Games Beaten 2024

Anything that is gaming related that doesn't fit well anywhere else
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pierrot
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Re: Games Beaten 2024

Post by pierrot »

Markies wrote: Sun Jun 30, 2024 9:16 pm ***25. Final Fantasy X-2 (PS2)***

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I completed Final Fantasy X-2 on the Sony Playstation 2 this evening!

With Final Fantasy X being my favorite game of all time, it was quite easy for me to fall in love with Final Fantasy X-2. For the longest time, I was ashamed that I love FFX-2, but now I have embraced my feelings for it and enjoy it without any regard. It's not the greatest game in the world, but for me, I love it. So, I have been playing the game off and on for several years now as I lost track of how many times I have gone through it. All I had left was get the final Blue Bullets for the Gun Mage and with my desire to replay the PS3 Remaster Version growing, I decided it was time for my all Gun Mage run. After having a relatively easy time, it took me an entire day to get the final one and I can safely say that it is now Complete.

Final Fantasy X-2 was the first sequel in the franchise and uses many of the assets of the original Final Fantasy game. There are some new areas, but the majority of the game is retreading old ground and revisiting familiar places. For somebody who loves the original, this brought back so much nostalgia. It was great to see places and people that I remembered along with seeing how much their lives have changed. The game has a very different feel to it, so its nice to see the characters I knew change because of the world around them. Besides that, almost everything else in the game has changed. It has some fantastic music and one of my favorite soundtracks. The opening piano melody will always cause me to get a little emotional. The battle system is quick and fast paced. The ability to change jobs on the fly and have so many at your disposal allows for so many different combinations. In fact, the battle system and the job system is probably why I love it so much. It is so easy and so fun to just get into a fight and quickly disperse your enemies. Some of the late game bosses and areas can be very unfair, despite your level, but most people won't even notice it while regularly playing through the game.

Overall, I still absolutely love Final Fantasy X-2. It is hard for me to differentiate it from Final Fantasy X, so I find it hard to judge it on its own merits. But, if you loved the first one, then this is something you should try it. The game takes a big risk on the normal Final Fantasy formula and it succeeds in creating something unique and never done before. For me, it will always hold a special place in my heart!

I actually don't particularly like FFX, but really enjoy FFX-2. It has some of the better battle mechanics in the series, along with FFXIII, FFXI, FFV, etc, I feel. The story is pretty 'whatever' for me, but at the time it was released, I was kind of into the style of the game too.
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PartridgeSenpai
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Re: Games Beaten 2024

Post by PartridgeSenpai »

Partridge Senpai's 2024 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022 2023
* indicates a repeat

1~50
51. Adventures of Lolo (Famicom)
52. Adventures of Lolo 2 (NES)
53. Adventures of Lolo II (Famicom)
54. Adventures of Lolo 3 (NES)
55. Kickle Cubicle (NES)
56. Adventures of Lolo (GB)
57. Cocoron (Famicom)
58. The Darkness (PS3)
59. Haze (PS3)
60. Animaniacs (GB)
61. Lair (PS3)
62. Bionic Commando (PS3)

63. Donkey Kong Land (GB)
I’ve known vaguely about the Donkey Kong Land series for a good while, but I’d always assumed that they were just straight up ports (or slightly simplified ones) of the SNES Donkey Kong Country games for the GameBoy. Imagine my surprise when, just a few months ago, I learned that they were in fact nothing of the sort! Granted, the degree to which they’re different from their respective SNES counterpart depends a lot on the game, but as for this first entry, it’s a completely different game from the first Donkey Kong Country. It took me around 2.5 hours to get 75% completion while playing on original hardware via my Super GameBoy.

The story for this game is another big quest for Donkey Kong & Diddy to beat King K. Rool, sure, but the exact premise is a bit weird, and it’s even the same between the Japanese and English versions of the game! (Granted it’s all entirely in the manual). Cranky Kong congratulates the Kongs on their latest victory against K. Rool, but then he says that all those fancy graphics and such are newfangled nonsense! Back in his day, you only had monochrome to work with, and none of this fancy 16-bit technology! He challenges DK and Diddy to an adventure that harkens back to how it was done (allegedly) back in his day, and that’s what this challenge is. It doesn’t actually relate to the gameplay at all, but it’s a fun and silly premise nonetheless, and it’s not like we need a big, special story for a Donkey Kong game on the GameBoy anyhow <w>.

The game itself may be totally different from the first DKC in content, but the overall gameplay is still very similar. You’ve got DK and Diddy, and one acts as a second hit for the other as well as being able to swap between them at any time with the Select button. There are even animal companions to join you as well, though a couple fewer than DKC itself. You’ve gotta get to the end of each stage, and there are also an assortment of bonus stages that can be found in each stage, and finding all of them will net you that precious 100% completion on your save file, but nothing more than that. The basics of this game will be nothing new to any veteran of the SNES DKC games, but the actual levels themselves definitely will be.

While there are some familiar environments and enemies to be found here, there is a really surprising amount of totally new content. From sky-faring platforms that change direction every time you jump to new flying pig enemies, I was really blown away by just how many totally new additions to the DKC world are present in this game, and there’s even a fair amount of stuff you’d never even see in the SNES games. That said, this is still a GameBoy game, and while it may not be a dedicated conversion of the SNES game, it does suffer from some significant problems that a lot of GameBoy games trying to replicate console experiences do.

The biggest and most obvious problem is just how zoomed in the screen is. I was shocked to learn that the SNES and GB actually have similar enough architecture that Rare was able to only slightly alter the 3D models-turned 2D sprites before just plopping them into a GameBoy game. That’s a really impressive graphical feat, but it also means that the GameBoy’s smaller resolution can make for some very cramped platforming at times. To give credit where credit is due, the stages are honestly fairly well designed around that smaller view window (certainly compared to a lot of other games that suffer this issue, anyhow), but it still takes a fair bit of getting used to.

The other really significant issue is how the game controls. Now, the game certainly doesn’t control outright badly, but it does definitely control meaningfully differently from the DKC games, and that’s what’s going to trip a lot of people up, I reckon. DK and Diddy’s momentum is markedly different from how they feel in the SNES games, and it makes the mid-air jump from a roll (a “Donkey jump”, as my friend calls them) mechanic in particular very difficult to execute compared to what you’re likely used to. It’s certainly not enough to make the game unplayable by any means, but it very well may end up being a pretty significant turn off for anyone coming to this game expecting some long lost DKC game with no strings attached.

It's not an issue, per se, but it also really warrants mentioning just how hard this game is. More than that, it’s really worth complaining about just how rough the difficulty curve is, because it often feels like there just isn’t one. Not a curve, but a jaggedy graph, as a friend of mine would say. After the first level, I often felt that nearly any level I faced would be hard enough that it’d feel right at home in the final or penultimate world of a normal DKC game. This might be, in part, due to how the game’s worlds are designed. Each of the game’s 4 worlds is composed of two biomes (jungle & tundra, underwater & ruins, etc.), so perhaps the levels themselves were designed before that conceit was put together? Regardless of the reason, this game is pretty dang tough, so it was a very welcome thing that it’s quite generous with extra lives. It’s also weird but very convenient to save. Instead of giving you an extra life like they do in the SNES games, finishing a level with the four KONG letters collected lets you save the game. You can even go back to an earlier level and replay it to save whenever, and I ended up replaying the first level a lot to grab a few more lives in addition to grabbing an easy save point.

The last really big issue is with the aesthetics. While it’s extremely cool that they were able to just transplant the SNES games’ graphics into a GB cart, these sprites were pretty plainly not designed to work in a monochrome color palette. The backgrounds are impressively detailed for the GameBoy (not to mention I got almost no slowdown at all), but they can make discerning what’s actually in front of you quite difficult as a result. It really pays to not rush and take your time, because you’ll otherwise likely be bumping into enemies you didn’t even realize were there if you’re not careful. After a little getting used to it, it wasn’t quite so bad on a Super GameBoy via my TV, but I would easily bet that it’s even harder to discern stuff from the background if you’re playing this on a handheld, and I can only imagine how unplayable this would be on the original grey brick GameBoy’s super blurry screen. It’s a remarkably pretty GB game, sure, but that comes at a cost that I wouldn’t blame someone for not wanting to pay. All that said, the music is pretty damn good! It’s a lot of GB renditions of the SNES game’s music, sure, but there are also a fair few new tracks done by DKC’s composer, and they’re just as quality as the ones taken from the SNES game~.

Verdict: Recommended. This is honestly a bit of a hard recommendation, but I had so much fun playing it, that my recommendation is more than just hesitant. If you’re into 2D platformers, and especially if you’re into the old DKC games, then this is a game well worth checking out. The difficulty and control differences are certainly going to be a turn off to some people, but for those willing to give it a chance, this is a really cool and novel Donkey Kong Country adventure waiting for you here on the GameBoy~.
----

64. Darkwing Duck (NES)
I heard about this game from some Youtuber absolutely ages ago, but it’s still not one I hear all that much about, so I ended up totally forgetting about it for years. It was only recently brought back to my attention, and being the huge Mega Man fan that I am, I wasted no time tracking down a way to play this Capcom game now that I’m on something of a platformer kick again. It took me a bit over an hour to play through the English version of the game without abusing save states on emulated hardware.

The story is pretty straight forward. The evil organization FOWL and a bunch of other baddies are up to their old tricks again, and it’s up to ol’ DW to get dangerous! I’m admittedly completely unfamiliar with Darkwing Duck as a cartoon save for a very loose familiarity with the theme song, but even then, I still found the cartoony representations in this game very fun and silly. It’s not a ton of story, but even how DW says “I am Darkwing Duck!” as he enters every stage made me giggle every time, even if I don’t really know what he sounds like so I couldn’t imagine him really saying it XD

The gameplay is, as I eluded before, very Mega Man-like in its execution. You have three stages at first, and then you unlock another three after completing those, and a final stage unlocked after that. You run and gun through them in a very Mega Man-fashion, but you (sadly) don’t get any new weapons for beating bosses. Instead, DW can find sub-weapons scattered around levels and “gas” capsules to power them. I found I didn’t need them very much, but they were still quite useful here and there for taking out the occasional annoying and out of the way enemy.

While DW may not have Mega Man’s power-stealing ability, he’s got a few tricks of his own to help his game stand out among the very Mega Man-y crowd. First of all, Darkwing Duck can, very appropriately, duck by holding down. He can also raise his cape in front of him as a shield if you hold up, though it’s annoyingly not a universal projectile blocker. Lastly, he can also grab onto platforms and fixtures in the background if you jump up towards them very much like you can in some Contra games. The bosses and stages end up having a bit of a different flair to them as a result as these mechanics help give some spice to what might otherwise be a bit of a dull Mega Man-like from Capcom.

The last really different thing from Mega Man is your health. Where Mega Man has a health bar and takes variable amounts of damage when he gets hit depending on the source, DW just has a heart that stores four hits. It doesn’t matter what the source is: If you take four hits, you’re dead. Thankfully, one thing this game also borrows from Mega Man’s design philosophies is how enemies will respawn immediately if their spawn point goes off and back on screen, so farming enemies for health power ups is rarely too difficult, but that tiny health bar can make some bosses or enemy-packed areas quite difficult if you’re already having trouble.

As would be expected of an NES game from ’92, this is a pretty darn nice-looking game. The graphics are very expressive and well animated, as one would hope from a Disney Capcom title, and the representations of the cartoon’s characters are also very well done. The music is also good. While it’s not exactly up to par with most of Capcom’s Mega Man titles, it still manages to hit that standard Capcom level of quality for a soundtrack, and its rendition of the DW theme is also delightful~.

Verdict: Recommended. While this is hardly going to give the stronger 8-bit Mega Man titles a run for their money, I’d say it still manages to sit comfortably above the weaker ones. It’s hardly setting the world on fire with new and innovative design, sure, but if you’re looking for another solid Mega Man-like experience on the NES, this is a great title to spend an hour or two playing through even if you’re like me and have nearly no connection to the licensed property at all.
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RobertAugustdeMeijer
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Re: Games Beaten 2024

Post by RobertAugustdeMeijer »

Master Key looks great, thanks for the tip!!
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ElkinFencer10
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Re: Games Beaten 2024

Post by ElkinFencer10 »

Games Beaten in 2024 - 29
* denotes a replay

January (1 Game Beaten)
1. Army Men: World War - PlayStation - January 9
February (1 Game Beaten)
2. Silver Falls: Guardians and Metal Exterminators S - Switch - February 18
March (3 Game Beaten)
3. Army Men II - PC - March 14*
4. Army Men: Toys in Space - PC - March 20*
5. Army Men: World War - PC - March 22
April (7 Games Beaten)
6. Army Men: Mobile Ops - Java-based mobile - April 10
7. Army Men III - PC - April 11
8. Army Men: World War - Land, Sea, Air - PlayStation - April 15
9. Army Men: World War - Final Fronts - PlayStation - April 18
10. Army Men: World War - Team Assault - PlayStation - April 20
11. Army Men: Air Tactics - PC - April 21*
12. Army Men: Sarge's Heroes - Dreamcast - April 28*
May (7 Games Beaten)
13. Army Men: Air Combat - Nintendo 64 - May 2*
14. Army Men: Sarge's Heroes 2 - PlayStation 2 - May 4*
15. Portal Runner - PlayStation 2 - May 5
16. Army Men: Green Rogue - PlayStation 2 - May 13*
17. Army Men: Green Rogue - PlayStation - May 18
18: Army Men: Air Combat - The Elite Missions - Gamecube - May 21*
19. Army Men: RTS - Gamecube - May 29*
20. Army Men: Sarge's War - Xbox - May 31*
June (9 Game Beaten)
21. Army Men: Major Malfunction - Xbox - June 4*
22. Epic Dumpster Bear - Wii U - June 10*
23. Epic Dumpster Bear 2: He Who Bears Wins - Switch - June 10*
24. JankBrain - Switch - June 10*
25. B3: Game Expo for Bees - Wii U - June 10*
26. Apartment 666 - Steam - June 11*
27. Hello Kitty Kruisers - Wii U - June 11*
28. Chicken Police: Paint It Red - Switch - June 12*
29. Clasherball - Switch - June 27
29. Clasherball - Switch - June 27

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I am a huge fan and supporter of Sungrand Studios, the one-man developer of the Silver Falls series, so when Jerrel said he was working on what he called an "action puzzle" game called Clasherball, I was excited. I was extra excited when he started saying "Get ready to clash your balls" shortly before the game's Switch release. While these versions are not out yet as of the time of writing, the game is also coming to Steam and, surprisingly, Atari VCS. No, not the glorious 2600, the sadly failure of an Android-based console that I foolishly backed on Kickstarter way back when. There's also a free version available to download (although you can and should opt to pay something for the man's hard work) for PlayStation Vita if you have a hacked Vita or PS TV. That can be downloaded here.

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Clasherball plays kind of like if you threw Zuma, Tempest, and Puyo Puyo into a blender. Like Tempest, you move your launcher around the edge of a circular play field. Like Zuma, you're launching balls of various colors that you have to aim well and match up in groups, and like Puyo Puyo, these have to be groups of four balls to eliminate them. The challenge mechanic here, though, is that when you connect four balls of the same color, they erupt in colored flames and fly off in different directions based on the configuration in which they were connected and the place and angle at which the fourth ball hit based on the game's physics design. What makes that challenging is that they'll knock any unattached ball of a different color around the arena if they make contact, they'll set any other ball of the same color on fire if they make contact, and most importantly, you'll take damage if any flaming ball makes contact with your launcher, although fortunately, balls that aren't on fire are harmless. This can be super chaotic if you end up with a lot of flaming balls flying around at once, but it can get surprisingly difficult once you get introduced to some of the gimmicks in later levels.

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There are two modes, "arcade" and "infinite." In the "infinite" mode, there are two AI controlled launchers that just keep launching balls periodically while you get to clash your balls into their balls. This gets increasingly chaotic as balls are eventually flying all over the place, some flaming and some not. Or at least it does the way I play which involves just continuously moving in as circle and smashing the A button like I'm playing old school Gradius. The game's "arcade" mode is divided into seven worlds with 15 stages each. You start off with the first five stages unlocked and all 15 levels in each open - Beach, Snow, Jungle, Synthwave (my personal favorite), and Space. After you've cleared all 15 levels in all five of those worlds, you unlock the Retro world which is a forest that looks similar to the Jungle world but is pixelated like an impressive 16-bit or relatively crude 32-bit game. I adore that aesthetic. If you beat all fifteen levels in the Retro world, you unlock the Pixel world and its 15 levels. This world is super 8-bit style and looks like a "what if" Game Boy version of the game. It's important to note, though, that there seems to be a bug (or maybe this is intentional, I'm not sure) where exiting to the level select screen makes the Pixel world inaccessible until you go back to level 15 of the Retro world and beat it again. Still, though, that's over 100 levels in total with pretty varied difficulties, layouts, and gimmick hazards. You've got some circular saw blades that get knocked around that you need to avoid, some asteroids orbiting stages, some ramps you have to launch balls up at the correct angle, etc. My least favorite hazard are the bombs. Normally, you have to take three hits before you lose, but if anything so much as grazes those bombs, they explode and give you an instant game over.

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Clasherball is a simple and inexpensive puzzle game that will keep you busy for a surprisingly long time. It's also surprisingly addicting. When I first played it, I thought "I can see myself getting bored in about twenty minutes," but at no point did I ever get bored. I got frustrated and rage quit a couple of times, but I never stopped playing because I was bored. That's the thing about puzzle games - they don't have to have deep gameplay mechanics or flashy visuals to be gloriously addictive. Just look at Candy Crush Saga, Tetris, and Zuma. All of those games are very simple, but they're all wildly fun and hard to put down once you get into it. Clasherball is an easy decision to pick up for Switch, and the upcoming Steam release will make it even more widely available, but it's cool to have a homebrew Vita option. The definitive version, however, will be the Atari VCS releasing that's upcoming because it's going to be designed to use the paddle controller to control your launcher. As I mentioned earlier, I backed the VCS on Kickstarter way back when, so I have one, but I don't have a paddle controller. Yes, I am very seriously considering buying one solely for that version of Clasherball.
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Re: Games Beaten 2024

Post by Markies »

Markies' Games Beat List Of 2024!
***Denotes Replay For Completion***

1. Mario Kart Wii (Wii)
2. Jackal (NES)
***3. Evolution: The World Of Sacred Device (SDC)***
4. Skies Of Arcadia Legends (GCN)
5. Ratchet & Clank: Going Commando (PS2)
6. Sunset Riders (GEN)
***7. Tactics Ogre (PS1)***
***8. Forza Motorsport (XBOX)***
9. Riviera: The Promised Land (GBA)
***10. Darkstalkers (PS1)***
***11. Splatoon (WiiU)***
12. Eiyuden Chronicle: Rising (NSW)
***13. Dusty Diamond's All-Star Softball (NES)***
14. 3D Dot Game Heroes (PS3)
***15. Puzzle Kingdoms (Wii)***
16. Teenage Mutant Ninja Turtles: Fall Of The Foot Clan (GB)
17. Steel Empire (GEN)
***18. Super Mario Strikers (GCN)***
19. Evolution 2: Far Off Promise (SDC)
20. The King Of Fighters '95 (PS1)
21. Disgaea 3: Absence Of Justice (PS3)
22. Jade Empire: Limited Edition (XBOX)
23. The Magical Quest Starring Mickey Mouse (SNES)
24. Super Smash Bros. For WiiU (WiiU)
***25. Final Fantasy X-2 (PS2)***

***26. Ducktales 2 (NES)***

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I completed Ducktales 2 on the Nintendo Entertainment System this evening!

As a child, I used to rent a ton of NES Capcom games from the local video store. I remember renting the entire Mega Man series, Little Nemo and all of the Disney Capcom games as well. One of my favorites was DuckTales as I was a large fan of the Disney Afternoon shows at the time. We stopped renting video games after the NES died down, so one of the last games I rented was DuckTales 2. I remember actually beating the game over the weekend. My gaming skills were improving and I found the game rather easy. Because of that, I never felt the need to go back to the game or buy it for myself. Well, that was a giant mistake as by the time I was interested in purchasing the game, it had skyrocketed in price. I searched for DuckTales 2 for several years as the game become my white whale of gaming. A few years ago, I was walking around our local game convention, I found a pretty beat up copy. After switching out the back cartridge, I had a near flawless copy. After spending so much on the game, I finally beat it in 2020. Looking for a short and simple game after FFX-2, I decided to play it once again for completion sake.

DuckTales 2 is pretty similar to the first DuckTales game, but they do add some nice improvements. For one, you can upgrade your can several times to get through several different areas. It is interesting and adds a bit of strength to the cane. Also, there are significantly more treasure to find along with pieces of the treasure map to get the best ending. You need the upgrades and to explore the entirety of the levels to find everything you need. The levels aren't as memorable as the first game and I would also say they are significantly easier than the first game, but they are still enjoyable and the game is fun for the short experience that you have.

Overall, DuckTales 2 is not as great as the first game, but is still a fun game by itself. Doing all the extras in the game was quite a challenge, so I'm glad I went back to it. I had to learn a new mechanic and those extra pieces were hard to find. It is game that you can beat in less than an hour, so the value for the game is just not there. It's a fun play, but it is hard to justify the price for the game. However, for me and the price of being able to relive some nostalgia along with finding the game I had been looking for so long, the game was worth every penny that I paid for.
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Re: Games Beaten 2024

Post by PartridgeSenpai »

Partridge Senpai's 2024 Beaten Games:
Previously: 2016 2017 2018 2019 2020 2021 2022 2023
* indicates a repeat

1~50
51. Adventures of Lolo (Famicom)
52. Adventures of Lolo 2 (NES)
53. Adventures of Lolo II (Famicom)
54. Adventures of Lolo 3 (NES)
55. Kickle Cubicle (NES)
56. Adventures of Lolo (GB)
57. Cocoron (Famicom)
58. The Darkness (PS3)
59. Haze (PS3)
60. Animaniacs (GB)
61. Lair (PS3)
62. Bionic Commando (PS3)
63. Donkey Kong Land (GB)
64. Darkwing Duck (NES)

65. Donkey Kong Land III (GBC)

Continuing my journey through the GameBoy Donkey Kong Country spin-offs, this was next on the docket (as the second game in the series hadn’t arrived in the mail yet <w>). This is *technically* a different game than the English version, as rather than being a normal old GameBoy game, Rare spent another two or so years turning it into a full blown GameBoy Color game. The end content is the exact same as far as the gameplay and levels are concerned, so far as I’ve read, but the game is all in color (looking much like a Super GameBoy-enhanced normal GameBoy game, really) with some light music and sound touchups here and there. It took me around 3.5 hours to 97% complete (everything but the time trials at the end) the Japanese version of the game on emulated hardware without using save states or rewinds.

The story to this game is a bit odd, though more so in execution than in actual content. A mysterious person has offered a big prize for the first people to find a fabled “Lost World”, and DK and Diddy have already set out to find it. Not to be left behind, Dixie and her cousin Kiddy (or, as he’s known in Japanese, “Dinky”) Kong are hot on their heels to find it first! This is once again basically entirely in the manual rather than in the actual game, but it doesn’t super matter regardless. It’s not like we usually go to Donkey Kong games, let alone GameBoy ones, for the story, after all <w>

That said, while it’s similar in flavor to DKC3, as it’s a Dixie & Dinky adventure without DK and Diddy (where they fight K. Rool at the end), the other characters present are very different. It might be more accurate to say the characters absent rather than those present, really, as the only NPCs you’ll find are Wrinkly Kong to save your game and generic bear NPCs (rather than all the different bear characters in DKC3) who let you play a matching game for certain collectibles. These NPCs have *very* reduced dialogue compared to anything found in even the earliest of the SNES DKC games, and while it’s hardly something to complain about in the broader sense (as I said before, it’s hardly like the narratives are a vital keystone to these games), it certainly makes this game feel far lesser than its SNES counterpart given just how much character and dialogue that Rare managed to fit into that game.

The gameplay is also very similar yet different in style and execution to DKC3 on the SNES. Compared to the first Donkey Kong Land, the physics and play control in this feel incredible. It’s honestly surreal just how close to the SNES DKC games they’ve gotten the controls in this, and it’s a great improvement from the first entry in the series (as one would hope with this being released so many years later). While the swimming and flying controls are still a bit scuffed and weird feeling, the controls are still really good and overall stand very comfortably just behind their SNES big sibling’s control feel.

There are a few gameplay cuts made due to the inferior hardware, however. Just like in earlier DKL games, we’ve got less animal companions, and those we do have have been given less powers or slightly different powers to account for how you’ve only got 4 buttons to work with now instead of the SNES controller’s 8 (such as how Ellie the elephant now has infinite water shots rather than needing to suck them up and spit them out with the R and L buttons in the SNES game). We also lack the processing power to have both Kongs visible on screen at the same time, just like the earlier games, so the ability to throw your buddy Kong around to break floors or scale far away platforms is also gone (as we have no face button to trigger that anyhow). This stuff isn’t a great loss, sure, but it does end up limiting the level design as a result, and that’s an extra noticeable issue with just how much this game takes design inspiration from DKC3.

Where Donkey Kong Land 1 was an entirely original game made with lots of pieces from Donkey Kong Country 1 (but with lots of new stuff on top of that), DKC3 is more of a conversion of the SNES game in many regards. While the levels themselves are largely original, and the bosses have by and large been completely redesigned (though more often out of necessity than anything), there are very many levels with shared names to levels in the SNES game, and they generally have similar themes or similarly put together sections/gimmicks, such as how “Can’t Stop, Won’t Stop” is a minecart/sledding level in both games. Aside from how ill advised it is to make a minecart level with a screen resolution this small (something that DKL1 very smartly avoided), all of that homage to the design of the original really makes the cut corners feel far more cut here.

Compared to earlier DKC games, DKC3 is trying a *lot* of new stuff. From its animal companions to its bonus games to even the general level design gimmicks, it’s trying a ton of new stuff to always make it feel like you’re trying something new with every new stage. DKL3 gives a valiant attempt for a GameBoy (Color) game, but it really just can’t hold up to what a late-life SNES game is able to put together, and what we’ve been left with is a lot of kinda unfinished or sloppy design. Where DKL1’s more original design left it free to make levels that generally felt more well considered for the GameBoy’s smaller screen resolution, there have been far more times in DKL3 where the smaller screen combined with the better controls have, ironically, landed me in hot water or taking a needless hit just because I couldn’t see what was coming just around the corner.

The way this game just feels lesser to its SNES big sibling is especially apparent with the bonus games and DK coins. Where DKC2 and DKL2 at least have DK coins that can be hidden anywhere (albeit often very annoyingly in hidden walls and such), DKC3 has the Koin enemy guarding them in every stage, and that requires a certain conceit of level design on where to hide Koin as well as the metal barrel to clobber him with before robbing him of his precious coin. DKL3 tries its best, but it’s just not that easy to make levels with that kind of depth or verticality on a GameBoy’s hardware, and the DK coins end up feeling really just tossed together in really obvious places in most levels (even more so than they can often feel in DKC3). The hidden stuff in general is a real downgrade from the console game too, frankly, as where DKC3 basically completely abandons the all too often method that DKC2 uses where hidden barrels/hooks/etc will just be literally invisible (you just need to successfully guess they’re there), DKL3 unfortunately goes back to that method, and the game’s collectibles really suffer for it. Where finding all of the bonus barrels and such in DKC3 was a ton of fun to both find and play them, DKL3 makes it a confounding chore just like it used to be.

The bonus games’ designs also suffer a lot from the more limited hardware, and a lot of them end up boiling down to “walk right past/through 3 or 4 enemies and just grab the coin”. That’s hardly all of them, sure, but they’re rarely a challenge, and when they are, it’s largely the tiny resolution’s fault. The same can similarly be said for the game’s difficulty in general. While I’m certainly no proponent of every game needing to be crazy hard to be good, DKL3’s difficulty almost feels self-conscious rather than well-tuned. Where most bonus barrel games in the console DKC games will dump you somewhere far off, where it’s burdensome if not impossible to retry the bonus game without totally replaying the level, DKL3 more often than not puts you right next to where the barrel is. The same goes for the game’s checkpoints for normal levels, and combined with the generally kinda bland level design, it’s really hard to not view this game as a compromised version of the console game rather than a handheld-focused sister game (like I’d argue DKL1 successfully does).

The aesthetics are thankfully quite nice and well suited for the handheld experience. The music is once again a nice mix of GameBoy-ified versions of songs from DKC3 (though genuinely original tracks are far less present than they were in DKL1), the graphics have also thankfully gotten a very smart change. This was something already mostly tackled in DKL2, but we’re thankfully free from the overly textured backgrounds that made it so hard to see where you were on a monochrome screen. Granted, this is a GBC game, so your character always has distinct colors and such to help them stand out from the enemies and background, but this would be a very serious boon to anyone playing the GameBoy original version of this game.

It also bares pointing out, however, that while this may be a very well animated and detailed game for a GameBoy game, with enemies and the player characters looking like they’ve hopped right out of the SNES game, the actual *color* is very lacking for a GameBoy Color game. If I compare this in my head to other GBC games that I’m familiar with or, hell, even GameBoy compatible black cartridge games, this is a very unimpressive GameBoy Color game. As I said near the start of the review, it’s very neat that this looks just like how Super GameBoy enhanced games tend to look, with entities usually being one solid color and environments having one or two colors as well (usually), that’s really unimpressive for a proper GBC game. It’s not the greatest sin in the world, of course, as this *is* literally just a touched up original GB game at the end of the day (and the lavish animations in the original are likely to blame for why the color in this version is so limited), but in the wide wide (okay, admittedly not *that* wide) world of GBC-exclusive games, this is easily one of the least impressive that I’ve seen, and I don’t think it justifies the extra two-ish years spent porting it up from the GameBoy terribly well.

Verdict: Hesitantly Recommended. This is a very difficult verdict to give for very similar reasons that DKL1 was, but they’re also very different at the same time. Where DKL1 has a lot of originality and ambition but is held back by a tiny resolution and slightly wonky controls, this game has tightened up the controls yet lost a lot of that ambition and originality. While it’s certainly true that trying so hard to recreate the flair of a late-life SNES game on a GB/GBC is quite ambitious in and of itself, the successes of DKL1 have already showed just what’s possible when you really go out of your way to try and create a more original experience. DKL1 is a rough game but manages to be worth your time because of just how original it’s trying to be, but this game spends a lot more time wallowing in mediocrity in an attempt to too closely replicate the feeling of the SNES game. I still wouldn’t really call this game bad, per se, but it’s definitely underwhelming compared to what the first DKL offers and especially compared to what the SNES games offer. If you’re a big DKC fan and you’re looking for more DKC to light up your life, you can certainly find it here, but just keep your expectations at an appropriate level, as this is definitely not doing anything revolutionary with the concept.
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Note
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Re: Games Beaten 2024

Post by Note »

1. Lufia & the Fortress of Doom (SNES)
2. OutRun 2 SP (PS2)
3. Dynamite Cop (DC)*
4. Soul Calibur (DC)*
5. Melfand Stories (SFC)
6. Lufia II: Rise of the Sinistrals (SNES)
7. Dynamite Cop (Arcade)*
8. Klonoa 2: Lunatea's Veil (PS2)

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9. Kishin Douji Zenki FX: Vajra Fight (PC-FX)

I'm always on the lookout for beat 'em ups that I missed, and there's a good amount I still need to check out from the 32-bit era. I managed to come across a few screenshots of Kishin Douji Zenki FX: Vajra Fight for the PC-FX console and was pretty impressed with the look of the game. For transparency, I played this through OpenEmu emulator.

Kishin Douji Zenki FX: Vajra Fight is a side-scrolling beat 'em up developed and published by Hudson Soft and originally released in December of 1995. The game is based on the manga and anime Zenki, which I'm not too familiar with. Unfortunately, the title does not have a fan translation, but I'm hoping one will be released eventually, as the game does contain a good amount of cutscenes between boss fights and levels.

The game features co-op, but if you only have one player, you have a choice between the two characters, Zenki and Chiaki. Zenki is equipped with physical attacks you would normally find in a beat 'em up, as he has access to a regular physical attack, as well as a jump attack, a sliding attack, and a throw. Chiaki's move set is a bit more limited, as her main attack is actually a small fireball and she does not have a jump attack or a slide attack, but she's able to hit enemies from a distance and avoid damage. She also has a throw, which I found to be pretty crucial for enemies that are in your space and a charge shot to do some extra damage. For this playthrough, I started off the game as Zenki but after a few levels I was curious about trying Chiaki and ended up using her for the rest of the way. I enjoyed playing as Chiaki, but overall found her move set to be fairly limited. I think she should have been given access to a jump attack and sliding attack.

Gameplay wise, the game's structure is a bit different than your average beat 'em up. It plays like a boss rush, with a few sequences against lower tier henchmen spliced in here and there. There is also a few platforming sequences in the mix, but luckily they are few and far between and the controls are decent enough to get through them without too much trouble. Another unique aspect is the appearance of an assist character, who will drop Chiaki's bracelet for you in the middle of boss battles. Once the bracelet is dropped, you can run over to it and press down. If you're controlling Zenki, you'll be transformed into a bigger, stronger form and have a limited amount of time to do some additional damage. If you're controlling Chiaki, Zenki's stronger form will appear on the screen and attack the boss with a powerful attack that will take out a chunk of the enemy's life bar. As the game goes on, some bosses begin to take up more of the screen, and getting to the bracelet without taking damage involves a bit more strategy.

Graphics wise, the game looks great and it does remind me of the look of Treasure's Guardian Heroes. The main characters, henchmen, and bosses all have fairly detailed sprites, and each character and boss also has a well drawn headshot in an anime style that pops up during cutscenes. There are some really well done backgrounds here too, with my favorite being the evening city skyline in the obligatory elevator level earlier on in the game. Also, I've got to mention the boss designs here. There are some pretty unique and strange bosses in this game, from a mutant car, to a demon frog. After every boss battle, you can restore your life by ... an eyeball that flies off the boss you just beat. So yeah, there's some odd but fun things going on here.

My main criticisms of the game is that it's fairly short and linear. At the time of release, we were already seeing titles in this genre with multiple paths, and I think this title would have benefited from additional paths and endings, as the short and linear nature of the game doesn't bode well for replayability. The other criticism which was mentioned earlier is the limited move set of the characters, but more specifically Chiaki. While being able to attack from a distance helps, I really think she should've been given access to a few additional moves.

Overall, Kishin Douji Zenki FX: Vajra Fight is a fun and unique beat 'em up which does have a few flaws, but it's still worth a playthrough. It's too bad the game was only released on the PC-FX console, and didn't have a chance to shine on any other more popular platforms. I think it would've fit in perfect with some of the other strange beat 'em ups we saw released in Japan for the Saturn. I'd also enjoy trying to play through this one again with a friend in co-op mode. If you're a fan of beat 'em ups, I'd say give this one a go!
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Re: Games Beaten 2024

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2024 Games Beaten
Bold = new add
1. Wolfenstein 3D (XB360)
2. Gears of War Judgement
3. Gear of War 4
4. Doom 3: The Lost Mission
5. Doom 3: Resurrection of Evil
6. Ultimate Doom / Thy Flesh Consumed (XB360)

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Started the Unity port of Doom on XB SX now that they've been patched up. Always bugged me I didn't finish my save file for Doom included within the Doom 3 BFG. This version/port has since been delisted, but can be accessed via a physical copy of BFG. So booted up my 360 save and finished out the 4th Episode - Thy Flesh Consumed.

My copy of Doom growing up wasn't Ultimate Doom, so I'm a much bigger fan of the original 3 Episodes. Thy Flesh Consumed came out a good bit later (April '95 release) and was released with the other existing episodes, packaged together as "Ultimate Doom." As a reference point, it came put AFTER Doom 2 (Sept '94 release).

Carmack is on record saying the overuse of teleports is indicative of bad level design. Well... :wink: it's clear he had moved onto Quake engine full time by this point. The music and visuals are nice, but the levels are tough to navigate. It's notorious for being overtly difficult and to me, it's the weakest of the original game's 4 episodes.
Games Beaten 2025, 2024, 2023 | Retro Achievements
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pierrot
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Re: Games Beaten 2024

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Note wrote: Sat Jul 06, 2024 10:45 am 9. Kishin Douji Zenki FX: Vajra Fight (PC-FX)

Oh, hot dang, a PC-FX game! Hell yeah.

Normally, I wouldn't be too inclined to care a whole lot about a random anime b'mup, but I've actually played through the Zenki platform game on the Super Famicom: Rettou Raiden. That was a pretty solid action platformer, and I enjoyed it a fair amount. I could see those characters translating pretty well to a b'mup. So, I'm a little interested in checking out Vajra Fight sometime.
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Re: Games Beaten 2024

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pierrot wrote: Sat Jul 06, 2024 9:06 pm Oh, hot dang, a PC-FX game! Hell yeah.

Normally, I wouldn't be too inclined to care a whole lot about a random anime b'mup, but I've actually played through the Zenki platform game on the Super Famicom: Rettou Raiden. That was a pretty solid action platformer, and I enjoyed it a fair amount. I could see those characters translating pretty well to a b'mup. So, I'm a little interested in checking out Vajra Fight sometime.

This was my first experience with the console and it was a good one! I'm interested in playing some of the other well reviewed games on the system.

I wasn't familiar with the Zenki platformer on the SFC, thanks for the heads up on that. I just watched some gameplay footage and it looks pretty fun. I'll have to check that out later too.
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