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Posts tagged with "RR"

RR: Super Castlevania IV (SNES)

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Every Monday Nintendo adds a few more games to their U.S. list of Virtual Console games. These games are downloadable from the Wii Shop Channel. The games come from a list consisting of the original Nintendo Entertainment System, the Super Nintendo, Sega Genesis, Turbo Graphix, and the Nintendo 64. Every Tuesday N+ provides you with one "Retro Review" of one game off of the list. The Retro Review is designed to introduce young or new players to some of the "classics" that made gaming what it is today, while also providing a reminder to those who have already played these games, how much fun they really had. This way, whenever you want to download a new VC title, you can have at least one place to turn to see if it was good before you spend those Wii-Points. "Read More" for the review...

This weeks' game: Super Castlevania IV
Game Price: 800 Wii points

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RR: Punch-Out!! (NES)

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Every Monday Nintendo adds a few more games to their U.S. list of Virtual Console games. These games are downloadable from the Wii Shop Channel. The games come from a list consisting of the original Nintendo Entertainment System, the Super Nintendo, Sega Genesis, Turbo Graphix, and the Nintendo 64. Every Tuesday N+ provides you with one "Retro Review" of one game off of the list. The Retro Review is designed to introduce young or new players to some of the "classics" that made gaming what it is today, while also providing a reminder to those who have already played these games, how much fun they really had. This way, whenever you want to download a new VC title, you can have at least one place to turn to see if it was good before you spend those Wii-Points. "Read More" for the review...

This weeks' game: Punch-Out!!
Game Price: 500 Wii points

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RR: Pac-Man (NES)

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Every Monday Nintendo adds a few more games to their U.S. list of Virtual Console games. These games are downloadable from the Wii Shop Channel. The games come from a list consisting of the original Nintendo Entertainment System, the Super Nintendo, Sega Genesis, Turbo Graphix, and the Nintendo 64. Every Tuesday N+ provides you with one "Retro Review" of one game off of the list. The Retro Review is designed to introduce young or new players to some of the "classics" that made gaming what it is today, while also providing a reminder to those who have already played these games, how much fun they really had. This way, whenever you want to download a new VC title, you can have at least one place to turn to see if it was good before you spend those Wii-Points. "Read More" for the review...

This weeks' game: Pac-Man
Game Price: 500 Wii points

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RR: Bomberman 93 (TGFX)

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Every Monday Nintendo adds a few more games to their U.S. list of Virtual Console games. These games are downloadable from the Wii Shop Channel. The games come from a list consisting of the original Nintendo Entertainment System, the Super Nintendo, Sega Genesis, Turbo Graphix, and the Nintendo 64. Every Tuesday N+ provides you with one "Retro Review" of one game off of the list. The Retro Review is designed to introduce young or new players to some of the "classics" that made gaming what it is today, while also providing a reminder to those who have already played these games, how much fun they really had. This way, whenever you want to download a new VC title, you can have at least one place to turn to see if it was good before you spend those Wii-Points. "Read More" for the review...

This weeks' game: Bomberman 93
Game Price: 600 Wii points

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Retro Review: F-ZERO

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As one of the first games released on the North American Virtual Console, F-Zero for the SNES has long had a Retro Review coming. As one of the first games to use an application called Mode-7 (which allowed us to experience racing in what appeared to be 3-D), F-Zero created quite the splash. That splash rippled into more games of the F-Zero series and influenced other racing games, such as Daytona USA and the Wipeout games. F-Zero is set in the year 2560, and like most futuristic racing games, it is unbelievably fast and deadly! With different playable characters, including a mutant, multiple tracks in various environments and treacherous traps littering the racetrack, F-Zero is one of those classic titles whose name everybody knows! Enjoy our next Retro Review with excerpts from the SNES Instruction Manual and other quips from me, Beeks!

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Retro Review: Super Ghouls & Ghosts

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Every tuesday we review one game that is ready for download on the Shopping Channel
This weeks game costing 800 Wii points is: Super Ghouls & Ghosts

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Retro Review: Star Fox 64!

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Behold! Once more, I have teamed with CaptainSeagull for another edition of the Retro Review, this time covering the smash hit for the Nintendo 64, Star Fox 64 (Lylat Wars in Europe)! Before its release in 1997, gamers were eagerly anticipating the new gameplay elements missing from the SNES version—new vehicles, spoken dialog straight from the cockpits of Slippy Toad, Falco and Peppy, and the much talked about Rumble Feature (which, is SADLY omitted in the Virtual Console version). When the game was finally released, fans were not disappointed as they raced through story mode and duked it out in multiplayer mode. Today, this game remains a classic, making it an obvious choice for any VC library! Enjoy this excerpt from the Nintendo Power Magazine strategy article!

It’s a distress call from General Pepper! Andross is back and he’s bent on crushing Corneria and creating a galaxy of mutated bio-weapons. It’s up to Fox McCloud and his daring team of pilots to rescue the Lylat System. Scramble to your Arwing and charge your G diffuser—you’re on a translight ride to high adventure in Nintendo’s Star Fox 64!

Cinematic Sequences:


Star Fox 64 is packed with breathtaking, cinematic action scenes. Even if you rarely wait around to watch a game’s demo sequence, sit back and preview the opening scene of Star Fox 64. The intro resembles the beginning of a major motion picture more than a video game. You’ll discover other cinematic sequences throughout the main game, all with unique camera angles, character voices and stunning visual effects. These scenes will pump you up before and after each mission as you battle your way across the Lylat System. And don’t worry about re-runs—if you’ve seen the scene before, the game lets you skip over it by pressing the start button.

Light Years Beyond Super NES:
While the original Star Fox included text messages from your team, Star Fox 64 features audio dialogue from more than 20 characters in the game. The N64 version also includes a flight simulator style and All-Range Mode. While the first game had three paths to Andross, you can chart a new course in Star Fox 64 almost every time you complete a mission.

Three Ways to Fight:
Star Fox 64 isn’t all fancy flying. There is a special tank and a submarine waiting for Fox in the hangar bay. The controller configurations of all three vehicles are similar, so you’ll spend less time learning and more time blasting away at Andross’s legions.
Arwing: The Arwing is the Star Fox team’s utility craft. You’ll fly it in 13 of the 16 possible missions in the game. Because the fate of the Lylat System depends on solid flying skills, Star Fox 64’s Training mode focuses on Arwing flight maneuvers and combat.
Landmaster: Space Dynamics Co., Ltd., designed the Landmaster specifically for Fox McCloud’s ground assault missions. You’ll deploy the Landmaster when you reach Titania and Macbeth. This tank is equipped with two vertical jets, so it can hover for short distances over obstacles.
Blue-Marine: The Blue-Marine submarine is a prototype vessel engineered by Space Dynamics Co., Ltd. Slippy Toad is the submarine’s chief architect, and he personally maintains the submarine inside the Great Fox’s hangar. You’ll deploy the Blue-Marine when you explore the murky depths of Aquas.

The World of Star Fox 64:
The 16 levels in Star Fox 64 feature combinations of two 3-D game environments. These environments are called Corridor and All-Range Modes. Even if you’ve never flown a flight simulator style game, or find it hard to figure out 3-D flying, the user-friendly design and elegant play control in Star Fox 64 make the game easy to learn and understand. Both modes feature invisible boundaries, so if you stray too far off the course, your Arwing autopilot will steer you back to the correct heading.

The Lylat System:
  1. Corneria: Corneria is home to over 85% of the life forms in the Lylat System, and it’s the starting point in the game. The planet is Andross’s primary target. If you fail to defend Corneria, the entire Lylat System will fall to Venom’s forces.
  2. Meteo: The Meteo planetoid cluster was the staging point for Andross’s invasion of Corneria. It’s highly probable that the enemy’s supply vessels are hiding here, waiting to ambush any Cornerian transports fleeing from the planet.
  3. Fortuna: Fortuna was overrun by Andross’s invasion force, but you might have enough time to reclaim the base before it’s demolished. Sensors indicate that the Star Wolf team is lurking in the area, so keep an eye on your six.
  4. Sector X: There are conflicting reports on the existence of an enemy starbase in the Sector X Nebula. Scanners indicate that megatons of debris are floating around here. Our scientists suggest that this flotsam may have drifted in through a worm hole.
  5. Titania: Long ago Titania was the home world of a highly advanced civilization. Now huge sandstorms haunt the planet. Titania’s ancient defense network is still active, so it’s doubtful that Venom forces are in this forgotten corner of the system.
  6. Bolse: Only Venom and Area 6 rival Bolse’s defense network. The starbase generates a gravitational force field that doubles as a shield. You’ll have to disable the field by eliminating six power generators.
  7. Venom: Depending on how you approach Venom, you’ll either encounter Andross or a robotic simian double. Exercise extreme caution—the robotic decoy is just as dangerous as the diabolical genius. The last mission is at Venom and is the hardest in the game. You’ll battle the Star Wolf Team on the planet surface before taking on Andross. If you’re really good, you might catch a glimpse at Andross’s true form.
  8. Katina: Throughout the invasion, the Frontline Base at Katina has been a thorn in Andross’s side. This is the last surviving Cornerian outpost in the system. Sensors indicate that an enemy assault craft is approaching the planet—and time is running out.
  9. Solar: Solar is a searing hot star called a red dwarf. Andross’s ships were spotted in Solar’s orbit, so he may have a bio-weapon here. This matter must be investigated, but we don’t have a ship that can survive the intense heat.
  10. Macbeth: The weapons factories on Macbeth supply Andross with the military might to carry out his attack on Corneria. A surprise attack here will cripple Venom’s forces.
  11. Sector Y: Corneria’s battle fleet is limping back home through the Sector Y Nebula. There are scattered reports that the enemy is deploying armored robots to ambush the fleet. These robots carry special shields that deflect everything except direct hits.
  12. Aquas: The ocean planet of Aquas is usually teeming with various forms of life, but Andross has released a toxic aquatic bio-weapon that is systematically mutating the planet’s ecosystem. Long range sensors cannot locate the bio-weapon, so you’ll have to use the Blue-Marine to find it.
  13. Zoness: Like Aquas, Zoness is completely covered by ocean, but Andross has industrialized the planet with refineries that produce fuel for his fleets. You can create an energy crisis if you dodge the enemy’s searching-lights and disable the tanker convoys.
  14. Sector Z: Many years ago the Cornerian Colonial Forces engaged the dreaded space pirates in an epic battle inside the Sector Z Nebula. This area is now strewn with ancient wreckage, and military experts conclude that Andross is either salvaging the old ships here or trying to lure Star Fox into a trap.
  15. Area 6: Aside from Venom’s defense network, Area 6 is the most heavily fortified region in the Lylat System. It’s rumored that the enemy has a matter displacement device here.

Chart Your Course:
Depending on how you fare in individual missions against Andross’s forces, you’ll find a variety of paths leading to Venom. With the exception of hidden warps, all of the criteria for researching the different corners of the Lylat system are outlined in the Star Fox 64 Instruction Manual. Listed below are six potential paths. The top route is the easiest, while the most difficult sequence is shown at the bottom of this page.
  • 1-2-3-4-5-6-7

  • 1-11-8-4-5-6-7

  • 1-2-3-4-14-6-7

  • 1-11-8-9-10-15-16

  • 1-11-12-13-14-6-7

  • 1-11-12-13-14-15-16

  • Nintendo Power reviewed and rated Star Fox 64 in the same issue as this article. They rated it a substantial 4.3 out of 5, remarking that the game has “Excellent Graphics and play control; incredibly immersive; and Rumble Pak raves, while warning against the fact that there was no save stage function." About a third of their review gushes about the sensations that the Rumble Pak generates for players, which of course, is absent for Virtual Console owners. Even without the Rumble Pak, the game is exciting and challenging, and even after you’ve completed all of the stages in every possible way, you can still spend countless hours playing against friends in the multiplayer mode. I highly recommend Star Fox 64!

    N+: Offers a ton of fun, variety and replay value, even if you aren't a fan of games that have flight simulation 8/10 (Boo for no Rumble feature!)
    Cost: 1000 Wii Points

    Source: Nintendo Power Magazine, July 1997, vol. 98

    Retro Review: Dr. Robotniks Mean Bean Machine

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    Red Red Black Yellow
    Remember those colors when you are finished reading this weeks (day-late) Retro-Review:
    Dr. Robotniks Mean Bean Machine!


    DR.RMBM is a puzzle game that was created by Compile, a company that was going bankrupt and lost the basic games copyrights to both Sega AND Nintendo. If you have ever played Kirby's Avalanche, it's the same exact game, save for the music and characters. Sega however was able to claim all the copyright to the original games concept, which was Puyo Puyo. Today we all know the Puyo Puyo series is alive and kickin'.

    DR.RMBM follows the same rules as Puyo Puyo in the fact that you have colored "beans" that fall from the top to the bottom Tetris-style where they will rest. You can move the two falling beans left or right with the D-Pad, and use the face buttons to rotate the combination of two colored beans. The falling beans sometimes are teh same color, and sometimes they are not. Whenever you connect four beans of the same color they explode, let all the beans on top of them fall lower, and send clear beans to your opponents screen. The clear beans get in the way of your resting beans and your falling colored beans, preventing you from connecting them. Whenever you create a four colored explosion that happens to be touching the clear beans, they will go away as well.

    While you play you try to create "kinetic combos" using the beans stacks. For instance lets say your bottom level is three yellow beans covered with a second blue layer, and one yellow bean on top of the blue layer. If you are to connect a fourth blue bean they will explode dropping the fourth yellow bean onto the three others causing a second explosion, resulting in alot more clear beans being dropped onto your opponents screen. Whenever you just have one explosion the result is one clear bean, however if you make one combo, you get a full row of clear beans. The more combos, the more rows.

    Defeating your enemy (human or cpu) requires a balance of creating awesome combos, and single explosions. If you take too much time creating a combo, the opponent may unleash a smaller combo on you crippling your first color trigger. So, sometimes you want to just get smaller combos out of the way so you can cripple your enemy before they get you. However the clear beans can be used as a sort of wild card, you can rest a specific color on top of the clear bean and destroy the clear bean with another 4-bean explosion resulting in a new link to a higher combo chain.

    The game starts off super easy, and quickly rises in intensity and difficulty. Single player mode is great, but the best is when your are playing with a friend. This game EASILY can keep you up to the Wii hours of mourning when played with a partner, and surely causes alot of funny-foul language, that usually no one takes offence to. Continuing is free everytime you die in one player mode, and if you get tired you simply enter the last "code" they showed you before you started the current level. The codes are made using the colored beans from the main menu. "wine wine :ninja: p: "

    N+: Get this game now, or wait 'till Kirby's Avalanche, either way, just get it! 8/10

    Cost: 800 Wii Points


    - Captain Seagull

    Retro Review: The Legend of Zelda: A Link to the Past

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    Welcome to the fourth edition of the Retro Review, brought to you by Beeks and Captain Seagull! Today's review is for my (and probably many others'!) absolute all-time favorite game, The Legend of Zelda: A Link to the Past for the Super Nintendo. My sister and I scrimped and saved to buy this game back in 1992, and it was all I played! Many years later, I still have the old instruction booklet which contains excellent reading material! I'm going to pick out some of my favorite selections which include an opening story, equipment descriptions, Dungeon Lore, and another bonus story! I certainly enjoyed reading through it when I was little!


    Your Quest as the Legendary Hero
    The Golden Land of the Triforce has become a Dark World corrupted by Ganon's evil wishes. However, this is not enough for Ganon; he also wants to make Hyrule, the Light World, his own. To do this, he needs to break the Seal Of The Seven Wise Men.

    But he cannot do this with his power alone. He must also use the life force of the descendants of the Seven Wise Men. With Agahnim the wizard as his pawn, this is about to become a reality (thus the late night experiments in the castle tower...)

    You, as the legendary Hero of Hyrule, must enter the Dark World on a quest to save the maidens that Agahnim has sent there. The aim of the game is to solve the many mysteries and adventures that await you along the way to rescuing the maidens, defeating Ganon, and returning peace to Hyrule.

    Heroic Equipment
    Your character can become stronger by finding and using magical equipment. It is essential to be well armed for attack and defense when taking on the many powerful enemies you will encounter.

    • Sword: The sword has four potential levels of power. You can see what level your sword is currently at by looking at the number next to the sword symbol on your Sub Screen. Your first goal is to obtain the Master Sword, which is power level two.
    • Shield: The shield has three potential levels of power. Your first shield can only fend off the enemy's arrows, spears and rocks. If you improve your shield or find a better one, you can defend yourself against different kinds of attacks.

    • Armor: You start off wearing a suit of green cloth which hardly protects you at all. During your adventure, you will find the Blue Mail and the Red Mail. These suits of armor reduce damage from enemy attacks by 25% and 50% respectively.
    • Pegasus Shoes: This magic footwear has been handed down by the family of one of the Seven Wise Men. If you wear these shoes, you can run incredibly fast. You will get the Pegasus Shoes from the wise man Sahasrahla.
    • Power Glove and Titan's Mitt: If you wear these gloves, you can pick up objects such as rocks that you cannot lift with your bare hands. If you can get your hands in these gloves, try lifting a few things.
    • Zora's Flippers: These Flippers belong to Zora the man-fish, whose domain is the wet blue yonder. They are a necessity -- you cannot swim without them (if you try swimming without the Flippers you will be returned to land). To get through this adventure, you must get your feet wet, so find the Flippers as soon as possible.
    • Moon Pearl: People who enter the Dark World are transformed into a shape that reflects what is in their hearts. You can prevent this by obtaining the Moon Pearl, which protects its bearer from the power of the Triforce.

    Dungeon Knowledge
    To restore peace to Hyrule, you cannot avoid fighting in the dungeons. If you clear all of the dungeons of evil and win the Triforce, you will be recognized as the true legendary Hero of Hyrule.

    An evil dungeon keeper lurks in the dark recesses of each labyrinth. When you defeat it, you will receive a Pendant of Virtue or a Crystal. You need to obtain three Pendants before you can wield the Master Sword. And one of the missing maidens is trapped inside of each of the Crystals.

    Your Quest Begins...
    What follows is a message for the legendary Hero of Hyrule (which you may yet become) from the Hylian Book of Mudora:

    "We prophets of the Hylia know what your future holds. Listen carefully...

    "The Legend begins in your very own house. You have just been awakened by Zelda's voice. Follow your uncle as he sets out in the direction of the castle. Somewhere at the perimiter of the castle there is an underground entrance. You will have to search for it.

    "Using the sword and shield you receive from your uncle, you can set about rescuing Zelda. Don't miss the boomerang hidden in the castle. If you defeat the soldiers and free Zelda from the prison, you can escape with her along a secret passageway and head for a magical study called Sanctuary.

    "If you make it to Sanctuary, listen carefully to what the sage and Zelda have to say. Now, you should know what you have to do. From here on, the places you have to go to will be displayed as symbols on the map. It is probably a good idea to keep an eye on the map while progressing. Start by going to Kakariko Village and picking up the information that is waiting for you there. You can also find some items in the village.

    "When you find the elder, he will tell you that you need the three Pendants of Virtue before you can claim the Master Sword. You will find the Pendants in the Eastern Palace, the Desert Palace and the Tower of Hera. Defeat the masters of these dungeons to win the Pendants. The dungeons are complicated and full of formidable adversaries. Keep an eye on the map and be on the lookout for trouble as you advance through the dungeons. And when you are in the dungeons, it is imperative that you find the bow, Power Glove and Moon Pearl.

    "When you have the three Pendants, you will be able to wield the Master Sword which sleeps in the Lost Woods. If you have the Master Sword, you should head for Hyrule Castle to do battle with Agahnim the wizard.

    "Agahnim will use powerful sorcery against you, but if you truly understand the strength of the Master Sword, you can defeat him. When you take hold of the Master Sword, try to recall the words of the elder. At this point, your destiny grows cloudy...The rest of the legend is yours to write!



    Though it is just an instruction booklet, Link to the Past just had some amazing text in it that I had to share in the Retro Review! There's something about LoZ:aLTtP that sticks with all sorts of gamers--maybe it's the expansive world that's full of secrets and treasure (and that whole world gets turned completely around to reveal NEW puzzles once you visit the Dark World!). Or perhaps it's the memorable characters like the middle-aged thief in the desert, or the blacksmith who just wants to be reunited with his partner! For me, it's all those aspects and the gameplay that never gets old. Even after nearly nearly 15 years, I'm STILL finding new secrets--and even though I've played the same dungeons over and over, they feel just as exciting as they did the very first time. It's the secret Zelda recipe that makes it a fantastic game, so I wholeheartedly give it a 10!

    N+: Unless you own the original for the Super Nintendo, you need to BUY this for the VC! 10/10

    Cost: 800 Wii Points

    Retro Review: Donkey Kong Country

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    Welcome to the third Retro Review! Beeks and I have decided that we will update every tuesday to keep up with the Virtual Console releases (US). Hopefully these provide you with enough information to help you pick your next VC download. This week I bring to you Donkey Kong Country for the SNES! This weeks Nintendo Power snippet comes from the official guide, and not the monthly magazine.

    Donkey Kong Country starts off with DK comming out of his house only to find his empty hoard. You immediatly begin your adventure to recover them all. You can ride animals, find tons of secret rooms, and listen to intense SNES music! There are three different modes of play: 1P, 2P contest, 2P team.

    THE STARS!
    Donkey Kong: He's the big guy. The dude with the massive muscle. DK has to boogie through the jungle and other areas to recover his massive stockpile of bannanas that the evil kremlings have stolen!
    Swinging: The Ultimate swinger, DK grabs on to any vine that's available. Just jump when you want to get off
    Jumping: DK can reach his hands up higher than Diddy can when he jumps, but Diddy gets his feet higher.
    Rolling: From a standstill or on the run, the Y button makes DK do a forward barrel roll.
    Swimming: DK's a good swimmer. Press the B button to pick up the underwater pace.
    Chucking: Donkey Kong lifts and throws all of the barrels he finds in a two-fisted, overhand manner.

    Diddy Kong: Diddy is a wanna-be. An understudy, if you will. He plays a second fiddle to DK. He accepts the role, but in actuality, Diddy can do some things better than his gorilla counterpart.
    Swinging: Diddy takes a cue from DK when it comes to vine riding. They swing alike.
    Jumping: With a rolling Super Jump, Diddy gets great distance. Press the Y button to make Diddy cartwheel off of a ledge or a tree and then press the B button to make him jump while he's in midair!
    Rolling: Press the Y button and Diddy takes off running with a power cartwheel.
    Swimming: Diddy excels underwater because he is small. He's less likely to get hit.
    Barrel Carryin': Diddy carries barrels in front of him. It's actually an advantage in most cases.

    The Goodies: Donkey Kong and Diddy can ride on all the goodies, except Squaks. The Goodies are stashedaway in crates that appear in many of the stages. If you want to locate 101% of the areas in te game you will have to rely on the abilities of the goodies.
    Rambi [The Rhino]: Rambi's strength allows him to break through walls, enemies and other obstacles. Try bashing into any wall that you can while riding him. If you want to dismount, just press the A Button. If Rambi happens to take a hit, he will buck you off and run away, but there are some times where you can catch him and remount.
    Enguarde [The Swordfish]: For reasons that are obvious, Enguard only shows up in the underwater stages. He's a fish. A swordfish, to be exact. When you're riding on his back, you can press the B button to make him swish his tail and jet forward, thereby impailing any enemy creature with his sword-like bill.
    Expresso: Expresso is an ostrich that has impressive wheels! He's a sprinter. You can cover territory quickly while you're riding him. However, the best service that Expresso provides to you is his ability to fly. His wings are small (ostriches don't really fly at all), so he can't stay aloft for too long. If you press the B button rapidly, he'll flap his wings for all he's worth. There are a couple of Bonus Areas that you'll have to be riding Expresso in order to get.
    Winky [The Frog]: Like Squawks, Winky keeps mainly to damp surroundings of the caves. Winky's biggest advantage is his jumping power. He can sky! Not only that, but he can land on top of the Zingers and won't take a hit. He takes them out!
    Squawks: Squaks isn't called into action very much. And that's too bad because he's a great help in the dark caves and caverns of the island. Squawks holds an illuminating light as he flies above your head. If you turn around, he will turn around also to point the light in the right direction.
    - Nintendo Power Strategy Guide, 1994.


    The game really takes some time to complete, and I still have never gotten in 100% after all these years. The music is great, and the visuals are breathtaking for it's time. The level effects offer some of the best ever found on the system, most noticably the snow in the winter levels, how it progresses from light to moderate to heavy, and then progression.

    Also, this OFFICIAL guide clears up any rumors, or mis-conceptions about DK, and Cranky Kong relations...

    The star of the original Donkey Kong games, Cranky Kong, gives out tidbits of advice to DK and DIddy as the progress through the stages.

    I KNEW DK JR grew up into the tie wearing DK, he's always had an affinity for clothes.

    N+: No snes or VC list will ever be complete without DKC. 9/10

    Cost: 800 Wii Points

    Retro Review: Mario Kart 64!

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    Welcome to the second post of the Retro Review! I, Beeks, also have some old issues of Nintendo Power in my attic (not as old as Captain Seagull's though, I start from issue 90). This week's review is going to cover Mario Kart 64, a game is treasured amongst gamers everywhere and still seems to be one of the most popular game in college dorms! I absolutely went bonkers when this game came out--I think I was most excited to start using the then-new Spiny shell! After just using shells and bananas in the first SNES Mario Kart, it boggled my mind to be able to use an item that specifically targeted the first place racer! It sounded so edgy! Plus it was in 3-D!! With that said, Mario Kart 64 is still one of the best N64 multiplayer to ever grace the Nintendo 64 (and now the Virtual Console)! Onward to some excerpts from the Nintendo Power review from February 1997, Volume 93!

    Driven to Perfection
    A clean driving record won't get you squat in Mario Kart 64. Instead, Nintendo's incredible racing game for the N64 rewards drivers who teeter on the edge of control while ambushing their opponents. One, two, three, or four Karters hurl insults, bananas and Koopa Shells at each other as they careen through wild and challenging 3-D road courses. Those Karters driven to total mayhem may prefer to battle each other in arenas. And purists may just want to set the fastest time on the planet. Only the Master himself, Shigeru Miyamoto, could be behind this sequel to the best-selling Super NES Kart. From the green light to the checkered flag, the new Mario Kart 64 is perfection and without a doubt the best multi-player game ever.

    Behind the Wheel
    The great debate over which driver is the best in Mario Kart 64 will rage for years, but the truth is that every character can win it all. It's really a matter of control and personal preference. The light-weight characters (Yoshi, Toad, and Peach) have quick acceleration by may be harder to handle in the corners. Heavyweights such as Wario, DK and Koopa may be slower off the line, but they lose less speed in the corners when they are in a power slide than the lightweights. Mario and Luigi have balanced abilities. Consider how you drive to make your choice. If you cut corners and go off the track a lot, use a heavyweight. If you have no trouble keepiong the lightweights on the track when you power slide, then use one of them. Mario and Luigi provide the greatest challenge.

    Items Mean War

    • Green Shells: Green Shells travel in straight lines and bounce off walls. Fire them in narrow corridors where they ricochet.
    • Mushrooms: Regular Mushrooms give your Kart fiery power boosts.
    • Fake Items: These are actually bombs disguised as Item Boxes. When Karts touch them, they blow into the sky.
    • Super Mushrooms: Super Mushrooms give you prolonged boosts to push your Kart to maximum speed.
    • Super Stars: Invincibility allows you to blow through any item without damage or to weather a Thunder Bolt attack.
    • Bananas: Bananas cause Karts to spin out. When placed on corners, the victims may slip off the track.
    • Red Shells: Three Red Shells rotate around your Kart. You can fire them at opponents, forward or backward.
    • Boos: The best time to put Boos to use is when an opponent has a super item such as the Thunder Bolt. If you steal the Thunder Bolt, you ensure that you won't be hit, plus you slow down the pack.
    • Spiny Shell: The Spiny Shell chases the leader, and it can take out others, too. Use it when you are fairly close to the front.
    • Thunder Bolts: The Thunder Bolt strikes every opponent's Kart, shrinking them and lowering their speed dramatically.

    Four Roads to Fun
    • Mushroom Cup: The first stop on the Grand Prix circuit is the Mushroom Cup. From the relatively simple Luigi Raceway to the hair-raising tracks in the Kalimari Desert, this first challenge will hone your skills for the tougher races ahead.
    • Flower Cup: This is where things start to get interesting. Big Rig traffic, falling boulders, exploding snowmen and hairpin turns are just the frosting on the cake.
    • Star Cup: There's a little of everything in the Star Cup. The Stadium is wide-open while the Castle is like a maze. In Sherbet Land, you need to stay on the ice, but on the Royal Raceway, you'll take to the air.
    • Special Cup: The most challenging foursome of courses remains if you win your way to the Special Cup by placing in each of the previous cups. Prepare for peril!

    Battle Arena
    Now it's really time to earn your balloons. Battle Mode, for two, three, or four Karters, takes place in one of four battle arenas. You each have three balloons, which can be knocked off or shot off with shells. The last driver with a balloon wins.



    Nintendo Power's "Now Playing" section also reviews and rates Mario Kart. They call it a "Funtastic!" game and say, "Once you've karted this racer home, you'll need to install seatbelts on your couch." Ooh, zing! NP rates Mario Kart 64 at a 4.3 out of 5, saying that it's "Great Fun. Four Player action. Excellent graphics and play control," while remarking that "Individual screens in the four-player mode are too small to see details on small televisions." This holds too true for me, as I only have a 13 inch TV with a few cracks in it (come oonnnnn, tax refund! I need a better TV!). The only thing keeping me from giving this game a better score is the fact that you can't save your ghost on the VC version. Boo!


    N+: A definite MUST-HAVE for any Virtual Console! 9/10
    Cost: 1000 Wii Points

    Retro Review: SMW

    , , , ...

    Here at N+ we pride ourselves on bringing you the newest information on upcoming, and new releases, it just makes us feel good. But we thought "Hey! why don't we re-unite people with their old games, or introduce n00bs to old Nintendo treasure"!? - Thus our Retro-Review is born! the RR will provide reviews of many of the games that show up on the Wii Shop Channel, aka Virtual Console Games, and may aide you in your choice of wii-point spending. Any game you think we should consider? tell everyone about it here!

    Our first RR game is my all time favorite, Super Mario World! We are lucky enough to have an old Nintendo Power (volume 28) lying around the Captains Quarters for a truely insatiable review. So, without further delay SMW snippets from Nintendo Power: September 1991...

    Our Hero! Mario: With a steady diet of Super Mushrooms and Fire Flowers, Mario has always been able to grow big and shoot Fireballs. Now, by touching a mysterious Cape Feather, he can also take to the sky and drift slowly back down to earth.

    A Star is Born! Yoshi: The land of dinosaurs is crawling with Koopa-controlled creatures who aim to keep Mario from conquering Bowser. Lucky for Mario, though, ther's one dinosaur who'd like to see Bowser beat just as much as he would. He's Yoshi, a rollicking reptile with an apetite for menacing meanies. He'll carry Mario through some tight jams, but he'll run for the hills if the enemies bite back.


    • When Yoshi gulps down 10 Red Apples, he'll lay an egg that reveals a Super Mushroom.
    • Two Pink Apples produce a Bonus Coin
    • A Green Apple is good for 20 extra seconds on the timer.
    Yoshi has three special abilities that are triggered when he swallows Koopa shells of certain colors. He also has three cousins that come in those colors and carry one of Yoshi's special traits when they swallow any shell. You'll discover them in the elusive Star World.

    • Red Yoshi: When this crimson creature grabs the shell of a Koopa, he lets forth a three-Fireball blast.
    • Blue Yoshi: By biting down on a tasty turtle, this blue wonder will gain the ability to fly for a few seconds.
    • Yellow Yoshi: When Yoshi's yellow cousin eats a Koopa, he'll be able to shake the ground with super strong jumps.

    Dinosaur Land and the nine areas
    1. Yoshi's Island: Your adventure begins here. Yoshi has left his home, but you'll catch up with him quickly
    2. Donut Plains: This land features several secret passages, inculding the first mysterious Star Road
    3. Vanilla Dome: Underground caves and underwater passages make the Vanilla Dome and explorer's dream
    4. Twin Bridges: The Cheese Bridge is on bottom, and the Butter Bridge will appear on top when Vanilla Fortress is destroyed
    5. Forest Of Illusion: You'll have to be very observant to find the right paths in this maze like forest
    6. Chocolate Island: While the chocolate hills of this area can be tough to get around, the real challenge is in Wndy's Castle
    7. Valley Of Bowser: King Koopa resides in a huge castle of his own design in this dangerous area
    8. Secret Area Star World: There are five Star ROads scattered throughout Dinosaur Land which lead to the five points of Star World. [Getting here requires finding the secret exits to some levels. Star World also is home to each of the colored Yoshi's. Can you find the secret exit into Special World?] - Nintendo Power, V28, September 1991



      The game features amazing visuals, and phenominal level structure. As a veteran visitor to Dinosaur Land, I can point out every secret exit, and the quickest path through the game. However if you are a new player, this game will take you some time to explore everything. Novice players will also find a perfect level of difficulty. Just because this game is suitable for all ages, doesn't mean that it's only for the kiddies! SMW is seriously one of the best games ever created by most gamers standards, in my eyes it is the number one game of all time.

      N+: You MUST download this game. 10/10
      Cost: 800 Wii Points

      - Captain Seagull
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