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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
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 22, 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.
1080° Avalanche (GameCube)

1080° Avalanche review (GCN)

Reviewed on March 22, 2004

As a result, your relationship with a new level goes as follows: first you start playing and almost invariably lose by a large margin, then you start to memorize things and lose by only a hair (your boarder may even appear to have won, even though he or she didn't), then you'll effortlessly win almost every race as you fully memorize the obstacles. The challenge in the game is derived almost completely from the player's lack of familiarity with a given course.
Wheel of Fortune (NES)

Wheel of Fortune review (NES)

Reviewed on March 20, 2004

None of this matters, though, compared to a careful dissection of Vanna's role in the game. It's obvious Rare's developers thought a lot of her. Watch closely as she saunters casually across the screen, flipping letters and looking nothing like her real-life counterpart. Another nice touch is that if a letter is more than halfway across the group, she'll walk to the opposite end of the puzzle, while if it's not, she only heads out to the letter, flips it, then returns lazily to her original position.
Amplitude (PlayStation 2)

Amplitude review (PS2)

Reviewed on March 17, 2004

The system works astonishingly well, because it grows quite difficult to leap from track to track. Making sudden changes can throw off your groove, so to speak. Sometimes, tracks are just too far out of range. This means that you need to anticipate your moves. See two tracks with score multipliers waiting ahead? One of them is going to make it easier to reach the multiplier that lies beyond, while the other will make such a stretch next to impossible.
Mickey Mousecapade (NES)

Mickey Mousecapade review (NES)

Reviewed on March 10, 2004

Even if you have a fairly simple stage, such as the forest, you'll soon find the developers have worked overtime to irritate you. Proceeding through the forest requires shooting almost every tree to reveal hidden doorways. As you progress, you'll enter a door and the season and enemies change. This is a nice touch. But the minute you enter a door in the wrong order, it's back to the start for you.
T&C Surf Designs (NES)

T&C Surf Designs review (NES)

Reviewed on March 10, 2004

There appears to be no set limit, either; you just keep skating as things grow increasingly difficult, until you've messed up too much and the game ends. The real fun is to challenge yourself for score. It's possible to average around 10,000 points a stage, for example, but as you get into the later zones this grows increasingly risky. Topping 100,000 points is actually quite difficult. Because you're scored based on time remaining, health icons gathered, and life remaining, there's a lot of challenge.
R-Type Final (PlayStation 2)

R-Type Final review (PS2)

Reviewed on March 06, 2004

But it's worth all the agony, the memorization, and the sweaty palms, because there's little in the world of videogames that can compare to the feeling that you're 'in the zone' as you weave effortlessly through scores of enemy bullets and ships. Not only that, but this is one of the best looking shooters ever crafted.
Super Off Road: The Baja (SNES)

Super Off Road: The Baja review (SNES)

Reviewed on February 26, 2004

If you race long enough to build up a good supply of nitro, races can take on quite the frantic pace. You'll zip along the roads, weaving between plants, around four-wheelers, and through groups of other trucks. There are plenty of small hills and streams to rush over, so it's great fun to see how long you can zip along the rough terrain before hitting so many obstacles that your truck is ruined.
Everything or Nothing (GameCube)

Everything or Nothing review (GCN)

Reviewed on February 26, 2004

James can fire a wide variety of weapons, rappel down the sides of buildings, skydive, pilot helicopters and cars and motorcycles. Some of these actions feel almost like separate games. The quality is that high. Yet everything is implemented in a nearly seamless fashion to form the type of quilt that can wrap you up and keep you warm all winter.
The Fairly OddParents: Breakin' Da Rules (GameCube)

The Fairly OddParents: Breakin' Da Rules review (GCN)

Reviewed on February 21, 2004

Though it's not so much the case in the early stages, the pathetic double jump is going to provide numerous moments of frustration as players try to navigate architecture that absolutely requires high-precision jumps over bubbling lava, bottomless pits, and whatever else the game chooses to throw at you. Even in cases where a jump doesn't result in the instant loss of a life, it's likely to force you to backtrack and try the jump again... and again, and again.
Metroid: Zero Mission (Game Boy Advance)

Metroid: Zero Mission review (GBA)

Reviewed on February 14, 2004

With that said, I was also happy to see that this game doesn't lead you by the hand to the same degree that Metroid Fusion did with its 'computer' set-up. It's still quite possible to get lost and wonder where you should head next. The map might tell you that it's time to approach Kraid's lair, for example, but that doesn't mean you can just take a few passages and find yourself at the encounter; you'll have to locate hidden chutes and such all by yourself.
Activision Anthology (PlayStation 2)

Activision Anthology review (PS2)

Reviewed on January 31, 2004

Activision was kind enough to include scans of original instruction manuals, and it's fun to see the lame covers that decorated these early classics, if you're not lucky enough to own them yourself. Not only that, but I guess back in the day there were patches you could earn for good gameplay. Those are included here, too, and you can unlock them the same as always: by kicking butt and taking names.
WarioWare, Inc: Mega Microgame$! (Game Boy Advance)

WarioWare, Inc: Mega Microgame$! review (GBA)

Reviewed on January 30, 2004

If there's one flaw in the whole presentation, it's that sometimes the games begin so quickly, you don't really have time to react to your surroundings. You'll start to mess up more than you would if you had time to get your bearings. Of course, the frantic pace throughout is the reward for putting up with this apparent lack of polish, and it overwhelms any general objections one might have to the game as a whole.
Sonic Heroes (GameCube)

Sonic Heroes review (GCN)

Reviewed on January 10, 2004

There is always one who is the fast one, another who flies, and a third who packs a powerful punch that can break blocks and the like. Though each team has a different plot, the way they approach the stages varies only slightly. Whether it's Knuckles or Big the Cat punching blocks, the feeling is not much different. The real sense of variety instead comes from the number of ways you can approach a given area.
Bombastic (PlayStation 2)

Bombastic review (PS2)

Reviewed on January 10, 2004

If you manage to line up three connecting dice with that number facing up, those dice will then ignite and, after a short time, explode. This is where Bombastic gets its title. Once a set of such dice explodes, a blast extends a number of panels equivalent to the number on the dice's face.
Spawn: Armageddon (PlayStation 2)

Spawn: Armageddon review (PS2)

Reviewed on December 27, 2003

On the one hand, it's good that Spawn can mostly focus on shooting when the situation calls for it. There's hardly a pause as he empties one weapon's chamber and switches to the next, which is good if you've got a giant crab or whatever bearing down on you. However, some of the weapons understandably affect Spawn's agility.
Midway Arcade Treasures (PlayStation 2)

Midway Arcade Treasures review (PS2)

Reviewed on December 20, 2003

Some of my all-time favorite arcade games are here. While a few of Midway's more popular titles are missing, most of those are too new to fit nicely on what is essentially a compilation of retro titles. The newest of the lot, I believe, is Smash TV. For some reason, though, one of my very favorite games ever made, Moon Patrol, got the boot and does not appear here.
The Legend of Zelda: Collector's Edition (GameCube)

The Legend of Zelda: Collector's Edition review (GCN)

Reviewed on December 19, 2003

Nintendo didn't make any noteworthy changes. Those expecting visual improvements may be disappointed, especially after the stellar job Nintendo did with Super Mario All-Stars so long ago, but the lack of modifications really isn't so awful as one might imagine. Pixel by pixel, things are precisely as you may remember them.
Gals Panic (Arcade)

Gals Panic review (ARC)

Reviewed on December 13, 2003

Your goal here is to move your icon around the square-shaped stage. You can move wherever you like so long as you like and not have to worry about dying. The minute you start drawing a line, though, you're vulnerable to attacks. Enemies are moving about along with you, and if they hit you while you're drawing, or shape you're drawing that you haven't completed, you lose a life.

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