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Review Archives (All Reviews)

You are currently looking through all reviews for games that are available on every platform the site currently covers. Below, you will find reviews written by honestgamer and sorted according to date of submission, with the newest content displaying first. As many as 20 results will display per page. If you would like to try a search with different parameters, specify them below and submit a new search.

Available Reviews
Rollerblade Racer (NES)

Rollerblade Racer review (NES)

Reviewed on May 15, 2004

So you're racing like your pants are on fire, you have no idea what's up ahead, and it's probably going to trip you up and leave you in a heap on the street. As a matter of fact, the best strategy seems to hang around near the middle of the screen, flying forward as quickly as you can, mashing the 'A' button repeatedly so that even if you land on the edge of a dangerous object, you'll be airborne again before the game realizes what just happened.
Milon's Secret Castle (NES)

Milon's Secret Castle review (NES)

Reviewed on May 13, 2004

The world of Milon's Secret Castle is filled with ledges, long jumps, and elemental hazards that will make short work of your energy gauge. And thanks to the lack of invulnerability I already mentioned, it's possible to bump against a single enemy and find most of your life vanished before you've moved away. Do that often at all and it's game over. Everything you've done will be lost and you'll have to start over.
The Rocketeer (NES)

The Rocketeer review (NES)

Reviewed on May 12, 2004

Watching Cliff plod through a stage wouldn't be a problem, for example, if the stage were interesting instead of a void of color and personality. Repeating a stage after smashing your toe in a gear wouldn't be quite so bad if you knew the poorly-timed jump was your fault. And so it goes, with each problem compounding the next.
Gunstar Heroes (Genesis)

Gunstar Heroes review (GEN)

Reviewed on May 03, 2004

The light tone really is impossible to ignore. It hits you across the face the minute you plug in the title, then turns gracefully on one heel like a figure skater before nailing you in the crotch with another well-timed blow. Visuals are extremely cartoony, and often looked to me like the love child of an affair shared by Street Fighter 2 and The Powerpuff Girls.
Silpheed: The Lost Planet (PlayStation 2)

Silpheed: The Lost Planet review (PS2)

Reviewed on May 02, 2004

When you consider Silpheed: The Lost Planet, it'll never reminds you of a limping, cigar-smoking gopher. Nor will it make you tap dance on the table. There are a lot of things Silpheed won't remind you of, a lot of things it won't make you do. But if you're a casual shooter fan, it will remind you of the fun shooters from days of old, and it will make you grin.
Kickle Cubicle (NES)

Kickle Cubicle review (NES)

Reviewed on April 29, 2004

Suddenly, you run into an enemy and 'Game Over' plops onto the screen. Your carefully-groomed score is reset to nothing, and you continue to find yourself on the screen you just left. At this point, there are two potential reactions. The first is utter despair because all that hard work amounted to such a puny high score. The second is complete relief that you don't have to replay some of those earlier stages. Unfortunately, most every player is going to lean toward the latter.
The Great Circus Mystery Starring Mickey & Minnie (Genesis)

The Great Circus Mystery Starring Mickey & Minnie review (GEN)

Reviewed on April 25, 2004

When Capcom released its first game for the Genesis, I wanted to spit at the company for turning traitor. Capcom was Nintendo's homey. Everyone knew that. Things got even worse when they ported The Magical Adventure to the Genesis. The title was one of my favorites for the Super Nintendo, and I selfishly wanted to keep that joy to myself, out of the hands of the poor saps stupid enough to support the Genesis instead of Nintendo's system. In the good old days, I was the worst sort of fanboy. Eventually, my disgust with Capcom caused me to disregard all their Genesis releases, and so it wasn't until just recently that I discovered they also released the follow-up to The Magical Quest. It's called The Great Circus Mystery, and it's one of the most recent additions to my collection. As it turns out, it's also not quite the fun that its predecessor was.
Phelios (Genesis)

Phelios review (GEN)

Reviewed on April 24, 2004

Persevere and you’ll witness the standard ‘cave with intestines wiggling in the background’ level, a sky palace where knights flanking you from the rear try to drive lances up your butt, and even a zone where you have to shoot rolling blocks to prevent them from crashing into others and bursting into shrapnel. None of this matters, though, because you’re too busy hoping the portions in between will just end. Not good at all when there are only seven rather short stages in the whole game.
Championship Pro-Am (Genesis)

Championship Pro-Am review (GEN)

Reviewed on April 24, 2004

It begins to feel like you're sliding around the course, rather than taking advantage of the tight steering you enjoyed early on. Meanwhile, your opponents are doing the same all around you and just ahead. Missiles become extremely important, particularly on final laps, and there's very little that can be more frustrating than pressing the 'B' button only to find that you've used your last shell.
Burger Time (NES)

Burger Time review (NES)

Reviewed on April 18, 2004

Several times, Sammy has come face to face with the white devil, only to find himself choking and sputtering on salt as the deviant rushed past. While it's true that the chef has only a limited supply of salt, he can pick up more containers throughout the area (and oft is wont to do so). When a soldier like Sammy is stunned on salt, it's all too easy to fall to his doom before he has a chance to recover.
Gladius (Xbox)

Gladius review (XBX)

Reviewed on April 16, 2004

The moves characters can learn are determined by class. Even within that limiting structure, though, the player is forced to make decisions. Each character will have an assortment of moves available, but you must choose the ones you feel best suit your fighting style. The game cautions you that a lack of foresight will cause things to grow more difficult for you, and it isn't joking.
Tom Clancy's Rainbow Six 3 (Xbox)

Tom Clancy's Rainbow Six 3 review (XBX)

Reviewed on April 06, 2004

In one area, for example, the game warned me as I snuck through an alley that I should be careful not to be caught in a crossfire. Good advice, I figured, so I took things slowly and carefully. I made it through the alley just fine, so I signaled for my men to follow. And so they did, but they apparently galloped through and suddenly I lost one of my team as terrorist guns blazed. I dashed back and took out one of the terrorists myself, or losses may have been even more significant.
Virtua Fighter 4: Evolution (PlayStation 2)

Virtua Fighter 4: Evolution review (PS2)

Reviewed on April 06, 2004

Not one of the crew feels half as limber as he or she ought to. When your opponent is a few feet away, it's not uncommon to watch both characters limp toward one another on-screen for a second or two before either is within range of the other. Even when it comes time to exchange blows, things don't speed up quite enough. The fastest fighters can get in a few good punches in short order, but every kick I've found takes long enough that you'll be tempted to hop up and make some microwave popcorn every time your character attacks with a roundhouse.
I-Ninja (GameCube)

I-Ninja review (GCN)

Reviewed on April 04, 2004

Even when the ninja falls down a pit, or collapses from exhaustion after a difficult fight where the enemies get in too many hits, it's difficult to turn off the game just because you know there's something cool waiting just around the corner. The game accomplishes this in a number of ways. First, it keeps things fresh with all the different objectives already discussed. And second, it has a power-up system that fits the game and becomes almost instantly addictive.
Mario Golf: Toadstool Tour (GameCube)

Mario Golf: Toadstool Tour review (GCN)

Reviewed on April 01, 2004

As the meter fills toward the left, you can press the 'B' button instead of the 'A' button. This is a subtle but very important difference. While pressing 'A' causes the game to hold you by the hand and automatically give you a good swing, pressing the 'B' button puts the control more directly in your hands. While you are more likely to slice the ball and send it into a nearby bunker, you also have additional options.
Mickey's Adventures in Numberland (NES)

Mickey's Adventures in Numberland review (NES)

Reviewed on March 25, 2004

Scattered throughout the various locations are magical digits. If Mickey brushes into them, they're added to his inventory. More frequently, you'll find them sealed in a box you must destroy. If for some reason you forget what a given number looks like (which would be pretty dang stupid of you, considering the current desired number is displayed near the bottom of the screen), Mickey will brush against it and shake his head disapprovingly.
Marble Madness (NES)

Marble Madness review (NES)

Reviewed on March 25, 2004

It turns out your marble is made out of china or something. Even a small drop will either set it to spinning (which delays your movement for a second or two) or cause it to crack (which delays you something like five seconds, in some cases). None of this would particularly matter, except the marbles have a tendency to be reluctant about directional changes.
The Little Mermaid (NES)

The Little Mermaid review (NES)

Reviewed on March 24, 2004

It turns out that most of the enjoyment you'll derive from this game comes from tossing such bubbles. There are all sorts of nooks and crannies spread all over the place, and they often hold hidden treasure such as forks and pipes that are worth points when you complete a level. More importantly, you can often find hearts that give your life meter a boost.
Mega Man & Bass (Game Boy Advance)

Mega Man & Bass review (GBA)

Reviewed on March 23, 2004

Though the levels themselves aren't much longer than areas encountered in Mega Man 4 and its like, the ease with which you traverse each environment has been radically altered for the worse. Bottomless pits fill almost every room, and spikes and giant enemies that swarm you at every opportunity. Even the simplest of enemies do terrible damage if they brush against you, and the cramped quarters mean that all of them are much harder to avoid than you might expect.
Summoner: A Goddess Reborn (GameCube)

Summoner: A Goddess Reborn review (GCN)

Reviewed on March 23, 2004

Since most enemies will take around ten hits to kill, battle quickly becomes a matter of exchanging blows, parrying, watching for an enemy opening, then repeating. Misjudge your opponent and you'll take quite a bit of damage. Not only that, but enemies will soon tire of head-on attacks and will decide to circle. Suddenly, you're dealing not only with an enemy opponent, but also the horrific camera.

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