The gameplay of the original Puyo Puyo CD is intact here with a couple of new features. Now, you can negate the damage caused by your opponent's combos by immediately countering with a chain of your own, and you can really bombard your enemy if you clear your playing field entirely.
GAME REVIEWS
Thursday, December 16, 2010
Puyo Puyo CD Tsuu
Wednesday, December 15, 2010
Puyo Puyo CD
For those unacquainted with the legendary sport, Puyo Puyo is a pastime that will immediately bring to mind memories of Tetris, although it actually fits in best with the ilk of Columns. Maneuver four blobs of the same color into a string of solid contact with one another (no diagonals) and they'll vanish from your well and cause a boatload of crap (in the form of colorless blobs) to descend upon your enemy’s stack. Of course, blobs that had been resting upon those you made disappear will fall into the newly unoccupied slots, allowing for additional slime obliteration (and causing even more trash to bombard your hapless opponent’s pile). The transparent nuisances can be annihilated only if they come in contact with a vanishing thread of their colorful counterparts.
Monday, December 13, 2010
Jim Power
Much-maligned Jim Power has more going for it than most reviews of it would lead you to believe. To be sure, it's an imperfect title, with its most significant flaw being horrid jumping controls. Expect to experience plenty of mid-air misadventures when you first start playing the game. But you can develop a feel for the initially awkward leaping mechanism, and once you have that feel, you can start to notice and appreciate all the good stuff.
Saturday, December 11, 2010
Bazaaru de Gozaaru no Game de Gozaaru
I wanted to acquire Bazaaru de Gozaaru in part because I thought it'd be a nice collection piece, as it seems pretty darn rare, and in part because I'd long been curious about it, often wondering to myself, "What the hell is that monkey game all about?" I went in thinking that any enjoyment I'd get out of it would be gravy. Much to my surprise, I found myself addicted to it almost at once and blazed right through its eighty levels, having a great time the whole way through.
Thursday, December 9, 2010
Gomola Speed
You wouldn't believe how many times I've seen people passing along the good word on this game, how many times I myself was told of its "must own" and "unknown gem" status. And I'm talking about people who know their stuff, reliable guys who had given me solid recommendations in the past and whose game evaluations I won't hesitate to trust in the future; these are not some know-nothing knaves on a backwater web site. Yet, I did not end up merely disliking Gomola Speed--I downright hated it.
Wednesday, December 8, 2010
Fighting Run
There have been times when a developer's best efforts didn't work out but warranted commendation nonetheless, when brave designers came up with a fresh idea and gave their concept a shot. And there have been times when it seemed obvious from the get-go that a developer had impending disaster on their hands and should've discarded their clearly flawed blueprint at once. Fighting Run never could've worked, as its premise (two robots barrel down a corridor while thrashing one another) is too fucking stupid; it really makes you wonder what the hell Nichibutsu were thinking when they came up with it (though with Nichibutsu nothing should really come as a surprise...). Why in the world must the warriors participating in a given match charge through a speed tunnel while battling? When my brother Duomitri and I have a dispute to settle, we square off like men; we don't go frolicking down the street side by side.
























































