Volume 3, Issue 2 - February 2004
Quenching Your Thirst For Video Entertainment ©
Now serving one-hundred and thirty-three
subscribers!


Click to subscribe to GameCola!

 


I. Dear Readers,

II. Submissions
III.  Carbonated News
IV. Reviews!
      A. Frostbite (A26)
      B. Ice Hockey (NES)
      C. Shaq-Fu (SNES)
      D. Front Mission 3 (PSX)
      E. Ratchet and Clank: Going 
           Commando
(PS2)
      F. Sword of Mana (GBA)
V.  Loafy Carl
VI. Killer Kaption Kontest
VII. Züper-Favorite: Your
      Top 10 Games

VIII. Christmas: UNLEASHED
IX. Neal is Awesomer Than You
X. The Gates of Life
XI. Versus Mode
XII. Games for the Casual Gamer
XIII. Preserving the Plastic

XIV. You Learn Something New 
        Every Play

XV. Advice for the Sensitive   
        Gamer

XVI.  ... of the Month

 

Starring:

Also Featuring: John Swiderski, Angry Mom, Christina Dickson, and "Stuck"

 


I. Dear Readers,

    You know what I'm grateful for?  That I can finally write one of these introductory articles without sounding like a total toolbox.  The last several "Dear Readers"s have been all about getting more people to write for GameCola, or how awesome the newest issue is.. finally, now, I can talk without having to shill something.

    (By the way, go check out the forums.  They're totally rad!!)

    Now that I actually own Kingdom Hearts, I'm starting to doubt whether it is worthy of the prestigious title of GameCola's "Game of the Year" for 2002.  Sure, the story is great (if you're a Disney fan, anyway), and the gameplay is reminiscent of Secret of Mana (including, unfortunately, the intelligence of your AI teammates), but the camera has darn near made me stop playing on more than one occasion.  The stupid thing keeps moving when I don't want it to move, not moving when I actually do want it to move, focusing on things I have no interest in, and, most aggravating of all, going completely out of control during boss battles, causing me to lose them many-a-time.  I'd have no problem with the game if I were losing such battles due to the bosses being hard, but it's ridiculous that I lose them because the camera's all over the place and I can't pinpoint where I am in relation to the boss.  Despite the terrible camera, though Kingdom Hearts is a great game.  Still no Secret of Mana, but still a great game.

    Anyway, that's about all I've got to talk about this month.  GameCola's got three new staff members this month, so be sure to read their stuff and let them know if they suck or not.  And on that note, enjoy the issue, and I'll see you here again next month!     

     Love,

Paul Franzen
Editor-in-Chief
e-mail: pfranzen@gamecola.net

P.S.  I've noticed that GameCola has had a fairly large influx of new visitor's to the site recently; please, if you're one of these people, and you like what you've been reading, click on that little button on the nav bar that says "Join Now!".  It's just a little mailing list that sends an e-mail out whenever a new issue of GameCola is released.  There's no catch, no spam, I'm not gonna tell you how to enlarge your penis.. just a once-a-month update for your benefit.  It makes myself and the staff feel super special whenever we have another subscriber join, so please take a minute out of your day to do that.  Thanks!


II. 

Letters:

I don't get it!  I loved ALL the Adventure games on the old NES, but Super Adventure Island really sucked!  It's true.  Now why would a newer game on a newer platform suck more than the old one.  I even bought Super AI on ebay thinking it would be cool, what a let down.

- John Swiderski

- Here's Matt (reviewer who covered Super Adventure Island last month) to respond!:

It is just another example of developers thinking that they can improve upon an old game by adding some "spice" to it... unfortunately, in instances like this, they add too     much and ruin the original recipe.  It's a sad state of affairs :(.

Dear Gamecola Staff,

    I am the mother of two young gamers.  I was appalled to see my children staring at a picture of a poorly drawn stick figure getting anally raped.  Pictures like that are offensive and obscene to a younger audience.  Maybe Gamecola should take a look at this stuff before just throwing it up onto their site.

- Angry Mom

P.S. Super Adventure Island is spiffy!

- Contrary to popular belief, we do actually look at the stuff we're sent before placing it in an upcoming issue.  Entire reviews and articles have been omitted from our fair webazine in the past for not living up to the GameCola standard, and all written work is severely combed through for grammar and spelling errors before being uploaded to the server.  (Though, of course, you helpful readers are quick to point out the few typos that we happen to miss.  Thanks for being so glass-is-half-empty, jerks.)  That being said, we're not very picky when it comes to putting reader submissions in GameCola, and that's why you guys end up seeing images such as Terrence Atkins' portrayal of Link and Gannon in the previous issue.  While some may be offended by "obscene" pictures such as that, I don't really have a problem with it, and I don't see what all the fuss is about.  I personally get way more offended by seeing GameCola capitalized as "Gamecola" than by artistic portrayals of video game sodomy. 

    So if you're looking for a newsletter that's 100% kid friendly, GameCola is probably not for you.  We don't go out of our way to be raunchy, but we also don't go out of our way to avoid it.  As soon as I am given a valid reason for why "curse" words and "obscene" pictures (like the video game sodomy one -- not actual pornography) really are something to get one's knickers in a twist about, I'll consider taking action against them.  But until something like that happens, you can consider GameCola censorship-free.  Unless you consider my refusal to publish reviews that aren't up to par to be censorship.

Artwork

- Christina Dickson

Animations:

Click the image below to view a short animated story by Neal Iannone.

- Neal Iannone

I see that look in your eyes.  I can hear your heartbeat growing rapidly faster.  I can smell your desire.  You wanna send something in to GameCola!  Have thoughts on the current or a past issue?  Have a drawing or photograph you'd like to share with us?  How about some poetry?  Or anything?  Anything at all?  We're not very choosey.  So go for it, send your stuff in.. what do you have to lose?

e-mail - submissions@gamecola.net


III. 

- Paul Franzen


IV.

    For those wondering how our review ratings work, it'd be a good idea to read this before moving ahead to the reviews.

    Our crack review squad* has chosen the five attributes that we feel determine the overall quality of a video game, which are:

Other attributes such as gameplay, story, difficulty, and concept are not individually rated, for they can all be worked into one or more of the above categories.

    Each attribute is rated with a numerical value ranging from 0 to 10, with 0 being non-existent (which should, theoretically, never be used, based on what follows), five being average (which is important to remember; many gaming publications use a 5/10 to mean "bad", but here it means "neither good nor bad"), and 10 being perfect (which should, theoretically, never be used; there is no absolute perfect in this industry).  The individual scores are then averaged together, which results in an overall rating of a video game's quality.

     The attributes themselves are rated in comparison with those of video games from the same genre and console as the one being reviewed.  For example, the audio rating of Uncle Worm for the TI-83 Plus Graphing Calculator would be 5 instead of the presumed 0 for having no sound, because it is average of games for that console to have no sound.  In the same light, an RPG that a gamer would want to complete only once would have a Replay Value of 5, while that of an RPG with incentive for multiple plays (such as alternate endings) would rate higher.  One final example, to make sure we're all on the same page: The attributes of Dragon Warrior, an NES RPG, would be rated in comparison with those of (among others) Final Fantasy, an NES RPG, but not with Metroid, an NES Action title, or Kingdom Hearts, a PS2 RPG.

    Got it?  Now you can go ahead and read what we have to say this month.

*Paul Franzen was the only member of the crack review squad involved in creating the GameCola ratings system.


A.

Platform: Atari 2600
Genre: 
Action
# of Players: 
1-2 Alternating
ESRB Rating: 
N/A
US Release:  October 1983
Developer:  Activision
Publisher:  Activision

    Don't you hate it when you're stuck in the Arctic and need to build an igloo ASAP?  Frostbite Bailey does.  It's your job to help him construct an ice dome to keep warm for the night.  The only question is: "How many nights can you keep him alive?"

    The goal of Frostbite is to collect ice blocks for your igloo by hopping on the white ice floats.  Once you've collected enough ice blocks, you can enter the fresh igloo.  This must all be done while dodging geese, crabs, and clams that push you off your little ice platform into the deathly cold water beneath you.  Within later levels a determined grizzly bear is guarding your igloo, making sure you won't make it inside to enjoy some hot cocoa with the little marshmallows.  Did I mention that taking your time is a bad idea?  It sure is, because your body temperature lowers a degree every second, and once it hits zero, you are done for.

    As with most Atari games, Frostbite offers simple control.  Frostbite is a lot more responsive than some other games on the 2600 that make use of the Atari joystick.  Besides using the joystick for your directional functions, you can use the bright red button to change the movement of the ice floe you are currently on from left to right and vice versa.

     Although laughable compared to today's visuals, Frostbite has a nicely detailed set of sprites and some vibrant colors.  Frostbite Bailey is pretty detailed compared to other characters of the time and puts more notable characters like Pitfall Harry and Jump Man (that's Mario when he started out in Donkey Kong) to shame.  One thing that caught my attention is the coloring of the horizon; it really stands out compared to the polar blues and whites.

    Frostbite offers up some decent sound amongst the few sound bites available.  It's nothing to expect much out of but they do work well for the game.  Everything from the jump "bleep" to the death sound all fit well.

    Frostbite is one of those easily overlooked titles for those who haven't played it, but I encourage everyone to learn the Eskimo way and build yourself an igloo.  Make sure it's done within the safety of your home, and that Frostbite Bailey is by your side. 

Atari 2600: Frostbite
Fun
Audio
Controls
Visuals
Replay Value
Overall: 8.1
8 6.5 9 9 8

      - Allec Johnson


B. 

Platform: Nintendo Entertainment System
Genre:  Sports
# of Players:
 1-2
ESRB Rating: 
N/A
US Release: 
 January 1988
Developer: 
Nintendo
Publisher: 
Nintendo

    I've been meaning to review this game for quite some time, but for some reason I keep putting it off.  Maybe it's because I don't really know what to say about it.  Maybe it's because I don't want people to laugh at me for saying that it's one of the greatest of all time hockey video games.  Maybe it's because I've been busy playing all the fancy schmancy current-gen titles that I own.  Or maybe it's just that I'm sexually attracted to its cover art and I'm afraid of letting that affect my judgment of the game.  In any case, I'm gonna try to review Ice Hockey now, so bear with me.

    I'm sure you noticed that I called Ice Hockey "one of the greatest of all time hockey video games".  For the record, the title of "the greatest of all time hockey game" belongs to NHL '94 for Super Nintendo, but that's not entirely relevant to this review.  What's relevant now is why this game is so awesome...

    ... and that's something I'm having trouble finding the words to describe.  Ice Hockey is an extremely basic form of the sport we all know and... well.. I guess we don't all love it, do we?  There are five players on each team (including the goalie), and the teams range from "United States" and "Canada" all the way to "Soviet Union".  Maybe the game's datedness adds to its charm.  Could that be?  Do you think?  I'm not really sure.

    What I do know is, though, that a big part of the game's charm is in how you get to put together your own teams.  I'm not talking fleshing out a player all the way to his left-eyebrow here; this, too, is extremely basic.  For each of the four players on your team, you get to choose a weight-class: fat, normal, or skinny.  Fat people are slow, but can crush you with little effort.  Normal people are boring, and have no outstanding skills.  Skinny people are speedy, but get their asses kicked rather easily.  Me, I prefer a team made up of four fat people.  I don't know why.  Maybe it has to do with my sexual infatuation with this game.  Hah!!

    The controls, just like everything else in this game, are simple.  When you have the puck, one button passes and one button shoots.  When you lack the puck, one button changes players and the other button hits.  That's all you really need, isn't it?  What use do you have for all those new-fangled buttons on your giant Xbox controller, anyway?  Huh?  WHAT DO YOU DO WITH ALL THE CONSARNED BUTTONS??!  The graphics for Ice Hockey are absolutely divine in their simplicity, as are the sounds effects and music.  I swear, I could listen to the zamboni theme all day without pause; and that's not something I can say for too many modern day game songs.  Except for maybe the song that plays during the Final Fantasy X-2 commercial.

    In writing this review, I think that I've discovered that which makes this game so gosh-darn charming: its simplicity.  Most of your sports game today have so many buttons to use and so many choices to make that it's overwhelming; it's nice to be able to just pick up a controller and play a game of virtual hockey without having to memorize 500 different button combinations to merely make it past the title screen.  It's nice to have choices, but in a world of ultimately customizable hockey games, it's refreshing to have a game like Ice Hockey for the NES in your collection.  It isn't the best hockey game out there, but it's probably more fun than most of those games ending in '04.  Check it out if you can. 

Nintendo Entertainment System: Ice Hockey
Fun
Audio
Controls
Visuals
Replay Value
Overall:  7.6
8
8 7 6.5 8.5

- Paul Franzen


C.

Platform: Super Nintendo Entertainment System
Genre: Fighting
# of Players:
 1-2
ESRB Rating: 
K-A - Kids-Adults
US Release:
 November 1994
Developer: 
Delphine
Publisher: 
Electronic Arts

    Shaq-Fu is an AWESOME game.  Well, when it comes to being unintentionally funny, anyway.  Here are all of the good things about Shaq-Fu:

1. You play as Shaquille O'Neal and you go around a dream world beating up catgirls and mummies because an old guy told you to save some random kid who has no backstory and only says three lines of dialogue the entire game. 

2. You can set the time limit to 10 seconds, which lessens the amount of pain the game gives you.

3. The plot is so bad that it is funny.  Think about how unintentionally funny Exdeath from FFV was and multiply that by Shaq's height, and you have the funny rating of this game.

Unfortunately, the GameCola review guidelines do not rate a game by its humor (unintentional or not) alone.  This game has a *lot* of things that drag it down, as you'll see below.

Bad Thing #1: The audio.  Shaq-Fu has a sound test that allows you to hear all 60-something bad sound effects, most of which are just one sound effect repeated five times on different levels of pitch (like how Alvin and the Chipmunks are real people talking normally but the pitch of their voices are raised).  Also, the music is horrendously done (specifically, it sounds like a pair of cats puking half-eaten hornets into a steel drum).

Bad Thing #2: The controls are BAD.  When I beat up catgirls and voodoo magicians, I want to do it without feeling like my controller is covered by a think coat of K-Y Jelly.  I'd also like to be able to perform the enigmatic attack known only as the "Shaquiriken", but no, the programmers of this game weren't interested in making a good game, otherwise they wouldn't have made a SHAQUILLE O'NEAL FIGHTING GAME; MAYBE A BASKETBALL GAME WOULD'VE MADE MORE SENSE IDIOTS?

Bad Thing #3: Oh god, the visuals.  In-between fights, you see bad portraits of the seven (maybe eight, I forget) fighters.  When actual combat begins, it gets even worse as your opponent somehow gets even uglier.  After combat, you return to the also-badly-drawn map after your opponent whines a bit.  Oh, and the special attacks suck (you'd think Shaquille O'Neal performing a flaming kick would be pretty funny, but for some reason it doesn't work for me).

Bad Thing #4: There aren't many reasons to play this game.  One of the few reasons to play this game is to see Shaquille O'Neal beat up catgirls and green goo beings, which is rather comical the first time though.  After that, you get to see the worst possible ending of any video game (I'm dead serious here).  Of course, it flashes by rather quickly, so in your stunned stupor you might not read the only lines that the boy you saved (from the mummy) says, which might lead to you playing this game's story mode a second time, but I guarantee that you will not play this game more than two times without killing yourself halfway through.  It's that bad.

Bad Thing #5: The duel and tournament modes suck bat shit through a bendy straw.  These two modes are the epitome of redundancy; they're just the story mode without the only thing going for the game (the unintentional comedy).  Without that, this game is just another shitty fighter or a shitty game that expects to sell well due to a popular figure attached to the title.

    Overall, Shaq-Fu is a game surpassed by other fighters in many ways.  The only reason to play this game is to experience how bad a plot or premise can be, and to get a good laugh or two about it with your friends.

    ...Now that I think of it, people who own this game probably don't have friends.  An intriguing paradox, to say the least.     

Super Nintendo: Shaq-Fu
Fun
Audio
Controls
Visuals
Replay Value
Overall: 4.3
8
4 4.5 3 2

- Aaron Waters


D. 

Platform: Sony PlayStation
Genre: Role-Playing
# of Players:
 1
ESRB Rating: 
T - Teen
US Release: 
March 2000
Developer: 
Squaresoft
Publisher: 
Squaresoft

    When I learned of the Square Enix merger, I was scared.  I hoped that Enix didn't seriously consider allowing Square to drag them down into the pits of hell.  I mean, these are the guys that made that horrid Final Fantasy movie!

    Then I heard they were going to re-release the Front Mission games, and they were developing another entry into this fine series.  I could barely contain my elation.

    Yeah, SEX (SquarEeniX) is good (NMIAOW).  Not too many westerners have heard of the Front Mission series, which is a shame.  I'd say that Front Mission beats Final Fantasy any day.  Why?

    Robots.  In Front Mission, the world isn't some fantasy world with magic and chocobos and all that "kiddy crap", as one would say.  It is instead a futuristic world, with genetic engineering, super-powerful nuclear bombs, peoples' brains used in computers (well, they put a stop to that), coup d'etat galore, and most importantly, robots.

    The Front Mission series takes place in an alternate timeline.  In fact, the world map is a lovely rendition of Earth.  The third installment of the Front Mission series (which could be considered the fifth) places you in the role of a 19-year old named Kazuki Takemura, who is a test pilot for the wanzer (short for German for "walking tank".  All of the mechs in the game are referred to as wanzers) manufacturer Kirishima Industries.  After wasting a couple of mechs, Kazuki calls it a day.  After this, he's drawn into a GLOBAL CONSPIRACY.

    Seriously, though, the plot in Front Mission 3 is astoundingly good.  It has enough twists and branches to make a Redwood tree jealous.  THIS GAME IS AWESOME.

    Now, if a good plot isn't enough for you, the game also boasts a complex engine.  Battles are somewhat FFT-ish (or TO-ish, for the rest of us).  Your small squad of wanzers traverse a 3D map while blowing up cars, trees, tanks, gigantic spider things, and God knows what else.

    Throughout the 100-something battles in the game, you'll usually face stronger numbers.  How can four wanzers annihilate a Filipino SAM silo and still make it back to destroy a gigantic mobile fortress?

    Customization.  The mechs in this game have interchangeable arms, legs, bodies, weapons, and computers.  The mechs aren't as (needlessly) complicated as the ones in Armored Core *shudder*, but there are enough parts to keep you busy.  Fun things, ranging from batons to flame-throwers.

    But, a game is only as strong as the weakest link in its chain.  I'm glad to say that the audio isn't the said link.  Koji Hayama and Hayoto Matsuo did quite a good job on this game's soundtrack.  However, audio isn't all music.  Luckily for us, the sound effects in this game aren't too bad.  They aren't Metal Slug quality (HEAVY MACHINE GUN!), but they work.

    This game, however, does have a weak link.  The visuals.  The game suffers a SEVERE slowdown problem during battle phases (which can be skipped), the mechs are a tad blocky, and well... the people.  The people in this game are *really* ugly (their 3D models during battle, specifically).  Other parts of the game function with character portraits speaking during interaction with NPCs and PCs alike, which seems to be the tradition in FM games.

    Of course, a solid plot, a solid battle system, and a lot of customization aren't the only good things in this game.  This game (seeing as how it takes place in the year 2114) features something that no other game has (well, except for Shin Megami Tensei: NINE... and Shadowrun, to a certain extent...) the Internet.  Through the game's pseudo-Internet (no pop-ups... or porn... or porn pop-ups), you can do things ranging from talking to hackers about the bombing of a military base to ordering wanzer parts.  The pseudo-Internet (or Network, as the game calls it) is almost as interesting as the real Internet.  This game goes beyond the typical tradition of Front Mission games.

    ...or I would say that, if this game wasn't a lot like previous titles.  The game engine still uses Battle Skills, although in FM1 (and possibly 2), Battle Skills were based on character, making each character suited to certain types of combat.  In FM3, you learn Battle Skills form equipping certain parts.  You can get awesome Battle Skills like Body Smash (1-Shot kill), Salvo (fires all remaining missiles), and Double Shot I (if you don't know what this is, I will maim you).  Unfortunately, you can also get Battle Skills that are damn near useless, like Auto I (wow, you lose stun status sometimes!), Pilot Eject (wow, my pilot with 20 hp is now ejected and useless instead of dead and useless!), and Guard-B (nothing like guiding my body and legs with the most useful parts, the arms!).  But still, it's good to see that the series has actually changed.  We can only pray that FM4 isn't another clone of FM1....

    Overall, Front Mission 3, while lacking in some areas, is still as great as games like Tactics Ogre and Final Fantasy Tactics.  Kudos to Square for an excellent game. 

Sony PlayStation: Front Mission 3
Fun
Audio
Controls
Visuals
Replay Value
Overall:  8.5
9.5 8.5 9 6.5 9

- Aaron Waters


E.  

Platform: Sony Playstation 2
Genre: Action
# of Players:
 1
ESRB Rating: 
T - Teen
US Release:
 November 2003
Developer: 
Insomniac Games
Publisher: 
Sony Computer Entertainment

    "Ratchet & Clank: Going Commando is an explosive game", says Ted Price, President of Insomniac games.  He is right.  The weapons cause so much damage, your television will explode.  Not really, but it will come close.  This game is a huge step up from the original, which was really good.  There is more variety thrown in.  Different elements from different types of games make Ratchet & Clank: Going Commando electrifying.

    Ratchet & Clank: Going Commando takes place in the Bogon Galaxy.  The crazy Mr. Fizzwidget, who makes up his own words, sends Ratchet on a mission of "dire urgitude" to retrieve his stolen experiment.  Clank meets up with him later.  They fly from planet to planet in search of the thief.  The story shifts and goals change throughout the journey.

    I could not turn off the game when I played it first.  I played it for over seven hours straight.  Each objective takes place on another planet, so Ratchet & Clank are constantly exploring.  You will be temped to keep playing because of the new worlds.  Most planets contain new weapons in exchange for bolts.  You keep playing because you want more weapons, more items, and more gadgets.  There are minigames (called Maxi-games) along the trip to keep you occupied if, for some strange reason, you become uninterested in the game.  They also allow you to earn items and bolts.

    The metal noise produced from picking up the bolts is awesome.  It makes the lovely sound of dropping screws on the floor.  Sometimes Ratchet will pick up thousands of bolts at a time.  A gadget called the Therminator will freeze water and melt ice.  My favorite sound in the whole game is when the ice freezes.  It's a sound like splitting on a lake.  The voice actors are really talented.  James Arnold Taylor provides the voice of Ratchet.  David Kaye does the voice for Clank; you might remember him as Megatron from Beast Wars.  Look online to see the many other projects they were in.  The explosions get loud because of the potential to blast enemies with the huge arsenal of weapons.  The Bouncer is a device that shoots out a large ball that splits into seven separate bombs or more.  The explosion from one shot of the Bouncer is immense.  When it is fully upgraded, say goodbye to everything on the screen.

    The controls have not changed much from the original.  They have just been touched up.  Ratchet controls very well.  He responds instantly to your commands.  Clank seems to have awkward controls, but it could be from the familiarity of Ratchet.  He is just smaller and has poor jump ability due to the fact that he is a one foot tall robot.  The space missions have a tunnel vision effect, but its not too bad.  The hover bikes don't turn very sharply, but you can slow down to avoid slamming into a wall.  The controls are good for the most part.

    All of the planets are well detailed.  There are big cities, hilly tundras, and boggy swamps.  Everything is blended smoothly.  The weapons are well designed.  The enemies are vicious.  Some of my favorite parts in the game are the spherical worlds.  They are small planets that take less than a minute to dash around.  In one of them, you can launch off of jump pads and see the entire planet.  In another, you can destroy every building.  There are great futuristic visuals all around.  It has great graphics for a cartoon game.

    I played through the whole game three times before I could take it out of my system.  The original weapons all upgrade, you can buy the mega version from a vendor on your second time through the game, and then those will advance to the ultimate version of the weapon.  I finally was complete with the upgrades on the third time though, so I could just blow up everything in sight.  The Maxi-games add a lot of replay also.  The hover bike races, space missions, spherical worlds, and battle arenas add plenty of variety to the action-packed game.  I am tempted to play through it for a fourth time, but I will beat the original instead.

    With all of the genres Ratchet & Clank: Going Commando draws from, it expands outside of the action/adventure category.  You run, fly, swim, swing, race, and much more.  There is even a hidden first person mode.  There aren't words to describe the power that Ratchet & Clank: Going Commando delivers.  You will have to experience it for yourself. 

Sony PlayStation 2: Ratchet & Clank: Going Commando
Fun
Audio
Controls
Visuals
Replay Value
Overall: 8
9
7 7 8 9

- Brian Vanek


F. 

Platform: Nintendo Game Boy Advance
Genre: Role-Playing, Action
# of Players:
1
ESRB Rating:
 E - Everyone
US Release:
 December 2003
Developer: 
Square Enix
Publisher: Nintendo

    Sword of Mana!  Finally, a true sequel to the great Secret of Mana!  Or so some people would have you believe.  Sword of Mana is, in fact, not a sequel at all.  It's not really even a completely new game.  The original version of this game came out for the original Game Boy system and is titled "Final Fantasy Adventure", since the Mana series was obviously too crappy a series to be able to stand on its own two feet.  This adventurous "Final Fantasy" is actually a prequel to the Secret of Mana we all know (or don't know) and love (or hate (or feel neutral about (or like just a little bit (or hate just a bit, for that matter)))).  As many Game Boy Advance titles do, this game falls short of being quite as good as its counterparts for other, more stationary systems.

    This game contains a lot of the elements that make Secret of Mana so fun (including the crappy AI), but it does not include perhaps the most important and most fun feature.  This feature, of course, is the multiplayer aspect.  Sword of Mana does let you link up with friends, but you are only allowed to trade character data for use as a sort of summoning spell.  What this means, in clearer terms, is that you can summon your friend's character, but it will only do a quick little dance of doom, if you will, and then it will be on its merry way.  Despite this seemingly reasonless leaving out... thing, the game is still rather enjoyable.  It most likely would be as enjoyable as Secret of Mana if it were as long as that title, but Sword of Mana can be beaten easily in 10-20 hours (depending on how many side quests you decide to do); so it just does not have as much content as Secret of Mana

     The music and visuals are certainly nice and pretty in this game, and definitely not eyesores by any stretch of the non-cynical imagination; but they also don't scream out AMAZING when you look at them.  They do fit quite nicely with Secret of Mana, although it might be easier to compare them with Legend of Mana, as they seem closer to it than they do with SoM.

    There are quite a few side quests to do, and if you are the type of person who likes to play through a game once and then replay it, stopping to do all of the sidequests, then its quite worth your while to replay this game.  There is also the option of replaying the game with two characters, the hero and heroine, rather than just the hero as with Final Fantasy Adventure.  The length of this game may make the game not quite as fun as SoM on a single play through, but the fact that it is so short makes it all the more easy to replay it enough times to get everything you could possibly want out of it.

    If you are a fan of Legend of Mana or Secret of Mana or Final Fantasy Adventure or RPGs or Action RPGs or Game Boy Advance or any such thing, Sword of Mana is worth checking out.  It is relatively new, so it probably costs just about as much as any other Game Boy Advance game ($29.99 or so), but you could always find it used at your local EBGames or GameStop.  I'd go so far as to say that this game would be perfect for you if you were getting tired of playing really long RPGs like Dragon Warrior VII.  In any case, give Sword of Mana a try. 

Nintendo Game Boy Advance: Sword of Mana
Fun
Audio
Controls
Visuals
Replay Value
Overall:  7
7.5
7 7 6.5 7

- Matt Gardner


V. 

- Neal Iannone


VI.

    Yes, my dears... it is time again for another one of GameCola's infamous contests.  Except, this time we're changing it around a bit.  This is a caption contest, devoted readers.  Our fearless leader, Paul Franzen, and I, just a lowly subject, have supplied the lot of you with a quasi-funny, pseudo disturbing picture with a few characters in it.  Your task is to give each of these eternally silent characters words.  Fill in the speech bubbles for each of these characters... and try to make it amusing, please.  

    You can enter as many times as you wish; just make sure you send all submissions to jogilvie@gamecola.net... we don't want Paul, or any of the other elite staff members, bothered with my little contest, now do we?  The winners will be announced in the April issue, so you kids have a full two months to think of your brilliant entry.  There will be a grand prize 2nd, 3rd, and honorable mention awarded, so there are many chances for you to score the oh-so tantalizing prizes we always offer.  

    So get on it already, and happy captioning!!  

- Jenna Ogilvie


VII.
Your Top 10 Games

Brian Vanek's Top 10 Züper-Favorite Skateboarding Games

10. Evolution Skateboarding (PS2): I've heard that Konami cannot make a bad game.  I believed it until I ran across this one.  It did keep me occupied for a while, with the unique missions and original characters (Snake and Simon), but it doesn't match up to the Tony Hawk series.

9. Tony Hawk's Pro Skater 2 (PSX): The worst of the Tony Hawk series.  I just couldn't get in the groove.  Marseille, France is a great park however.  They should include it in a newer game with better controls.

8. Tony Hawk's Pro Skater 3 (PSX): Since I had the PSX version, not much changed from 2, but it seemed better.  The tricks improved, the skater list grew, and the levels became more in depth. 

7. 720 (NES): A great NES game with great music.  It was very challenging, but I found myself playing it a lot.

6. Tony Hawk's Pro Skater 4 (PS2): This one has greatly improved from 3.  Skating around levels without a care in the world.  A great feel of freedom entered the game at this point.  Bam has a shopping cart mission, which should be made into its own video game. 

5. Thrasher: Skate and Destroy (PSX): Coming straight from the greatest skating mag, you have to expect a true skateboarding game.  It might not be as fun to regular gamers as it is to gamers that skate, but anyone can have a good time with it.

4. Tony Hawk's Pro Skater (N64): The Originator!  I feel this brought the skateboarding into current systems.  I remember playing the "warehouse level" demo disc, eagerly waiting for the release.  The levels are the best in this game.

3. Skate or Die (NES): You can't go wrong with five different skating levels in the same 8-bit cartridge.  The downhill jam and race are very fun, but my favorite is the Joust.  I just wish there was a harder difficulty.

2. Skate or Die 2: The Search for Double Trouble (NES): What can be better than Skate or Die?  Skate or Die with a storyline.  Teamed up with Lester, CJ, Rodney, and great music, you must build a backyard ramp.  I love the adventure in this game.  Throwing M-80's from a skateboard is fun, too.

1. Tony Hawk Underground (PS2): This game has it all.  With the new walking mode, which i thought of when the first game came out, you can practically go anywhere.  You can even put your face on the character, but you need the online hookup.  Even without it, it's still an awesome game. 

For some reason, we don't seem to get very many of those.  I don't understand.  Is it really that hard to write about your top ten favorite/least favorite games?  I bet it isn't as hard as you're making it out to be.  I say go for it; give it a go, kid.  If you do it, I'll make it worth your while.. you'll be featured in GameCola!  That's right, we're in the business of making dreams come true!  Now then, let us do it for you, okay?

e-mail: Top10@gamecola.net


VIII.

    The lights have been taken down, and stored in a cardboard box in the dank, musty basement, not to be seen again for another eleven months.  The tree, now brown with death, is in the backyard, with a few forgotten ornaments still clinging to it's lifeless branches.  The decorations are all packed away -- every last fake wreath, plastic Santa Clause, and festive bar of soap.  Yes, Christmas is over.

    But that doesn't mean we can't still gloat about the presents!

    GameCola editors Matt Gardner and Paul Franzen have a lot to be thankful for.  They've got roofs over their heads, clothing to keep them warm, and food to keep them from getting hungry.  But, more importantly, they're also spoiled rotten, especially around Christmas time.  To show you just how spoiled they are, GameCola presents Christmas: UNLEASHED - a bulleted look at what Santa Clause brought Matt and Paul this year.


    Unlike Mr. P. M. Franzen here, I am a chronic procrastinator.  It is now over a month after Christmas, February second, and I am sitting here desperately trying to remember every last part of the gigantic pile of games I received this year and write them into a nice little feature before the strictly enforced deadline.  I believe I may have gotten more games this year than any year before, and as such my pile of non-video game gifts was rather small.  That works fine for me, but enough about crappy intros; I'm running out of time!

    I've finished.  Yes it's true!  I apologize to any game I may have forgotten... I love you, I really really do... I'm just pressed for time!  I promise to play you as SOON as I can!  I love you!!


    You know, I don't think I actually got as many video games this year as I normally do.  But that might have something to do with all the DVD's Santa brought me, and all the clothing and candy and books and... wow, I got a lot this year.  I guess that means my parents love me more than yours love you, eh?  I was just lounging around in my new sweatpants and my new Luigi t-shirt, watching my new Confessions of a Dangerous Mind DVD and eating my new Lego candy, when I thought it might be a good idea to write my half of Christmas: UNLEASHED before the memory of Santa's many gifts to me this year fades completely from my memory.  So here goes:

Well that about wraps (HAHAHAHHAHAHAHAH GET IT???) it up for video game related gifts that I received this past Christmas.  I can't believe Matt got more than me... oh well, at least HE didn't get a GameCola hooded sweatshirt, eh?  Eh??  Ciao.


And there you have it, gamefans -- Christmas: UNLEASHED.  I hope you all enjoyed reading our trip through the Christmas of 2003, and join us again next year when we again show you just exactly how spoiled Matt and Paul are.  Merry February! 

- Matt Gardner and Paul Franzen


IX.

    You might find this hard to believe, but some people actually give a shit about my modest little comic creation Loafy Carl.  Well, either way, I found this hard to grasp myself.  Often I receive instant messages and e-mails with a variety of questions regarding the strip.  Some people ask me what the characters' names are, while some ask me when the kid with the glasses is gonna get some from the blonde chick.  More often than these, however, people ask me questions regarding the process of making a strip.  Rather than answer each question individually in FAQ style, I've decided that I would take this opportunity to treat you readers to a making of Loafy Carl featurette, where you will the the construction of a comic from beginning to end.

    Whenever I get an idea for a strip, I write it down on my Loafy Carl plan paper.  An idea can be anything from something I know is funny but haven't made a setup and punch line for to something more refined and ready for production.  Some of the ideas are more developed than others, so if a comic I've made isn't brushed up yet, and it doesn't require chronological placement, it will simply be bumped further down the line until I can work out the technicalities.  After some strip ideas build up on my paper, or more often for me, a deadline is approaching, I sit down at my drawing table and draw out the panels.  Sometimes I draw the panels for more than one strip at a time because I don't do one strip at a time.  most of the times I produce several Loafy Carls in one sitting, as to buy myself some more time to loaf around.

    Drawing the panels is a very enjoyable process for me because all of the problems I've faced with a particular strip are smoothed out by this point.  I refer to a half-inch panel sketch on the plan paper and redo a higher quality pencil draft in a 3' by 3' panel (figure 1).  Once I see what I like in terms of a foundation, I go over the final lines in ink (figure 2).  After a panel is done being inked, I take my eraser and remove all the pencil lines from my sketch so that my picture is crisp and clean (figure 3).  In this particular strip, the same picture is used for each panel, so I'm already set to scan.  In the case of more than a single image, I do 'em all and then scan, what'd ya think?

  

   

    Once the image is scanned, I crop what I don't need from the page and then open it in MS Paint.  Here is where I do all the formatting and additional cleaning.  Once the image is set, I open my Loafy Carl Template (the title banner and three blank panels) and set my new image in the first panel (figure 4).  Once everything is formatted correctly, I save my image and bring it over to Adobe Photoshop, where I begin the most enjoyable step in the process: the coloring phase.  I open up my Loafy Carl Color File (a list of items with a swatch of its appropriate color) and use that pallet to color in my strip.  Once I have my image colored, I save it and revisit MS Paint (figure 5).  Since I am using the same image for each panel, I simply copy and paste the first one over the second and third panel (figure 6).  It would be foolish to do this before coloring, because then you'd hafta color 3 freakin' panels, and that's just not time effective.

    Once that's done, I throw in my speech bubbles and call it a day (figure 7).  And that's that.  I hope those of you who ever wondered how the strip comes to exist are satisfied with my little tutorial, and if you were disappointed at all with the lack of flair and creativity in this month's Awesomer, then you should really discourage the fans of Loafy Carl.  It's their fault.  Wasting their time with that rubbish.  Who makes that shit, anyway?  Oh, right.  Nevermind.

    Uhh, here's some unrelated news for those who're concerned about the well-being of cool stores on South Street, Philadelphia.  About a month or so ago, a man living above one of the coolest stores on the street, Quakerhead, decided to end his life.  Now if you're gonna take your own life, that's your own decision.  All we ask is that you be considerate in your means of execution.  The world doesn't end once you die, pal.  But no, he couldn't just slice his wrists.  He hadta get in the tub and slice his wrists while the freakin' water was still running.  Downstairs in Quakerhead, blood water starts running down the walls and does some pretty hefty damage to hot items, including figures, posters, videos, and clothing.  As of recently, the store is still closed indefinitely due to merchandise and property damage.  Balls, mate.  As you let that crap sink in, this has been Neal, and just so you know, I am awesomer than you. 

- Neal Iannone


X.

The story so far...

 

    Najen: Barin can't be dead!  He just can't be!  I have to try and save him!


Najen looked around frantically, trying to find anything at all that she could use to help Barin.

    ???:      He's dead.  I'm not sure what exactly you are looking for, but nothing you can find in this cave is 
                  going  to bring him back.

    Najen:   Who are you?!  And what do you know about it?!

    ???:       Who am I?  Well, I'm glad you asked!  I'm Captain Thomas "7-Eye" Render VI of Trelenodora!  As 
                   for your other question... it doesn't take a genius to know that a rock covered in moss isn't an 
                   effective means of resurrecting a person.

    Najen:    ...shut up.

    Render: Well now, that was neither polite nor clever, wouldn't you say?  One would think you would treat 
                   better the person who holds the remedy for your little problem.

    Najen:    What?!  You can cure him??

    Render:  I most certainly can!  Here, take this!

With a flourish Captain Thomas "7-Eye" Render VI of Trelenodora removed a small vial from somewhere beneath his puffy shirt and long cape and handed it to Najen.

    Najen:    Th... thank you...

    Render: No thanks necessary.  Now, I apologize, but I really must be going.

Before Najen could respond, Captain Thomas "7-Eye" Render VI of Trelenodora was gone.

    Najen:  Okay Barin... let's see if this does the trick...

Najen poured the contents of the vial into Barin's mouth.  Before long Barin's body started to shake... slowly at first, but it quickly became more and more violent.

    Najen:  Barin?!  What the hell is going on??

Barin's body continued to shake, and Najen became more and more worried.  Fortunately for her sanity, the shaking began to slow down, but as his body became more stable, it also began to seemingly twist and shrink.  Within a matter of moments Barin had changed from an average sized human to a rather tiny young kitten.

    Najen: What?!

    Barin:  Meow?

    Najen: ... I'm going to kill him.

Najen scooped little Barin up in one arm and ran for the exit Captain Thomas "7-Eye" Render VI of Trelenodora had used just a few minutes later.

    Rivers:   Did you give it to her?

    Render: Of course!  Was there ever any doubt?

    Tryn:       And she actually believed it would just bring him back to life?? Ha ha!  Some people are just so 
                    foolish.

    Render:  Yeah yeah enough talk, let's get back to the ship before she's up and after us.  I'd rather not deal 
                    with her now.

    Rivers:    That's right.  There's nothing more annoying than an angry woman.

    Tryn:        What?!  You chauvinist pig!!  What do you mean by that?!

    Render:   Ugh... feminism... we've no time for this, LET'S GO!

    Najen:      Not so fast!

    Barin:       Hisssss!!

    Render:    Wonderful... Tryn, you deal with her.    

    Tryn:          Fiiiiine.

Tryn ran towards Najen and Barin, pulling out a knife as she came closer.  She lunged at Najen, but a quick sidestep sent Tryn flying into a nearby tree.

    Render: Rivers?

    Rivers:   It would be my pleasure.

Rivers closed his eyes and began to concentrate, and a pair of green, glowing spheres began to form in his hand.

    Render: No matter how many times I see that, it still looks oh so wrong...

When the spheres were at their full size, Rivers hurled them towards Barin and Najen.  Najen looked wide-eyed at the pair of bombs flying towards her face, while Barin occupied himself licking her hand.  Mere fractions of a second before they made contact, Najen leapt out of the way and the bombs flew off towards Tryn and the tree she was sitting dazed under, hitting them both directly.

    Render: Did you really just miss?  This is truly pathetic.

    Rivers:   Well if she would just hold still...

    Render:  Just... stand right there and get ready for another throw; I'll make sure she doesn't move again.

Najen stared at the tree and Tryn, to see what those two blasts had done; but to her surprise, nothing seemed to have happened.  Tryn stood up, looking very groggy, and tried to walk back towards Rivers.  A look of frightened realization came over her face suddenly, and Najen, too, noticed what Tryn had come to realize.  Her feet had become planted to the ground, the tree's roots working their way up her body.  It only took seconds for her to become completely fused with the tree, leaving one larger tree where she and the tree had originally gotten hit.

    Najen:   You... fused her with the tree?!

    Rivers:  That's what fusion bombs are for...

    Render: Ha ha ha!  Poor little Tryn... or perhaps I should say, poor little "Treen!"

    Rivers:   Ah ha ha ha!

    Najen:    Whaaat?  That wasn't even funny!!

    Render:  Oh, it most certainly was!  But not quite as funny as what's about to happen to you!

Captain Thomas "7-Eye" Render VI of Trelenodora rushed over and grabbed Najen from behind, whirling her around so that she was face-to-face with Rivers.  He had her arms held tight, so she couldn't escape, but Barin was free and began to scratch at Captain Thomas "7-Eye" Render VI of Trelenodora's hands.

    Render: Arrrg.  Damned cat!  Hurry up, Rivers!

    Rivers:   Alright, alright, I'm ready.

    Render:  If you hit me Rivers, so help me...


Which Gate Do You Choose?

Go Fusion Kitty!

    Rivers: I actually hit them!  I hit her and even that little cat!!  I don't believe it!

 

Keep Your Balls Away From Me!

    Rivers: Uh oh... Captain's not gonna be happy...  

 

- Matt Gardner


XI.

Super Mario RPG: Legend of the Seven Stars (SNES) vs. Kingdom Hearts (PS2)

    When I first heard about Kingdom Hearts, one of the initial things that came to my mind was a comparison of this game to Super Mario RPG.  With KH being a collaboration between Squaresoft and Disney, and Super Mario RPG being a collaboration between Squaresoft and Nintendo, it seemed only natural that similarities might be conjured up between the two.  To me, anyway.  If you don't agree -- tough cookies.  This is my first shot at writing Versus Mode, and this is the topic I wanna discuss.  So sit on it, disbelieving headwire.

     Super Mario RPG is, you guessed it, a role-playing game featuring the world and characters of Earth's most famous plumber.  A few new characters are introduced in this game, though never to be seen again, such as the bad-ass Geno and the fluffy Mallow.  Attacks are turn based, though Square introduced this nifty feature where you can add on to the damage you deal if you hit a certain button at a certain time.  (Years after completing SMRPG, I find myself still using this method in various RPGs, despite the feature not actually being in them.)  The story is well written (and surprisingly not entirely centered around the capture of Princess Toadstool) and entertaining, and if you look carefully, you might find cameos by other Nintendo game dwellers, such as Hyrule's own Link.

    In Kingdom Hearts, too, you'll find cameos by characters from worlds of the source material; however, they play a much larger role in this title.  As opposed to SMRPG, where a few main Nintendo characters were interspersed here and there, most of the cast of KH is made up of Disney characters.  Those who aren't are from other Square games, or are entirely new characters; but these characters make up a minority.  The story of Kingdom Hearts is even more well written than that of SMRPG, and the battle system is strikingly different.  In KH you find an action-oriented schema of fighting, akin to that of Secret of Mana or Baldur's Gate: Dark Alliance, which I personally prefer.  No original characters from KH have yet to be seen outside of the title itself, but I have a feeling that this will change with the summer release of Kingdom Hearts' two sequels.

    While Super Mario RPG is one of the better RPG's available for Super Nintendo, it is slightly edged out by Kingdom Hearts, due to the story and battle system of the latter title.  Certainly, you should pick up both titles if you can, but the winner in a head-to-head comparison is our Game of the Year for 2002 (despite its painfully awful camera). 

Winner: Kingdom Hearts (PS2)

- Paul Franzen


XII.

This Issue's Topic: The Sims: Bustin' Out (GBA)

    Everybody's heard of The Sims, right?  Ever since the game was introduced for the PC, numerous expansion packs have been released, each expanding the Sim universe a little more.  It only makes sense that when a Game Boy Advance version is finally available, a character would have full use of an entire Sim town.  The most interesting aspect of The Sims: Bustin' Out, however, is that the main objectives of the computer game have been changed almost beyond recognition.    

    If I were to open my PC version of The Sims, the neighborhoods displayed would almost resemble a time capsule.  Families consisting of my friends and I, various former crushes and I, Sim men named after politicians, porn starts, and the like.. the fun of creating and building a household was pretty much the only worthwhile part of the game.  However, in the GBA game, you can only create and control one character at a time.  The houses are already built for you, and you must progress from house to house by level, eliminating all choice.

    The main focus of the game is achieving goals.  There are six goals per level, each requiring the fulfillment of a few simple tasks.  The point of this game is not so much to challenge yourself but to have fun.  This is easy to do, with a nice array of money-making minigames and fun people to talk to.  Balancing a Sim's basic needs is much less of a hassle than in the computer game, as well, which is a plus.

    I would recommend this game simply because it's fun.  It's a great way to kill time, whether that time be a study hall, long car ride, or plane trip.  And, as a casual gamer, what more can I ask for?    

- Julie Kozarsky


XIII.

This Issue's Topic: Game Storage

    After amassing a large number of media, whether it be books, CDs, or pornography, the age-old question arises: "Where do I put this crap?"  The same goes for video games.  It doesn't matter if you can fill the Library of Congress with your Atari 2600 cartridges, or a cozy shoe box on top of the TV with your PlayStation 2 titles, just as long as you have adequate space to meet your needs.

    When picking out the perfect way to store and possibly display your games, you need to ask yourself a few questions.  These include how much space they are going to take, whether they'll be stacked or placed in a row, how many games you'll be getting in the near future, and where you plan on putting the games.  Knowing the answer to most of these questions will help you make the best choice so you don't leave yourself with crammed shelves or quickly filled CD racks (which isn't necessarily a bad thing).  The best way to figure out most of this is just by laying out the games you plan to move on your bed and arranging them in different ways to see what best fits your needs.

    After assessing what the most visually pleasing arrangement is, you then need to look for a space in the chosen room that meets your needs.  If you have a decent amount of floor space, you can try a floor cabinet or even a TV stand.  If not, try a bookcase.  I would suggest the bookcase if you have a large amount of games to move (at least 50-100 games).  You can either stack or place your games in a row with these units.  Small floor space could easily be used as the home for a nice CD/DVD tower or even a thin bookcase.

    Okay okay, let's say you have no space at all but you have some lonely looking walls; let's make them feel like they have a purpose by giving them a shelf.  They come in all shapes and sizes and give you more room to move around.  There are CD racks that also come in a variety of forms, usually horizontal or vertical.  It's all about the options.

     Sometimes you just need to put away your games for the time being, or you just don't have enough space to begin with; I have you covered on that.  Plastic storage bins are the optimum way to go since they can keep your games safe from dust, h