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Thursday 27 June 2013

Championship Surfer [U] ISO

Championship Surfer [U] ISO






Description :

Championship Surfer is a Surfing game, developed by Krome Studios and published by Mattel, which was released in 2000.

INTRO

Over the years we've been subjected to a multitude of surfing games that promised a realistic feeling comparable to the real experience only to have that dream come crashing down on us like a 25 foot Waimea rogue set. This is definitely one of those games. Championship Surfer is an attempt at greatness where all the ideas where in the right place and yet somehow all the execution was forgotten.

GAMEPLAY 5/10

The controls in Championship Surfer suffer due to the fact that the character is often too slow to respond to the action you are requesting. This slight slowdown can cause you to wipeout altogether or even worse, not be able to execute the tricks and maneuvers you need to do in order to score a decent ride. The game itself features five different play modes including Trick Attack, Arcade Mode, Free Surf, Rumble and Championship Circuit. There are 10 beaches to choose from and the waves can be modified as can the weather. All the beaches are fictional locations and there are a total of eight surfers you can choose from including Cory Lopez, Shane Beschen and Rochelle Ballard. Unfortunately there is no noticeable distinction between the various characters and there was very little attention paid to detail while designing them. You also have a few surfboards to choose from but there really wasn't anything remarkable in that aspect either unfortunately. The only positive thing in my opinion that was well designed was the wave engine. However, since the characters tend to respond so poorly at times it almost seems cruel.

GRAPHICS 6/10

The graphics are questionable mainly because in some aspects the designers spent a great amount of time while in other aspects it seems as though they didn't really bother. The weather patters were done extremely well as were the graphics of the waves in the game. They form and roll realistically and also break and chop in a manner that resembles real life. The character models however seem to have no faces and can only be distinguished by the color of their wetsuits.

CAMERA 7/10

The camera angles were well thought out in this game and you have the added luxury of being able to change and or modify the point of view as you see fit. As you play with the game you will probably find the angle that best suits you and probably never change it from that point on.

FMV's, MUSIC and SFX 7/10

There are no cutscenes in this game and the music is pretty much the same instrumental background music throughout the game. As far as the SFX are concerned, the splashing and carving noises are realistic and beyond that all you hear is some announcer shouting out things like: ''Dude that was rad'' or ''Gnarly!!!''. There really aren't many positive things I can say in this regard except turn the Announcer off in the options setting because he will single handedly cause you to cease playing this game.

REPLAY VALUE 6/10

Replay value in this game is very low mainly due to the poor handling of the characters in relation to your commands. The beaches are cool to discover while first going through the game but once you have unlocked them all you will quickly tire of the monotony of it all. The modification factor of the wave height and weather factor will also quickly become exhausted leaving you only with several other playable modes that I'd be willing to bet you'll never play. The Free Surf aspect is all if anything that will receive a little replay time and then.....well you know...goodbye Championship surfer.

OVERALL 7/10

All in all I think Championship Surfer is a game that could have been so much more if only the programmers would have A) Really been surfers themselves, B) Really cared about fulfilling this games potential or C)At least finished the character model rendering and control features. It is a disappointing game in my opinion and I would not recommend you go out and buy it unless you really felt like punishing yourself. If you see this game on sale for $1 at a flea market, ask what else they have and if they don't have anything else then at least take a moment to think about it before you go ahead and bring this puppy home.


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Championship Motocross - featuring Ricky Carmichael [U] ISO

Championship Motocross - featuring Ricky Carmichael [U] ISO






Description :

Championship Motocross Featuring Ricky Carmichael is a Motocross Racing game, developed by Funcom and published by THQ, which was released in 1999.

Let me start my review by saying that this game was way underrated and deserved more attention. This is Playstation's excitebike, and it was worth the three dollars I payed to rent it. Keep reading to find out why.

Graphics: This is the games worst factor. They are really blurry and blocky. The bikes are well designed though. Plus the colors are really nice. Overall six out of ten.

Sound and music: Really good. Most of the tunes are rock music, but in one track there is a horrible song. The dirtbikes sound really, really, realistic. The bikes make a nice thud when you land after a jump. The sound and music do not get annoying at all. Overall ten out of ten.

Fun factor: This is a really fun game. If you rent it you'll probably be crying when you bring it back. There are many different modes and a time trial to work on your track time. There is also a multiplayer mode. The down side is only two players can play. You'll be lovin this game for a while. Overall nine out of ten.

Replay value: Unlike a lot of racing games this game we'll keep dragging you in. Even if you've unlocked everything and beat the championship many times you'll still want to play to improve your time, or try to finish first in every race. Multiplayer will also haul you in as well. It should keep you tied up for a couple of months, and that's why I give this section a ten out of ten.

Learning curve: I'll make it short and sweet. It will take you five minutes to learn this game. I think that's a bit to short though. Overall eight out of ten.

Difficulty: Driving the dirtbike is easy. Championship is a little bit harder though. It might take you a little bit of time for you to learn to keep your bike straight in order to make jumps. Not to hard but not to easy. Overall ten out of ten.

Graphics-6(blocky and blurry. Bikes are drawn nice though.
Sound and music-10(extremely good. Really good sound.)
Fun factor-9( What can we say. Really fun to play.)
replay value-10(this game's got lots of it.)
Learning curve-8( Smooth learning.)
Difficulty-10(not to hard but not to easy.)  


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Championship Bass (E) ISO

Championship Bass (E) ISO






Description :

Since the inception of its Trophy Bass line five years ago, Sierra Sports has been the proverbial big fish in the relatively small pond of fresh-water fishing simulations. About the only other PC bass-fishing sims have come from budget-software king WizardWorks. But even without the pressure of serious competition, each iteration in the Trophy Bass series has featured significant improvements, culminating in last year's stellar Trophy Bass 3D.
You'd think EA Sports would have challenged Sierra's supremacy in this subgenre a long time ago, but it's been only in the last few months that the company decided to venture from the world of big-time spectator sports into the great outdoors. Its first effort was Deer Hunt Challenge, which tried to jazz things up for hunters by adding a series of arcade-style "missions." These missions were quick, point-and-shoot affairs that started out with the prey in sight and that placed a premium on a quick, accurate trigger finger. Not every hunting-sim fan enjoyed these quick-and-dirty levels, largely because of the linear design - if you didn't win a mission, you couldn't move on to the next one.
Nevertheless, the overall response to this twist must have been fairly positive, as the same feature is a major component of Championship Bass. Championship Bass still gives cyber-anglers the usual options of heading out for single-day fishing trips and competing in bass tournaments lasting from one to three days. But the game's Bass challenge mode, comprising a sequence of five-event "levels," is the game's most unique feature. And for the most part it achieves exactly what EA Sports probably hoped it would: It gradually introduces bass-fishing techniques while stripping away long stretches of inactivity by placing you right where the big ones are biting.
With each outing, you're given access to a limited number of lures, but there's no need to worry you don't have the right rig - there's always something in the virtual tackle box that'll get the attention of those lunkers. All you've got to do is figure out which one you should use, where to cast, and what type of retrieval is best for the situation. Bass-fishing novices can access pro tips on all this stuff, but the text and audio presentation is a little bland compared with Trophy Bass 3D's video clips. Finish in the top three at the end of a five outings, and you move on to more challenges - and hopefully pick up even more knowledge and skills that you can use when you decide to enter a tournament against computer opponents or against real folks over the Internet.
But while these fast-paced angling sessions result in plenty of bites and catches, they start to veer away from anything even remotely realistic because of the addition of 27 challenge bonuses. They're the fishing equivalent of power-ups, and you earn them by catching a "bonus bass" - they're the ones with fiery red eyes. The bonuses include bonus timers that give you more time to find that monster bass to jack up your total poundage; bonus casts that increase accuracy or distance, or that provide you with specialized techniques like skipping or "no splash" landings; bonus boat modes that endow you with stealth or the ability to navigate shallow water; fish flags that point you to where really big bass are hanging out; and bonus lures that expand the contents of your tackle box, usually with just the right lure for the situation. The bonuses are all very silly, but they'll probably appeal to casual gamers. However, there's no way to turn off the power-ups, so hard-core simulation players or bass-fishing veterans will probably bypass the challenge mode and head straight for a fishing trip or a tournament - and it's here that it becomes apparent that the game is no serious match for the ultrarealistic Trophy Bass 3D. Only six lakes are featured in Championship Bass - Buggs Island and Lake Lanier in Georgia, Sam Rayburn Reservoir in Texas, Lake Mead in Nevada, Lake Toho in Florida (where's Lake Okeechobee when you need it?), and Table Rock Lake in Missouri and Arkansas. These are all top-notch bass lakes, but they're few, compared with the 15 in Trophy Bass 3D.
Then there's the game's perspective. When casting, you're presented with a behind-the-angler view - but once the lure hits the lake you're switched to an underwater view similar to Trophy Bass 3D's "lurecam." There's nothing wrong with that except for the fact that there's no way to switch back to a perspective from the boat, so you never really get the sensation of being outdoors. In Trophy Bass 3D, the third-person perspectives gave you a chance to see weather effects and watch your rod bend as your angler struggled to reel in a trophy fish. But in Championship Bass, the action is presented from cast to catch from a distance of about two feet from the lure or fish. This lets you appreciate the excellent fish graphics, but it doesn't make you feel very much like you're really fishing, and it seriously detracts from the most exciting part of bass fishing: watching a big lunker leap out of the water as it tries to shake the hook. You see the jump all right, but not from a very satisfying perspective.
While Championship Bass' water and fish graphics are definitely superior to those in Trophy Bass 3D, it falls short in another area that many PC fishermen will feel is more important: The game has no support for force-feedback joysticks. If you've never experienced great force-feedback effects in a fishing simulation, you naturally won't miss it in Championship Bass - but if you've played with force feedback before, you'll be praying that EA Sports puts out a patch that incorporates this vital feature. Fishing is all about the sensation of touch and feel, and as such, force feedback can be immeasurably effective for simulating it.
Championship Bass definitely won't replace Trophy Bass 3D on gamers' hard drives, especially since it retails for $39.95 (though you might find a better deal at your local software store). But it's a good first effort for EA Sports, and it will certainly provide satisfaction for casual fishing fans, whose main concern is seeing the fish take the bait.

Castrol Honda Superbike Racing [U] ISO

Castrol Honda Superbike Racing [U] ISO






Description :

Castrol Honda Superbike Racing is a Motorcycle Racing game, developed by Midas Interactive Entertainment and published by Electronic Arts, which was released in 1999.

Electronic Arts stepped out of line on this game, EA is known for great games, but this game falls way short. The game sports a good edit a bike feature, damages, real tracks across the world, and many options. The game is up to 2 players, but only in vs. mode, and not in championship mode. The games frame rate was way to slow for me, and it seems like road rash games are about ten times faster. This game is real boring in one player mode, but is an average 2 player game.

Graphics: The graphics are probally the best part of the game. The riders look sweet and the bikes look real. When you go off track on to things such as sand and dirt you can see the dust clouds in the air, which is a good effect in this game. The tracks look ok, but not great they look to boring, and the people around the track do not look real. The tracks look just like their real life counterparts, but could still use a boost.

Sound: The sound in this game sucks. There is no background music, and the lone sound of the bikes get boring after about 2 minutes of playing it. The music on the menu system setup would have been good to listen to while playing a game, but it is not there. The bikes do not sound real, and when you run into annother bike, or off track, you do not here a sound. The lack of an anouncer really makes this game a drag to play.

Control: The control in this game also sucks. It is almost impossible to go through the track for one lap without wipingout, hitting someone else, or running into a wall. The control response is slow and horrible for a racing game that is suppose to be fun.  


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Castlevania - Symphony of the Night (E) ISO

Castlevania - Symphony of the Night (E) ISO






Description :

Castlevania: Symphony of the Night (Japanese: 悪魔城ドラキュラX 月下の夜想曲 Hepburn: Akumajō Dracula X: Gekka no Yasōkyoku?, Devil's Castle Dracula X: Nocturne in the Moonlight) is an action role-playing video game developed and published by Konami in 1997. It is the direct sequel to Castlevania: Rondo of Blood and features Dracula's dhampir son, Alucard, as the protagonist. Its initial commercial success was limited, but it was critically praised, gained sales through word-of-mouth and eventually became a hit; GameRankings and Metacritic list its approval score for the original PlayStation version at or above 93%. It has since been re-released on several other gaming consoles and is now usually considered a sleeper hit or cult classic of video gaming.
Symphony of the Night was an important milestone of the Castlevania series. It steered the series away from the standard level-by-level platforming formula of older titles and introduced a new style of open-ended gameplay mixed with RPG-like elements that would be emulated by most of its successors. A similar, earlier form of this type of gameplay existed in Castlevania II: Simon's Quest.

Gameplay

Gameplay in Symphony of the Night, with Alucard, the primary character, in the center.
Like many installments of the Castlevania series, Symphony of the Night uses a 2D side-scrolling style of gameplay. The objective of the game is to guide primary player character Alucard through the undead-filled castle, as he sets out to defeat the vampire Dracula. Symphony of the Night follows a nonlinear style of gameplay; at the game's beginning, Alucard can only access certain areas of the castle, but by obtaining the three forms (a wolf, bat, and mist) that he can shapeshift into, he gradually explores the castle. A map carried by Alucard automatically updates to reflect the player's progress through the castle. While previous protagonists of the series have traditionally used whips as their main weapon, Alucard can find and use weapons ranging from edged weapons—typically swords and knives—to knuckles and expendable items, such as neutron bombs or javelins. He can also obtain health restoratives, various equipment and items to boost his attributes; all located on an inventory. Relics found throughout the castle will provide him with different abilities, such as being able to double jump. A bestiary kept by the castle's librarian, who also functions as a shopkeeper, shows the different monsters encounted by the player, and the items they dropped when defeated.
Additionally, Symphony of the Night incorporates elements found in role-playing games. His hit points determine the maximum amount of damage he can withstand before dying, while his magic points decide how often a magical attack may be cast. Additionally, he possesses four other attributes: strength, the power of his physical attack; defense, his resilience to damage inflicted by the monsters; intelligence, the recovery speed of magic points; and luck, the frequency of items dropped by enemies. Defeating monsters provides him with experience points, and he will level up after reaching a predetermined amount, increasing his attributes in the process. Alucard may cast eight different spells, which requires the player to input directional combinations and will use up varying amounts of his magic points. Over the course of the game, Alucard can acquire the ability to summon familiars: they function as complementary entities, aiding him in battle and exploration. The North American version of the game includes the Fairy, Demon, Ghost, Bat, and Sword familiars. The original Japanese version of the game included the Nose Devil (functionally identical to the Demon, but with a Tengu mask) and Pixie familiars as well.
Alternative modes of gameplay can be unlocked after the completion of the game. By inputting Richter Belmont's name as the user name, the player can choose to play as him; Richter uses a whip as his primary weapon and various subweapons. Two other alternative modes see Alucard as the player character, but with certain items, and increased or decreased attributes.

Plot

Symphony of the Night begins during the end of Rondo of Blood in which Richter (Scott McCulloch; Dave Wittenberg in the redub) fights and defeats Dracula (voiced by Michael G.; Patrick Seitz in the redub). Five years later, Alucard (Robert Belgrade; Yuri Lowenthal in the redub) arrives at the castle. Inside, he meets Dracula's servant Death (Dennis Falt; Travis Willingham in the redub), who warns him to stop his quest to destroy the castle; Maria (Kimberly Forsythe; Michelle Ruff in the redub), a seventeen-year-old vampire hunter on a quest to find Richter; and the castle's librarian, who sells him various items and equipment. Periodically encountering Maria throughout the castle, he meets Richter, who claims to be the master of the castle and forces him to do battle with two monsters. Alucard defeats the monsters, and finding Maria again, tells her about Richter; upset, she leaves him to confirm it for herself. Convinced that Richter is under the control of another, she meets up with Alucard again, and urging him not to hurt Richter, gives him an item which allows him to see past illusions. In the keep of the castle, Alucard confronts him, and learns that he plans to resurrect Dracula so that he may battle the vampire for eternity. Alucard breaks the spell controlling him, and Dracula's servant Shaft (Jeff Manning; Tony Oliver in the redub) appears; he reveals that despite ending his spell on Richter, Dracula will be resurrected soon, and summons an inverted version of castle.
Leaving Richter to Maria's care, Alucard enters the inverted castle to find and destroy Shaft. Along the way, he defeats Death, and eventually finds Shaft. Shaft admits that he planned to end the threat of the Belmont clan by controlling one as the master of the castle and forcing them to fight each other. As Alucard defeats him, Shaft reveals that Dracula's resurrection is complete. Alucard then faces his father, who vows to destroy humankind because Alucard's mother, Lisa, was executed as a witch. Alucard refuses to join him in his revenge, and the two battle. Alucard defeats him, and suggests that he lost the battle because he lost his ability to love after Lisa's death; Dracula then quotes the biblical verse Matthew 16:26, and learns that Lisa's final words were of eternal love for him and a plea not to hate, or at least harm, humanity. As Dracula vanishes, he asks for Lisa's forgiveness and bids his son farewell. Escaping the crumbling castle, Alucard rejoins Maria and Richter outside. Maria expresses relief that he escaped, while Richter blames himself as the reason for Alucard's fight with his father. Alucard reminds him that "the only thing necessary for evil to triumph is for good men to do nothing," and resolves to disappear from the world because of his "cursed" bloodline. Depending on how much of the castle the player has explored, Maria will either resign herself to his fate and leave with Richter, or chase after him with Richter's blessing in the hope of changing his mind.


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Castlevania - Chronicles [U] ISO

Castlevania - Chronicles [U] ISO 






Description :

Akumajō Dracula (悪魔城ドラキュラ Akumajō Dorakyura?, officially translated Devil's Castle Dracula) is a platform video game developed by Konami released for the Sharp X68000 home computer in 1993. The game has the same plot as the 1986 Castlevania video game but features all new levels, graphics. In 2001, the game was ported to the PlayStation under the name Castlevania Chronicles.
The old version is sometimes unofficially dubbed as "Akumajō Dracula X68000" and "Castlevania X68000" to differentiate it from other games in the series also referred to as simply Akumajō Dracula in Japan, and is included in unaltered form in Castlevania Chronicles, marking the first North American and European release of the game. Castlevania Chronicles was made available for download via the PlayStation Network as a PSone Classic on December 18, 2008.
Set in the year 1691, Simon Belmont has to set out to defeat the evil Count Dracula, who has been terrorizing the area. Count Dracula has risen once again after a century of rest to terrorize the people of Transylvania. Simon Belmont picks up the Vampire Killer whip and sets out to Castlevania to destroy the Lord of Darkness and restore peace to Transylvania.

Gameplay

Akumajō Dracula is a game based on Castlevania, with a completely new engine designed to take advantage of the Sharp X68000 hardware. The entire game is completely updated, including familiar stages that have been redesigned, as well as brand new stages altogether. It contains all of the special items and sub-weapons from the original game, as well as an exclusive rare item known as the laurel, which refills six health blocks for 10 hearts. This game is also notable for its high difficulty level.
Like the original Castlevania game, hidden items worth points and hidden 1-ups will appear throughout the game if the player ducks or stands in particular portions of a level. Another notable feature is the multiple loops after the game is completed. Previous Castlevania games had increased difficulty for the game's second playthrough. An increased amount of damage taken from enemies in earlier levels as well as new enemy placement and attack patterns were just a few things to make the second playthrough more difficult. This game, however, has as many as six additional playthroughs with each one becoming much more difficult than the last. There are even cases of special Easter eggs; on the sixth playthrough on stage 18 (block 6-3), a cartoon image of Simon will appear in a set of mirrors smoking a cigarette accompanied by Japanese text in one of the background areas saying "Here's Fake Simon!".

Audio

The music for the X68000 game contains a variety of new arrangements of familiar tunes from the series as well as brand new compositions altogether. The familiar songs include: "Vampire Killer" and "Wicked Child" from the original Castlevania, "Bloody Tears" from Castlevania II: Simon's Quest, and "Theme of Simon Belmont" from Super Castlevania IV. Before each game, the player is given a choice between three different sound modules: the X68000's FM Synthesizer, MIDI Roland LA (MT-32, CM-32L, CM-64) and MIDI Roland GS (SC-55, SC-33, SC-155, CM-300, CM-500). While the soundtrack will remain the same throughout the game regardless of which sound module is chosen, the instrumentation may vary and some songs will be arranged slightly differently.

PlayStation port

The PlayStation re-release, Castlevania Chronicles, expanded much more to the X68000 game. This includes a brand new rendered intro and ending, with new character designs by Ayami Kojima (of Castlevania: Symphony of the Night fame), a new sprite design for Simon Belmont and Dracula, improved graphical effects, enhanced music and sound effects, and a more balanced and adjustable difficulty level. Players can choose to play this "Arrange Mode" version of the game with all of the new features intact, or play the "Original Mode" version as it was originally presented on the Sharp X68000.
Sōta Fujimori, staff composer for the Konami Corporation in Japan, performed all new arrangements of the soundtrack for Castlevania Chronicles' "Arrange Mode". While many songs remain very similar to their Akumajo Dracula (X68000) counterparts, except with studio recorded live synth and other live instrumentation, a handful of songs are given a techno feel. Some of these songs include: "Vampire Killer", which now contains pieces of "Prologue" and "Stalker" from Castlevania; "Thrashard in the Cave", which is more ambient than its original version; and "Wicked Child". In the Japanese Chronicles, unlike the US and European versions, the sound hardware selection screen automatically appears before starting a game on "Original Mode" just as it did in Akumajō Dracula (X68000). A code must be entered to reach it in either mode in the U.S. and European versions, while the Japanese version only requires one to be entered in "Arrange Mode".
Completing portions of the "Arrange Mode" also unlocks special features including an art gallery as well as a "Time Attack Mode". Exclusive to the U.S. and European versions of Chronicles, the art gallery features artwork by Ayami Kojima for Chronicles and Castlevania: Symphony of the Night. The latter game images were already featured in the Sega Saturn version of Symphony (the art of the Succubus is censored, since her chest in the original was topless). The "Time Attack Mode" allows the player to race through any stage, complete with a time meter, to beat their best time.
While the "Original Mode" presented on Chronicles is otherwise identical to the X68000 game, there are a few limitations since it is emulated on different hardware. One noticeable difference is the brief loading times that now appear before boss fights and stages. The other drawback is the lack of an internal clock on the PlayStation. The original game utilized the X68000’s internal time and date settings; the time on the clock tower during the boss fight on stage 15 would reflect the X68000’s current time and the color scheme used on the painting in stage 21 would reflect one of the four seasons according to the computer's current date. On the PlayStation game, each time the system is turned on, the time and date have to be manually adjusted only after a hidden "Extra Option" menu is accessed by inputting an altered version of the Konami Code.
Audio-wise, the Japanese version of Chronicles had slowdown issues with the music playback. These were fixed for the U.S. and European releases. Exclusive to the "Arrange Mode" on the U.S. and European versions, the player can save the game at stage 24 (the battle with Dracula).
Also exclusive to the U.S. and European versions of Chronicles is an interview with Koji "IGA" Igarashi.


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