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Retro Game Room Scores
Final Fight 2   Rank 1/7 : 2,922,100
Battletoads in Battlemaniacs   Rank 1/8 : 495,480
Super Street Fighter II - The New Challengers   Rank 5/7 : 864,704
 
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G789's Last 25 Game Reviews
Lufia & The Fortress of Doom
09-23-19 08:25 PM
Lufia and the Fortress of Doom
Lufia and the Fortress of Doom was released for the SNES in 1993, developed by Neverland, and published by Taito. This is an RPG in which you gather and control a party of four that must fight to save the world. While this basic premise can be boiled down to a multitude or RPGs, Lufia mixes it up in the prologue section of the game. Here, you control a different party of the game's previous generation informing the player of the overarching story, as well as introducing the villain characters right away. While that concept & execution may not be uncommon now, Lufia is one of the earliest games I can think of that featured its beginning in such a way.



[b][u]Graphics: 7[/b][/u]
Starting with battle, animations are pretty simple. Enemy sprites appear large with intricate designs, while your characters' sprites are smaller (not unlike FF: Mystic Quest, but without enemies changing appearances). The battles themselves happen overlaying the world map or current location. The world map is populated with terrain features and doodads with the only functional differences being what is traversable or not.


[u][b]Sound: 8[/b][/u]
For me, the best music is, far and away, the opening dungeon theme. The various town themes are relaxing, as well. I appreciate the actual sound effects in battle. Attacking, healing, applying buffs/debuffs sound crisp & clear. In fact, if a curtain were pulled over the screen, you would still mostly be able to correctly pair the general effect to what is happening on screen.


[u][b]Addictiveness: 8[/b][/u]
Like many good RPG games, Lufia keeps you hooked with the objective-based nature of its plot. It's easy to want to continue playing for hours in order to find the next party member, VIP npc, or other mcguffin. Sometimes, that desire gets bogged down after X number of random battles. The encounter rate isn't insanely high, and there are items that affect that chance, but I've occa... Read the rest of this Review
Bahamut Lagoon
05-02-16 01:04 AM
Bahamut Lagoon



Bahamut Lagoon was published by Square in 1996 for the Super Famicom; a Japan-only release. The ROM listed here was translated by Tomato, and Neill Corlett. The game is primarily a strategy RPG, with turn-based RPG elements, and largely utilizes a dragon-raising system. Square had already gained well renowned recognition coming off of recent hits like Chrono Trigger, Final Fantasy VI, and Secret of Evermore among others. How does Bahamut Lagoon's gameplay, story, and music compare to some of Square's older classics? The game is unique right off the bat by mixing up the genre as a strategy RPG. After having played through this title, it seems the bulk of the effort was put into the gameplay and the customization therein. Its music and story may not rival some of the classics listed above, but still stand strong in their own right. Bahamut Lagoon is a strategy RPG gem that any fan of the genre can appreciate. For newcomers to strategy RPGs, Bahamut Lagoon is on the easier side and makes an effort to introduce its new players on how to succeed throughout the game.


Graphics: 8/10

Bahamut Lagoon does a great job of its sprite-work. There are lots of different characters on the field, and they all have separate animations for the turn-based sections of the game. Some of the characters are dragons with multiple forms depending on how the player proceeds, all of which have detailed designs when showcased in battle. The spells are nicely animated; furthermore, they can affect the terrain so the player sees the reduction of mountains or the burning of forests on the overhead map when triggered. The animation really shines during the summon spells where a large portrait of the corresponding dragon appears with other effects. There are sections where the player can walk through the town/map in a non-battle setting (composing the interlude between a chapter/level) and the towns appear similarly to Square's contemporary RPGs like Final Fanta... Read the rest of this Review
Fire Emblem - Thracia 776 (english translation)
07-19-15 06:38 PM
Fire Emblem: Thracia 776
Fire Emblem: Thracia 776 is the fifth game of the series, made by Intelligent Systems, and came out on the Super Famicom in 1999. Like its predecessors, this is a strategy RPG released when the franchise was still Japan-only. Fortunately, a lot of these games now have translated ROMs... mostly. The game is frequently described as a “midquel” in that it takes place between Chapters 5 & 6 from FE 4: Genealogy of the Holy War (Seisen No Keifu). There are significant differences between the two games, but I can't help but compare between the two as they take place in the same world and were released relatively close to each other. I'll describe their differences more in depth as each section is explored. In terms of the ROM itself, the menu screen alone has mixed English & Japanese. It's decent enough that you know your character's stats, but it still helps to use a reference to know all the dimensions listed. Also, specific weapon descriptions aren't fully translated and just show a jumble of mixed characters/letters. I used Serenesforest to fill these gaps of information. Knowledge of weapons from playing other FE games also helps here.

Graphics: 8/10
The sprites and portraits are detailed very similarly to that of FE4. The terrain detail is even better, particularly in the levels that take place in villages. New to this game are levels that take place in doors with good design of said castle/prison/etc. The combat animation, if enabled, is the same as FE4. During the credits, you can get one of several portraits or scenes depending on your file's overall rank.

Sound: 9/10
The music of Thracia 776 is wonderful. There are a range of tracks to fit the occasion and emotion of its associated plot. There are different themes across the chapters, both for your army and the various enemy armies. The sound effects are appropriate for the respective weapons, similar to FE4. To be honest, I prefer the soundtrack of the prior game a... Read the rest of this Review
Final Fight 2
05-04-15 02:33 PM
Final Fight 2
Final Fight 2 was released on SNES by Capcom in 1993. It is a direct sequel to Final Fight and is an entry in the franchise that help  characterizes the Beat 'em Up genre in an era where these kinds of games were much more prevalent. The controls are the same as the first game where characters can attack, jump, use or use a special move across 6 stages. The main difference in the sequel is the change in character selection (don't worry, Haggar is still there), but best of all, there is now a 2-player option so you and a friend can team up and  fight crime.


Graphics: 7
The visuals of the game are very similar to that of the first Final Fight. I found the graphics were also reminiscent of Street Fighter 2, but it's no surprise as Capcom created them all. In other words, the graphics are good and don't interfere with the gameplay.


Sound: 7
There are a number of circulating themes that are interspersed throughout different segments of levels. The music is appropriate in capturing the situation of the game at that point in time. To be honest though, I found some of the tracks to be repetitive. As I type, I'm able to recall some of the themes readily, but the soundtrack is not the kind of masterpiece that will make the hairs on your body stand. I actually preferred the music from the first game over this one.


Addictiveness: 7
Final Fight 2 does not feature passwords or a save system. However, this is not necessary as the entire game can be completed in little over an hour. There is always fighting and action to be had at a constant pace and each segment flows easily into the next. As the player, you just want to keep advancing and beating up more bad guys. Sometimes, I couldn't even tell an hour or so had passed in the process of playing this. Otherwise, Final Fight 2 isn't the most addicting.


Story: 6
The events of the game are pretty straightforward. Story spoilers below:
Mike Haggar... Read the rest of this Review
Mega Man X Collection
04-26-15 12:09 AM
Mega Man X Collection
The Mega Man X Collection was released on Gamecube and Playstation 2 in 2006, developed by Capcom. The collection includes Mega Man X through X6, and also features Mega Man Battle & Chase, a racing game that's Mega Man themed. As Mega Man and Mega Man X games have been a staple in gaming for a while at this point. Fans of either franchise know what to expect from these collection of games (with Battle & Chase being the only 'new' game if at all) and likely either have this collection or the individual games as they came out over time. For video game fans unfamiliar with Mega Man X, you can expect a solid series of platformer games (and a decent racer). While the gameplay is solid, this collection itself doesn't offer too much more than each
individual game. Still, each game is a classic and hold well enough on their own.


Graphics: 8
Mega Man X 1-3 were on the SNES with X 4-6 originally on Playstation. The graphics are appropriate for their respective consoles. The colors are vibrant, with good sprite/character animation. Additionally, Mega Man X3 in this collection is the Japanese version. This features some animated cut scenes, most notably each of the boss intros, also well illustrated. Mega Man X4 is also significant for anime-style cut scenes within, and I would highlight this particular game as the best in terms of graphics.


Sound: 9
I've always loved the music of the Mega Man X games. For the most part, the genres of the level themes range from Rock, electronic, synth, to jazz, and everything in between. In fairness, I don't know how much justice these labels do to describe the music, but trust me, the soundtrack for each Mega Man X game is great and is befitting for the levels they play in. One of my criticisms for music lies in Mega Man X3. While the graphics were better in this game, the music is not as good as the US version of X3. The level themes are the same note-wise, but the instrumentation is completely... Read the rest of this Review
Incredible Crash Dummies, The
04-17-15 11:52 AM
Incredible Crash Test Dummies
The Incredible Crash Dummies came out on SNES in 1993, published by LJN. This game was also made for some other systems, including Sega Genesis. This game is a platformer, where the player assumes the role of a crash dummy who must reach the goal while battling through different enemies. Enemies can be destroyed by jumping on them, or by throwing a wrenches. Between each level there is an interlude bonus stage, as well some dialogue in the form of comic strips. The comics do little to advance the story or what's left of one. The game is meant to be played in a single playthrough as there are no saves/password systems in place. This is, in fact, a difficult game, but not in a sense that I would call it challenging, or necessarily rewarding.

Graphics: 7
Nothing particularly advanced, or lackluster for that matter, specifically in terms of graphics. It's so-so if anything with decent background. The levels illustrate what terrain the player can traverse, and anything that moves or has additional animation associated with it is either very clearly an enemy or a power up. Perhaps the only thing of note is that when bosses are destroyed, there's just some small explosions and the image of the enemy suddenly disappears. This doesn't detract from the gameplay, which will be covered in a moment.

Sound: 6
Again, nothing really stands out here. There are 4 areas which feature several levels within them. Each area has its own theme, then there's the boss theme that plays during the respective battles. There are some varied sound effects for enemy attacks and such. However, I felt that the sound became pretty repetitive, especially the music played throughout the levels.

Addictiveness: 5
Crash Dummies is not a game typically described as addictive. At no point did I find myself saying, "I can't wait to get back to playing the game." Perhaps this game may feel refreshing to some picking it up after having not played for a while. The fact tha... Read the rest of this Review
King of the Monsters 2
01-30-15 01:05 PM
King of the Monsters 2
King of the Monsters 2 was created by Takara and SNK for NeoGeo, with a port made for SNES in 1993. This game represents a bygone era of videogames as an arcade style, side-scrolling beat 'em up. This is in contrast to the first King of the Monsters, which was purely a fighting game. Other than the classic moves of attack, jump, jump-attack characters can charge up to execute a special move. In addition to regular attacks, combat with bosses also involves the characters sort of wrestling/grappling. Don't worry, the controls are easy and only involve sequentially and repeatedly tapping left & right to mimic the back and forth nature of contention, ending in an attack move of the winner's choosing.
Despite how short this game is, and the numerous geographical inaccuracies, it's actually pretty fun to play. While the main story is a beat 'em up game, there's a fighting mode where two friends can fight each other using one of the 3 main characters. Personally, I didn't touch this mode much, and had a better time killing monsters cooperatively.

Graphics: 7
The monster designs (both friend and foe) are pretty well done, the sprites are intricate and for the most part, have an overall good look to them. The landscapes within the level design are also well illustrated. Other things including special moves effects and combat-wrestling illustration are more than adequate to make the graphics enjoyable.

Sound: 8
At first, I thought some of the music sounded kind of silly, but after playing through over the years, I guess it grew on me? The game's levels take you across different geographic regions and climates, and I feel the music is pretty well suited for each level. I think the music certainly helps to keep some of the longer fights of the game exciting. No real complaints in this department.

Addictiveness: 6
"Addiction" is not how I remember this game, but it was a fun experience while it lasted. In fact, I found the game to b... Read the rest of this Review
Earthworm Jim 2
01-10-15 12:23 PM
Earthworm Jim 2
Earthworm Jim 2 was developed by Shiny Entertainment (same as the first game), and came out in 1996. This game was originally developed for Sega Genesis, and was released/ported onto other systems. My experience reflects the SNES version of Earthworm Jim 2 (EJ2), although the gameplay is very much the same between SNES & Sega. Some notable differences in the sequel VS the first game is that there is more variety between levels. EJ2 is primarily a platformer, but a large handful of levels break away from this formula. Personally, I think the sequel is also easier to play through than the first game, though I'm sure there may be debate regarding that subject. The gameplay itself is very similar to the first Earthworm Jim so gamers who enjoyed the first game should continue to love EJ2.

Graphics: 8The graphics are similar to that of the first EJ game. In fact, the backgrounds may be more polished in EJ2. In other words, the graphics are good. Nothing particularly amazing, but they fit the game well, and do not obstruct actual gameplay.

Sound: 9I've always appreciated the diverse music of EJ2. One of my favorite tracks is the music in the first level, but the whole soundtrack for the game is really good. I also like the Beethoven pieces that are included in some of the levels. In essence, it's difficult for me to describe, in words, the actual music of EJ2, as it's very eclectic.

Addictiveness: 6EJ2 is not a particularly addictive game. I believe it's meant to be played in a single play through, but there is a password system to help ease progression through the game. I suppose completionists who are looking to obtain every single power up may find addictive potential as there tend to be lots of relatively hidden items/goodies in various levels.

Story: 5Earthworm Jim's charm often lies within its humor and randomness. There's really not much to say about its story; it's basically summed up within the title screen: the nefarious P... Read the rest of this Review
Kirby's Dream Course
11-01-14 05:39 PM
Kirby's Dream Course
Kirby's Dream Course came out on SNES in 1994, made by HAL (I believe they did all the other Kirby games, too). This game is very different from the typical Kirby games in that this is not a platformer. It's more accurate to state this is a golfing video game, but Kirby style. Instead of hitting the ball with a club off a tee, you're deciding how much power Kirby should propel himself, at what angle, with what degree of spin, and will he be jumping at all? All right, I realize this sounds complicated, but it's more intuitive than I may make it seem, even if the learning curve is slightly tougher for beginners of this specific Kirby game. Also, it's really fun.

Graphics: 8
Each course is basically 3D design to give the player a good view of the entire course (no need for angle/camera view rotations, etc.). Some courses will feature villain characters who have attacks. Most of the graphical work is in the form of these sprites. Some of the cooler moments are when you use special moves with Kirby. Personally, I like the graphics displayed when Kirby uses his Fireball or Tornado attacks. Otherwise, nothing too complicated or severely minimal in terms of the aesthetics.

Sound: 9
A lot of tracks heard on Kirby's Dream Course are new and unique although I'm not the most familiar with the entirety of the Kirby series. As such, a lot of the most prominent Kirby tunes are not featured in this game. I was sort of hoping to hear Green Greens or Gourmet Race somewhere here, but alas it wasn't found. Sorry if that spoiled it for you! On the other hand, diversity in music is always a good thing.
In any case, I felt the music really fit in with the theme of a course, or specific level contained within.

Addictiveness: 8
Not many people I know have heard of this game, and even fewer have played it for a significant period of time. Personally, I did find this game pretty addictive. Each course in this game features 8 levels/holes. You are awa... Read the rest of this Review
Battletoads in Battlemaniacs
10-13-14 09:03 PM
Battletoads in Battlemaniacs
Battletoads in Battlemaniacs came out for SNES in 1993. This game is a beat-em-up, with some platformer elements/levels thrown in. Even better, there are options for 1 or 2 player, and within that players can choose to enable team attack for added difficulty (like the game really needs it). While the game is not long, its difficulty will keep you playing for a long time. If you know anybody who has played this game, their first comment will likely regard the matter of difficulty, and how the curve takes a steep turn a few levels in. Battletoads in Battlemaniacs actually came out for NES years earlier, and the SNES version is a remake, revamped with new graphics and some rockin' music.

Graphics: 8
The graphics are appropriate for the system and its timing of release within the SNES' reign. Given the varied nature of lots of the levels, differing styles of art/design get to be displayed to meet those demands. I would describe the style as slightly cartoon-ish, especially when some of the attacks exaggerate the players' finishing move (e.g. hammer, anvil punch, etc.).

Sound: 10
I absolutely love the soundtrack to this game; I could listen to the ost on youtube over and over. The soundtrack is best described as rock, and some metal overall. There are some levels that deviate from that genre, but the instrumentation is pretty consistent with that of a rock & roll band. I feel that the music is similar to that of Maximum Carnage, and a little bit Mega Man x3. It's not easy for a category to get a 10/10, but the music is closest to my own personal tastes, and thus rose straight to the top.

Addictiveness: 7
There is one way to get through Battletoads: in one sitting +/- lots of endurance and resolve. There is no save file or anything like that; the game can be completed in less than an hour. The issue is more a matter of how many continues will be spent? Or, Can we even make it to the end of the game? In one sense, the challenge to... Read the rest of this Review
Super Star Wars
09-20-14 10:26 PM
Super Star Wars
Super Star Wars was created by LucasArts, and released on SNES in 1992. The game is based on Star Wars Episode IV: A New Hope, and is mostly a platformer game in which your primary weapon is the blaster (with potential to use the lightsaber). The game is true to the movie, with minor exceptions. However, this does not detract from the story or the gameplay. Players can progress through the game as Luke Skywalker, Chewbacca, or Han Solo as they're introduced into the storyline. Each character has some differing attributes/abilities, but they can all utilize the blaster, which is really all that's required to get through the game.

Graphics: 8In terms of graphics, you have the layout in all playable levels, as well as cutscenes. Note that in this era of video games, "cutscenes" here are an image, with scrolling text. Within the playable levels, there's great attention to detail in the background, and the art for some of the boss characters look nice, too. Overall, a pretty good looking game for the earlier SNES days.

Sound: 9Did you like the soundtrack for Star Wars? If so, have another listen as you play through the game. The sound and music are well preserved in the translation from movie to video game. The music of each level doesn't repeat too often, either. What else is there to say- John Williams is amazing!

Addictiveness: 6Super Star Wars is not the kind of game I would describe as addictive. A little difficult, yes, but that's a different section of this review. This is the kind of game you play through entirely within about 45 minutes. As there is no password system yet (there are in the sequels), you either get through it all in one shot, or you don't. Still, the game is  at least easy enough to pick up and put down at any time.

Story: 8Mostly true to the movie (basic spoilers here!): two droids escape with plans on how to destroy the Empire's Death Star. Luke Skywalker must relay this message to Obi Wan. They obtain a... Read the rest of this Review
Spider-Man & Venom - Separation Anxiety
08-17-14 07:00 PM
Spiderman and Venom: Separation Anxiety
Spiderman and Venom: Separation Anxiety is the sequel to the beat-em-up Maximum Carnage. This game is also a beat-em-up, and is still fairly difficult... though maybe not as much as Maximum Carnage. The game was released by Acclaim in 1995 for SNES, and was also available for Sega Genesis (both games are the same to my knowledge, but for purposes of the review, I'll refer to the SNES version that I've played). Immediately from the start, the player can choose either Spider man or Venom, and continues to play through the rest of the game as the selected character. The differences between Spiderman and Venom are not as great this time around. In fact, I couldn't really distinguish them in terms of their inherent fighting attributes. One of the best aspects of Separation Anxiety is the option for 2 player co-op mode!

Graphics: 7
Aesthetically, Separation Anxiety is comparable to most SNES games of its time. The scenery of each level is well designed, and character animations are appropriate. Most of the regular enemies are essentially swapped color palettes or each other as the game goes on, but there are several other enemy types/models, with a large cast of boss characters.

Sound: 9
Separation Anxiety has an excellent soundtrack. The music is not as garage/edgy as Maximum Carnage, but stands well enough on its own. Few tracks are essentially remade from its prequel. The remaining tracks of Separation Anxiety repeat themselves every few levels, but with this soundtrack, that is quite a good thing.

Addictiveness: 6
While Separation Anxiety is a fairly difficult game, it's not necessarily addictive. The game does a good job at providing the player with passwords every couple of levels so you're not forced to play through all in one shot. However, the game can be played through in its entirety in around an hour. The enemies do tend to repeat themselves throughout each level, the difference may lie in the formation they attack you in... Read the rest of this Review
Marvel Super Heroes - War of the Gems
08-03-14 12:59 PM
Marvel Super Heroes: War of the Gems
Want to beat up villains all over the world as your favorite superhero? Marvel Super Heroes: War of the Gems was made by Capcom for SNES in 1996, featuring: Spierman, Wolverine, Iron Man, Captain America, and the Hulk. In this side-scrolling, 2D platformer the player chooses one of the aforementioned heroes, and must battle through various levels around the world. Each character has unique abilities and special attacks to aid them in battle. Some characters are even limited to specific paths within some levels as a result of their specific strengths (or weaknesses!). Mild customization options are present in the form of gems, allowing the player to enhance a specific ability (e.g. increased health, faster movement speed, etc.). There is a password system by which you can continue where you left off.

Graphics: 7
War of the Gems' graphics are decent. At the very least, they are compatible with most games of the SNES around that time. Certain
areas of the game where graphics are improved are during special attack sequences executed by the player.

Sound: 7
The music of War of the Gems is enjoyable across just about every level. The fighting music is a great track, as well. Select tracks seem to be used multiple times, though (e.g. the opening music is used later during an actual level). Otherwise, the soundtrack is a fine selection for the game.

Addictiveness: 5
I would not describe War of the Gems as an addictive game. Perhaps, there exists the drive to beat a level that gives the player particular trouble, or to find every item on occasion. However, the game is one that can generally be picked up and put back down with ease.

Story: 6
In the universe, there exists 6 special gems (Soul, Time, Space, Reality, Mind, Power). Whoever acquires all 6 gems essentially becomes all powerful/omnipotent like a God, and can wield terrible destruction. Adam Warlock calls upon our heroes to scour the world in search of these ge... Read the rest of this Review
Tuff E Nuff
07-15-14 10:18 PM
Hey Punk! Are you Tuff E Nuff?
Tuff E Nuff (called Dead Dance in Japan) was released by Jaleco in 1993. This is a fighting game, not quite as prominent as its contemporary titles (e.g. Street Fight or Art of Fighting), but was still a decent "street fighter clone" for its time. There are some aesthetic differences, but many of the special moves are similar to the big fighting games out there. One major detriment is that the player can only select between four characters (2 of which are mirrors of each other; like Ryu/Ken). Though the majority of characters are bosses, codes can be used to unlock them in Versus Mode.

Graphics: 6
Tuff E Nuff came out fairly early during the reign of SNES. The graphics are similar to that of Street Fighter II. Animations for special moves and fighting are adequate. One cool aspect: certain special moves 'leveled up' during one player mode and became more elaborate as each fight progresses.

Sound: 7
The music of Tuff E Nuff is probably one of its most outstanding features. Soundtracks are original with a couple of tracks that stand out more than the rest.

Addictiveness: 3
Not particularly much to say here. There are four (essentially three) characters to play through the game as in order to discover their move sets, but other than that there isn't much to keep you coming back to the game for more. Not very addictive.

Story: 5
The game takes place in a post-apocalyptic world where, basically, society has collapsed and order seems to be of the fashion: 'the strongest rule the people' (as per my commentary). Four fighters/heroes/fools must enter a fighting tournament against each other, climb the tower where the final boss lives, defeat his guards, then eventually challenge him! Admittedly, the Japanese version develops more story as there are more in the way of character endings. I'll try not to spoil too much here, but the US version (the one I'm familiar with) is less about story... not that there was all that much ... Read the rest of this Review
Yggdra U nion - We\'ll Never Fight Alone
07-08-14 11:10 AM
Yggdra Union: Strategy RPG Gem
Terranigma
11-15-13 09:06 PM
Terranigma: A Wonderful Game and Experience
Terranigma is an action RPG released on SNES towards the end of that system's era. Unfortunately, this game never made it to America (I've only played this on ROM). The game was made by Quintet, the same group that made Illusion of Gaia so you know what to expect if you've ever played that game, or even other action RPGs.

In terms of game play, it's fairly easy to pick up. The controls are not difficult, and I think the game adequately instructs you how to go about learning to play (plus, just experiment in the first level). The difficulty can be fairly tough at times, particularly on certain boss battles, but I wouldn't describe it as frustratingly hard; it's certainly not insurmountable (some may argue there's one exception).

The soundtrack to Terranigma is simply amazing. When you first step out of the village, the overworld (or underworld) theme gave me goose bumps. The music continues to get better in most of the subsequent levels. And some of the most memorable themes are of the other characters, which always seem to elicit the emotion they're intended to evoke.

What I love most about this game, by far, is the story. The game starts out with the usual JRPG story of a hero having to leave his village and explore for one reason or another (by the way, this protagonist has dialogue). As you progress through the game, you'll come across some pretty mature themes, such as life & death, and the concept of God as your character is beset with a great task to fulfill. There are even some references to historical figures, which I thought was pretty fun.

I would like to add that Terranigma has an interesting split, with one half the game being more about dungeon exploration game play, and the other half containing more story-related material. Keep in mind, both elements are ubiquitous throughout, just in different ratios. Both parts combine to tell an amazing story, with great game play, fueled by a wonderful soundtrack. Overall, I... Read the rest of this Review

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G789's Last 7 Game Videos (18 total) (view last 250)

G789's Game History
Final Fight 3 (snes),   Tactics Ogre - The Knight of Lodis (gba),   Tactics Ogre - The Knight of Lodis (gba),   Tetris Attack (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),   Seiken Densetsu 3 (English translation) (snes),  
 
Game Boy Advance Games G789 owns (2)

Super Nintendo Games G789 owns (2)


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