, is how things slightly change as you cruise each course. Tracks are fairly winding, with colors, structures, and environments used to cover up their generic oval and figure eight layouts. The camera doesn't follow from above at all times. Instead, it travels at a distance, tilting lightly with each turn, creating a hint of an angled view.

Hot Wheels: All Out screenshots

Steering is tight but you will have to watch out for unforeseen hazards. "Watch out for...hey, wait a minute!" Yeah, that's a tricky one. But it's true: some areas, especially the urban courses, have rails and weird roadblocks that will catch on and slow down your vehicle. The game has many intentional hazards – those are very welcome. There's nothing more satisfying than avoiding a guy (or was it a groundhog? The pixels were too small to tell) in the middle of the road, followed by a speed boost up a ramp that, had you driven over it too slowly, would have guaranteed your loss of first place.

By that same token, there is nothing more aggravating than turning a corner only to get stuck on something you should have been able to screech past. (Or visualize and avoid!) At best you'll lose a little speed and recover. It's going to happen repeatedly, so get used to it. Worst-case scenario: the loss is too much to bear. First place is lost, and you have to start the race over again.

All Out's game modes are surprisingly varied for a racer of this stature. Time Attack is so common I'm waiting for the day when a developer is bold enough to say it's not good enough to be included in their title (it'll happen...just wait). Pursuit and Eliminator, on the other hand, are not found in every game you play.

Need For Speed fans should know what Pursuit is all about: chase a perp and make him pay. Ram into him several times to deplete his energy and walk away victorious. The win will be glorious, and you'll be a criminal-catching king.

Hot Wheels: All Out screenshots

Eliminator, a mode popularized by the Burnout series, removes one racer at the end of every lap. If you're the last one to cross a lap, kiss your standing goodbye. Being in last place really means you're in last place. There aren't any opportunities to recover – no chances to get back into the race and show 'em who's boss. Your number-one goal should be to get into first place and hold it until the end. Second place means nothing. In this game, being first is the only way to make progress. But don't let a single win make you cocky. There will be plenty more chances to lose following your first win.

Collector is another mode you don't see everyday, though I'm sure Grand Theft Auto fans will recognize its style. You have just one goal: search the city in search of items. Collect every item before the time limit is up and you win.

Ultimate Challenge, the mother of them all, combines each mode for a series of challenges that will test your ability to adapt to a handful of situations. Are you ready?

Review Scoring Details for Hot Wheels: All Out

Gameplay: 7.0
Course issues aside, Hot Wheels: All Out is a decent racer for the kid who’s new to the GBA or has yet to upgrade to the DS. Kids will enjoy the variety, and if you’re a parent who remembers the original Micro Machine games, you’re bound to get something out the game as well.

Graphics: 4.0
Barren, even by GBA standards. Cars are teeny-tiny (like Micro Machines), and most of the stages – though different and at least viewable – are devoid of detail.

Sound: 3.0
Terribly low-tech. This is what iPods and stereos were made for – so you can listen to something other than bad game sounds, and not have to put up with the annoyance of dead silence.

Difficulty: Easy
Kids will be challenged, so long as they have never touched a top-down racer before. Most other players will find the game to be pretty easy.

Concept: 3.0
A 15-year-old concept resurrected for the sake of another GBA title that uses 15-year-old concepts. Granted, this is one of the better top-down racers available. But there’s nothing new, original, or praise-worthy attached to the design.

Overall: 6.7
Worth it for the kiddies, not for anyone else. Buy it for those who don’t have a PSP or Nintendo DS, or for someone who really, really loves retro-racing games.

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size : ± 1.47 MB

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Posted by wishmaster, Sunday, May 17, 2009 5:08 PM | 0 comments |

Back to Stone

MoreNiche LTD

As adventure games go, Back to Stone doesn't do much to bust out of the "fight monsters, fetch items" formula. The game's lone gimmick is that you play as a man who can transform monsters into stone blocks. Those stone blocks, in turn, can be pushed around and used as platforms or to activate floor switches. Basically, the developer has come up with an interesting way to enable the same block-pushing mechanic we've seen in countless similar games. However, while that's nice and all, it doesn't make the act of pushing blocks more enjoyable, and it sure doesn't change the fact that Back to Stone is a bland dungeon crawl with some serious shortcomings.


Story and gameplay fall into the usual stereotypical patterns. The setting is a postapocalyptic world in which magic has replaced science as the technology of record. Demons have taken over and are performing horrible experiments on the populace. Your character wakes up in a prison cell one day and soon discovers that he's been transformed into a half-human, half-demon hybrid with the ability to turn living things into stone. The story takes off from there, as you decide to use your newfound power to take revenge on the demons and overthrow them. What follows is a series of 21 missions set in isometric-view dungeons that mainly involve punching various monsters, jumping between platforms, and pushing blocks around.

Unlike other adventure games that gradually give you new weapons and abilities to use, Back to Stone doles out its entire limited arsenal within the first couple of missions. Your character has a single punch attack, which turns most enemies into stone. You can also unleash a powerful energy blast, although you don't often get the chance to do so because you need to collect crystals to recharge it. Your character turns into a full-on demon when he's low on health, but that's barely reflected in the gameplay. When you're a demon, your attacks become stronger and certain non-player characters won't talk to you. Each dungeon has its own diverse menagerie of monsters. While they all look disturbing, only a few actually make an effort to chase you or assail you with magical attacks. Most just crawl around within a small territory and dish out damage if you somehow run into them. The larger "boss" monsters located at the end of certain dungeons do have intricate attack patterns, however. Those battles are an exciting change of pace from the otherwise mundane act of turning tiny monsters into stones and then pushing those stones around to make the platforms or activate the switches that will get you through an area.

Being able to turn monsters into stone blocks is a cute gimmick, but it doesn't inject any new energy into the block-pushing mechanic that has been done to death in so many similar games through the years. Stones can be used to safely traverse electrified floors or change the orientation of rotating platforms, or placed into preordained spots to produce crystals or unlock doors. Some stones are unbreakable. Some explode and clear away any nearby monsters. Ramps and arrows in the environment let you launch stones over bottomless gaps. Back to Stone definitely delivers some clever puzzles involving the pushing of stone blocks. Regardless, pushing blocks around gets boring after a while. Instead of giving you a periodic break like other games would, Back to Stone will just keep taxing you with one block-focused puzzle after another. The game is a long one compared to other adventure games, taking roughly 10 hours to complete. Most of that time, though, is spent moving stone blocks around.

In terms of presentation, Back to Stone is inconsistent. Every good aspect seems to be tempered with a negative. For instance, while the music is haunting and intricate, there aren't many sound effects other than some punches and the demonic roar that happens when your character runs low on health. As for the visuals, the variety of enemies and environments is great, and the character animation is more fluid here than in a lot of other GBA games. Unfortunately, each enemy has only one or two different movements, and the graphics are heavily stretched. It's as if the game was initially being developed for a system with a smaller screen and then transitioned to the GBA midway through the development cycle.

There's some combat and platform-jumping, but the main focus of the game is on using stone blocks to solve puzzles.

The isometric view also causes problems at times. Since the environments are tilted to fake a three-dimensional sense of depth, it can be difficult to line up jumps and to position blocks properly. Too much of the game's trial and error is a result of the perspective, causing you to misjudge open air for solid ground. Thankfully, such mishaps usually aren't fatal. If you fall off a ledge, for instance, your character will reappear on solid ground with only a touch of health deducted. Or if you place a stone in the wrong spot, it'll eventually dissolve and you can go transform another monster into a useful statue. Password markers are scattered liberally throughout each dungeon, which is both good and bad. On the one hand, you can always take a break and return to your game whenever you need to. On the other hand, you have to stop and jot down a 10-character password every minute or so if you want to keep tabs on your progress.

It's nice to see that developers are still producing original games for the Game Boy Advance. Unfortunately, Back to Stone is a bland, sloppy adventure game that doesn't bring anything original to the formula apart from a novel twist on the same block pushing we've been doing for years.

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Posted by wishmaster, Thursday, May 14, 2009 4:41 AM | 0 comments |

Cocoto Platform Jumper (GBA)

MoreNiche LTD
Story :
A long time ago, in a far away land, a community of small, strange creatures lived in the depths of Abyss. Cocoto, his little demon friends, and the mysterious Fairy protect the secret of magma the source of their strength in a magic pot. But Zaron, the God of Lightening, seeks to possess this secret and is plotting something...!
Play Cocoto and his friends in devilish races!

Zaron is the ruler of Heaven, the kingdom in the sky. To achieve his aims, he relies on the sovereigns of other kingdoms through which Cocoto must pass.

Features :
- The first title of a true collection emphasized on the character of Cocoto. Every title is a new gaming experience!
- A colourful and cute game with a simple and intuitive gameplay for the whole family.
- 5 living universes (Abysses, Volcano, Atlantis, Jungle and Heaven), more than 20 unique enemies, and 5 huge bosses!
- Three gaming modes for 3 times the fun: solo, VS (2 players) and race (4 players).
- The best elements of platform games: traps, bumpers, bonus, slippery zones, moving platforms…
- Multiplayer: up to 4 players simultaneously.

Screen Shoot

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Posted by wishmaster, Monday, May 11, 2009 12:17 PM | 0 comments |