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  1. #61
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    It tells you something that publisher Atlus didn't alter the Japanese title of Super Robot Taisen: Original Generation in the process of bringing this game overseas: This is one of those games that's specially suited to a particular crowd. Some of that crowd could tell you that the game is part of a popular, long-running strategy role-playing series also known as Super Robot Wars, though they presumed it would never leave Japan. After all, SRT throws just about every famous giant-robot anime franchise together into one universe. It's iconic stuff you've surely seen or heard of, like Gundam, Macross, and Mazinger Z. And you don't need to be an international copyright lawyer to imagine that the licensing rights involved in mixing all these up must be pretty complicated. However, this particular installment in the series dodges a lot of those issues by replacing all the licensed mechs with an original cast, though they clearly draw inspiration from numerous anime classics. That might seem like a cop-out, but as you get into Super Robot Taisen: Original Generation, something amazing occurs: You may easily wind up liking this game's cast and story just as much as other, more famous giant-robot material, if not more.

    Knowing that SRT: Original Generation is quite similar to the better-known Fire Emblem series may help you to quickly understand what sort of game this is. It isn't quite as great as the two Fire Emblem games released for the Game Boy Advance in recent years, but it's not too far off. The games share the same structure, with rather long-winded but engaging cutscenes placed before and after some simple, entertaining turn-based strategy missions. The missions are scripted so that bits of the story also unfold during battle, so the story doesn't feel disconnected. Another similarity between SRT and Fire Emblem is how the stories feature a huge ensemble cast and spend plenty of time developing characters besides the main protagonists--in this case, a gifted and enthusiastic young pilot named Ryusei, and a cool-under-fire soldier named Kyosuke, either of whom you can choose as the main character at the beginning of the game.

    Though the two main characters and their comrades eventually meet up and join forces, the first halves of their respective stories are completely different, yet interconnected. Just playing through one character's storyline (consisting of about 40 missions) could easily take 30 or more hours, and there's a ton of dialogue all throughout. So it's impressive just how much dialogue was crammed into this game, and the English localization turned out quite well for the most part. The story sequences consist simply of static postage-stamp-size character portraits and written dialogue, but even so, the different characters' personalities are made distinctive through the writing, and many characters are likable, even memorable.

    Of course, the stars of the show are the giant robots themselves. While all the game's dozens of different robots are original designs, many of them look suspiciously similar to many of anime's most recognizable mecha, in a way that seems like a loving tribute rather than a cheap knockoff. And besides, many of these guys are genuinely cool in their own right and have plenty of great weapons for you to play around with, like laser-spewing, double-sided rifles and gigantic rocket-propelled swords that can cut spaceships in half with a single stroke. The mechs all have tough-sounding names like the Alteisen and Grungust Type 0, and the story explains a lot of their origins and introduces upgraded parts and new abilities to some of them, which helps you grow attached to the mechs even as you grow to like their pilots. A few of the mechs can even join together for combination attacks. All the mechs are depicted in a cutesy, "super deformed" style that seems contradictory to the mostly serious story about a world on the brink of alien invasion, but the art style is cohesive and it works. Some excellent, rousing music and great sound effects help the presentation substantially.

    If you look past the story and characters toward the underlying gameplay, you'll find a good turn-based strategy game with role-playing elements. In any given battle, you control some number of giant robots (represented by little images of the robots' heads) and take turns with enemy forces moving your troops into position and attacking. Enemies that survive your assault may retaliate, but by using the right weapons and special abilities at the right times, and by positioning your units so that they can provide support, it's possible to prevail against intimidating odds. Factors like your pilot's stats and abilities, your weapons' range and ammo, and your giant robots' special equipment and the nearby terrain all play a part in the outcome of a battle. Your pilots earn experience and money in battle, which may be used to augment pilots' skills or your mechs' defenses. Between battles, you can equip different weapons on your mechs, boost your pilots' stats, and more, though the text-based menu system for all this could have been a lot easier to use.

    When one unit attacks another, the game normally cuts away to a side-view animated sequence in which the robots exchange attacks as their pilots exchange some choice words. The sequences can be easily skipped, and you'll want to skip them to speed up the pace after you've seen these dozens of times. But they're really fun to watch for a while, and it's genuinely exciting to see each new robot's various attacks for the first few times. In fact, if not for these sequences, the game's bare-bones presentation would have been very bland (no surprise, since the game was originally released way back in 2002). The in-game menu system isn't very friendly, and you'll wish certain key data, such as a mech's remaining hit points, were presented more clearly. Together with the dense storyline, this makes the game feel rather uninviting at first. Getting over the learning curve is well worth it, though.

    Basically, then, SRT: Original Generation takes Fire Emblem's cavaliers, knights, and archers and replaces them with giant robots, space battleships, and futuristic aircraft. Unlike in Fire Emblem, should one of your giant robots get blown up during a given mission, that doesn't mean it's permanently destroyed; apparently, they're just that tough. This makes the game quite forgiving for the most part, though there are a few difficult missions here and there, and the last few battles against some of the game's strongest opponents are particularly tricky and drawn out. Overall, the game presents a good level of challenge and an enjoyable, long ride that you could happily come back to for a while longer. Kyosuke, one of the game's many endearing characters, inspires his fellow soldiers to place some big bets by putting their lives on the line when the stakes are high. In the spirit of that advice, you'd be wise to consider taking a chance on an unlikely little game such as this.

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    This Automerge system... Annoying...
    Last edited by crest; May 15th, 2008 at 07:51. Reason: Automerged

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  3. #62
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    What's a princess to do when her castle is suddenly besieged by a ruthless neighboring empire? Fight back, that's what--and there's plenty such fighting to be had in Yggdra Union, a complex strategy role-playing game for the Game Boy Advance. If you've played and enjoyed other strategy RPGs like the Fire Emblem games, Final Fantasy Tactics Advance, or Tactics Ogre, then you'll find that this one shares a lot of common themes, yet the gameplay itself is utterly different. So different, in fact, that Yggdra Union has an unusually steep learning curve, layering abstractions upon abstractions and taking many unconventional approaches to this style of game. This isn't a bad thing--quite the contrary--though it means you'll need to be patient to appreciate this unusual game.


    If you're not sure how to pronounce 'Yggdra,' just wait'll you see how weird some of the gameplay is.

    The story of Yggdra Union is fairly straightforward anime fantasy stuff, but it's well written and establishes some likable characters in the determined young Princess Yggdra and her adventurous companion, a scruffy leader of a band of thieves named Milanor. The two partner up early on in an attempt to restore order to the kingdom and reroute the rampaging imperial invaders. The princess is an inexperienced fighter, but Milanor knows how to handle himself in battle, so he teaches her (and you) the ropes during some of the early scenarios. Their quest is joined by survivors of Yggdra's royal military and then by other unlikely characters, and the scope of the battles they all face gradually escalates into full-on war. This lengthy game is divided up into a series of chapters, each containing multiple battles that you must successfully complete. Story sequences bookend each battle and often crop up between mission objectives in the middle of a battle, and you also get some time to equip your characters between each fight. However, the meat of the gameplay is on the battlefield.

    In the simplest terms, Yggdra Union plays out like a turn-based strategy game, in which you alternate turns with the enemy, taking care to use your best-suited forces against the opponents' most vulnerable units. You see the tactical map from a bird's-eye view, but when units engage in battle, the scene switches to a dynamic side view in which combat between opposing armies is resolved. You'll get to use weapons like swords, spears, and axes, as well as bows, magic spells, and a variety of special abilities. Different unit types include your various fantasy mainstays, though Yggdra Union has a fairly distinctive anime art style that gives this game an exciting, attractive look. Big, colorful portraits of all the different characters and unit types help give this game its personality, though it would have been nice if the character portraits were animated during the story sequences. During battle, you'll see your characters' facial expressions change depending on how the fight's going.

    All of this might sound pretty conventional if you've played other games of the sort, but Yggdra Union plays much differently from other, better-known strategy RPGs. Some of the notable differences include how the game deeply incorporates a card-battling system. You'll find more and more unique cards as the game progresses, and before each turn, the first thing you do is play one of these cards. Your cards influence how much you can move in each turn, how powerful your attacks will be in that turn, and which special abilities you'll be able to use in that turn. Most special abilities are available only to certain types of characters, and on top of that, they can be used only if the appropriate character leads the charge into battle during that turn. All this isn't necessarily as complicated as it sounds, because the game eases you into the card system and the skill system, rather than forcing you to figure it all out the hard way. However, certain gameplay concepts, like how you can initiate an attack only once per turn and how the number of steps you can move is shared across all your characters, are quite strange and take getting used to. It's conventional in these types of games for all of your characters to be able to move and attack in a given turn; Yggdra Union doesn't work like that.

    The "Union" part of the game title comes into play when you initiate an attack. Though you can initiate an attack only once per turn, nearby characters will fight sequentially, as will nearby enemies, so it's possible for many rounds of combat to resolve in a given turn. A key part of the strategy, then, revolves around strategically positioning your characters so that your forces can lay into the most vulnerable enemy forces. As in the Fire Emblem games, there's some rock-paper-scissors-style balancing at work between different weapon types, so your spear-wielding knights will have a good advantage against a group of fencers but will have a harder time against axe-wielding bandits. But it's not nearly as simple as that, because you also have to take terrain and other factors into consideration, and the attacker tends to have an advantage by getting to charge the enemy and strike first.

    One other weird thing about Yggdra Union is that your units, which represent individual armies, don't have hit points or health--they have morale, and each time they lose a fight, they lose some of that morale. When morale hits zero, the unit is defeated, and if that's one of your main characters, game over. Unfortunately for you, morale doesn't automatically regenerate between battles, and is restored primarily by using items you'll have in short supply. This contributes to making the game quite difficult and occasionally quite frustrating, as you'll often face a particularly tough foe at the very end of a mission, only to lose and have to start over. Thankfully, you retain the experience levels you've earned if you have to replay a mission, so missions naturally get a little easier the more times you're forced to retry them.

    The morale system seems rather awkward, because it adds a layer of abstraction on top of the individual battles. When two units clash, you'll see the two opposing sides apparently fight to the death, right on down to the unit leader (for instance, Princess Yggdra herself) collapsing on the battlefield. But this doesn't mean the unit's been wiped out; it just means the losing unit is going to take a morale hit, and a variety of factors affect how much of a morale hit that's going to be. As long as the unit has morale remaining, it lives to fight another day, and in subsequent fights it'll once again be at full strength. At any rate, it takes a few hours to wrap your mind around all of Yggdra Union's unusual design decisions, which seem pretty arbitrary in a lot of cases, but they're mostly interesting.

    Probably the main issue with the gameplay is simply the pacing, which winds up being pretty slow. The battles are exciting to watch for a while, but they do start to become monotonous after some hours. And once special abilities come into play, those slow things down further, because each time such an ability is used, there's some sort of elaborate special effect that interrupts the action for a few seconds. Other, similar games let you optionally skip the combat animations, but Yggdra Union forces you to watch them every time. Granted, the combat is somewhat interactive, since not only can you strategically use your skills, you can also switch between an aggressive and passive posture to influence the results of the fight. But the biggest factor in a battle is statistical in nature, so the most important choices you make occur before any armies collide.

    Yggdra Union features a busy but attractive presentation. In addition to the colorful anime graphics and nicely animated combat sequences, there are some catchy musical melodies and convincing digitized sounds of combat. You see a dozen units fighting onscreen in a given skirmish, but this convincingly creates the sense that whole armies are fighting head-on. The presentation turns out to be telling about the entire game: There's a lot going on in Yggdra Union, and it all seems interesting but also somewhat dense and intimidating. Once you get past the learning curve and settle into the pacing of the game, you'll find in Yggdra Union another good reason to keep your Game Boy Advance or Nintendo DS juiced up for many days to come.

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    Why this thread is not sticky, It has a game, index, and description...
    Last edited by crest; May 15th, 2008 at 08:07. Reason: Automerged

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  5. #63
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    Question Pokemon Choas Black ( UNRELEASED )

    Pokemon Choas Black ( UNRELEASED )


    This is the unreleased VERSION OF POKEMON!

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  7. #64
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    Tales of Phantasia




    Tales of Phantasia is the story of Cress, a teenager who one day happens on something unusual while out on a hunting excursion with his best friend. By the time he returns home, his life will have changed forever, so he embarks on a journey to right the wrongs of the present by changing the past. His quest will be joined by several other colorful characters, and together they'll learn magic, form pacts with elemental spirits, take sides in a brewing political struggle, and more. The story in Tales of Phantasia touches on a lot of the same types of themes and plot points that you've probably experienced in a whole bunch of other similar games, but as in those cases, it all works. The dialogue is pretty good, and the characters are likable enough that you'll want to keep playing to find out what happens. The game isn't very heavy on plot, though, instead making you spend most of your time exploring, conversing with villagers, solving puzzles, and of course, fighting.

    The combat system seems purposely intended to defy role-playing conventions. Rather than take turns trading blows with your enemies, battles in Tales of Phantasia are action-oriented, putting you in direct control of Cress. You can perform a variety of strikes using the attack button in combination with the D pad, and you also learn more and more special techniques as the game progresses. It's possible to chain special moves off of regular strikes, so you can effectively create your own combos with which to mince up your enemies. Meanwhile, your companion characters will automatically support you with magic and other abilities. You have the option to put Cress under computer control and to manually select techniques for your companions, but you'll probably wind up leaving your companions to do their thing while dishing out damage with Cress' close-combat moves. Not only is this combat system refreshingly action-oriented on first impression, it's also good-looking, since there's a lot of nice detail in the characters and backgrounds, and plenty of animation.

    Some number of hours into the game, though, the combat starts to wear thin. In most cases, the action-oriented nature of the fighting replaces the need for any strategy, so you'll plow through one identical fight after another, getting stronger as you go. The game definitely has its share of challenging battles, but it tends to be easy to find and exploit your enemies' weaknesses and pin them down with a nonstop slew of attacks. Probably the most frustrating thing about the battles, though, is how frequent they are and how precious seconds are wasted at the end of each one as your characters strike a pose. In the game's numerous dungeons and caverns, you'll regularly run into packs of enemies, and it gets to the point where watching your characters' victory poses takes just as long as slicing through the enemies in the first place. The action also freezes up whenever a big spell is used, which further contributes to that abrupt, staccato feel. It may be the action-oriented nature of the battles that makes it so easy to become impatient toward all the fighting, but at any rate, you might find yourself fleeing from trivial battles simply because it's quicker to run away than to stand and fight. The combat in Tales of Phantasia is fairly unique in its implementation, but in the end, it's not better or more satisfying than what a lot of other RPGs have to offer.

    Tales of Phantasia does a solid job with the rest of its RPG trappings. There's a lot of different equipment and items to find and use, and each one has its own unique picture and description, giving you the sense that this is real stuff and not just ways to upgrade your stats. For example, you can clearly see which type of weapon Cress has equipped while in battle. You'll get to visit a bunch of different towns and shops, sail the high seas, and fly through the skies. You can even learn to cook a whole bunch of different meals, which is a goofy extra.

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  9. #65
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    Nickhil bro very out standing works all the games are working on N70 and the graphics quality are awesum.Bunch of thanks

  10. #66
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    thanks for all the New Gba
    keep posting

  11. #67
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    thanx guys...i'll try

  12. #68
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    tq for all the game.......i love it so much
    Last edited by djice; Jun 26th, 2008 at 04:11.

  13. #69
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    activation code for vbagx please for 352273016520139

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    thanksssssssssssssssssss very much
    JuVeNTuI

  15. #71
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    nikhil do u have other versions of super mario?? i want the one whcich has levels of original mario brothers... m having super mario 2.. n also downloaded ur super mario advance 4 (same as super mario 3) but plz get me the version with original version.....................

  16. #72
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    Why i can not download this games with my phone?

  17. #73
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    tried nfs mw . worked perfect in nokia c5 5mp

  18. #74
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    tekken game worked perfct on c5 5mp

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    Please activation code for my vbagx 1.12 on mobile 6630 my imei:352259014606251

 

 
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