Volume 3, Issue 5 - May 2004
Quenching Your Thirst For Video Entertainment ©
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I. Dear Readers,
II. Submissions
III.  Carbonated News
IV. Reviews!
      A. Manic Miner (ZXS)
      B. Two Crude Dudes 
           (SG)
      C. Mario Paint (SNES)
      D. Golden Sun (GBA)
      E. Mega Man X7 
           (PS2)    

      F. Broken Sword: The 
          Sleeping Dragon 
          (MXB)

V.  Loafy Carl
VII. GameCola Forums 
       Contest #1

VIII. Your Top 10 Favorite 
       Video Games
X. Neal is Awesomer Than 
     You

XI. Versus Mode
XII. Games for the Casual 
       Gamer
XII. How to be a Gamer
XIV. Preserving  the Plastic
XV. You Learn         
        Something New
        Every Play
XVI. Advice for the 
        Sensitive Gamer

 

Starring:

Also Featuring: Scott Clemmons, lectrode, John Swiderski, Rick Franzen, Phillip Reed, Tim Morea, Akimika, Jenna's Double, "The Game is Half Empty", and "Worried About My Baby"

 


I. Dear Readers,  

    I received a very unexpected reaction to my Dear Readers column last month (though, mostly via "invaders" from the GameFaqs board "Life, the Universe, and Everything").  Many people seemed to think that my game ideas are "retarded" and "gay" (which should give you an idea of the reactors' age level and intelligence)  For some reason, I feel that I should address these complaints.

    For those calling me a "moron", I'd like to point out the obvious: Despite what you think, I was actually not being serious when I put forth that Nintendo should hire me based on my game ideas.  I feel that my ideas could easily sell well as budged titles (or could even be included as "extras" with other games), especially considering the current trend towards all things "retro", and the recent success of the Super Mario Advance series.  However, I actually am fully aware that working for a major video game developer/publisher requires a little more than some rudimentary Photoshop skills, and quite frankly, it never occurred to me that so many people could believe that I feel Nintendo should hire me.  But I suppose something so obvious could be easily lost on a group of people whose default insult is to compare someone to a homosexual.

    Now, with that out of the way, I'd like to take a paragraph or two to discuss Sony's PlayStation 3 -- specifically, the future system's online component.  Rumor has it, for it's next console generation, the consumer electronics giant will be ditching it's current laissez faire online system in favor of something akin to Xbox Live.  This would mean that no longer would free online games be available for PlayStation, and instead, we would have to pay a monthly fee that would allow us to play the online mode of all Internet-enabled games.  Presumably, this is because Microsoft has been far more successful in regards to online play than has Sony.

    Perhaps Xbox Live is proving me wrong, but I do not feel that the average console gamer is willing to shell out extra cash every month just to have the ability to play games online if he feels like it that month.  I know I'm not.  There would have to be many, many titles available for PS3 with online modes that I really want to play before I would even consider paying any monthly fee, and in looking at Xbox's current crop of online titles, I can't really see that happening.  I've quite enjoyed playing Champions of Norrath: Realms of Everquest with my friends online over the past month or so, and I hope to do the same with Trivial Pursuit: Unhinged and Serious Sam: Next Encounter (notice all the colon usage again.. what a horrible trend) over the next few months.  It's just a shame that I, and many other gamers, may not get to enjoy this in the future because of a combination of Sony's decision and our being cheap.

    All right, I think that's enough for this month.  Please enjoy this latest issue of GameCola, and remember this one piece of advice:  If you're going to insult our newsletter, at least try to have a valid claim or two.  

    Thanks.     

     Love,

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

P.S. Wanna write for GameCola?  We've got a few open spots if you're interested.


II. 


Letters:


Stop e-mailing me this shit.  thanks.

Scott Clemmons

- Well Scott, that's a pretty interesting request you made.  You must have either asked me to start e-mailing you "this shit",  or joined the mailing list yourself, because I don't add anyone who doesn't request it themselves.  So why did you even join the list in the first place if you didn't want me to e-mail you "this shit"?  And why did you have to harass me about it, instead of unsubscribing yourself (as you most likely subscribed yourself)?  Ah well, there's no real point in asking, as he probably won't be reading "this shit" anymore.


Your ideas suck.  You should not be on the nintendo staff.  Nice website ^.^

lectrode

- I completely agree that I should not be on the Nintendo staff, but it's best not to get into all that again since I've already written half of Dear Readers about it.  Thanks for the compliment.


I was pretty disappointed about FF Crystal Chronicles.  Wish I would of read your review before I bought it.  It's just not the same/as good as others have been.

John Swiderski
President, Mean Hamster Software, Inc.
http://www.meanhamstersoftware.com

- Yeah, it doesn't seem like people are taking to the title all that well.  I personally was hoping for a current generation Secret of Manaesque gaming romp, but according to a lot of people who've played FF:CC, Secret of Mana it ain't.  Oh well... since Sword of Mana didn't do too poorly in the GBA market, maybe Square will FINALLY release Secret of Mana 2 stateside.  One can only hope. 


I still think that this Kevin Leacock character looks like your dorky little brother.  Is he the equivalent to you as you are to me (there's one for your philosophy class)?

Rick Franzen

Actually, you're not the first to think that Kevin and I look related -- not the first by a long shot.  But, no, unfortunately, Kevin is far cooler than I could ever hope to be.  Sorry!


I've gotta start by saying I am not going to rant just about how I disagree with a certain review, and gripe and moan, etc.  What the hell does that ever do anyways?  How many people's opinions can be changed about a game (which is nearly impossible anyways) by a raving stranger criticizing their work and opinions?  None I hope.  So I hope to go a slightly different route and try constructive criticism.

This is mainly to Aaron Waters.

Yes, I do have problems with your review of Metroid Fusion.  Just hear me out though.  I too, am merely a teenager (barely turned 18), so I think I can see where some of your opinions come from.  I was fortunate enough when I was (very) young to play Super Metroid -- as you most likely were.  It was a very magical game to me because I was young and it was a brand new intense world.  Something I had never quite seen before in my young, influential life.  I'm guessing it's the same with you.

I think you hold the original version in such high regards, that anything else created on a similar basis (2D side-scrolling Metroid) is most likely to be inferior unless they just enhance the features the original game had.  I own and play Metroid Fusion.  I agree, it's definitely inferior.  If you get good enough at it you can beat it completely in just one day's play.  There are some frustrating differences (though minor in my eyes compared to the complete perspective).  But nearly everyone I've talked to who's played it claims it was worth its play.  Hardcore and n00bs alike.

I'm not saying you should change your opinion of the game, but I get pretty upset when you write a review so horrible, focusing and magnifying the bad spots, that you deter people from trying the game.  I have to break it to you.  The game was good (not extraordinary).  Most people think it was well worth the time and money.  This is one time that I think it is a reporter's (or reviewer's) job to see and realize the game's popularity among all groups of gamers, and encourage people to try the game out (even if you, personally, disagree).  You may consider the game a failure and a disgrace.  Please let other people make their own choice by NOT scaring them so much with your review that they never wish to touch it.  You've got to be a little more neutral if you wish to write reviews for professionals.

And now, to everyone else on the site.

It's nice to see other teenagers so sentimental and driven by these classic games.  As you said in your Wind Waker review, too many games are VERY narrow-minded.  Seeing games as only good if they have realistic graphics, with real people, and they're most likely making blood spurt out.  I cry in relief every time I see the phrase "Nintendo will not have Mario shooting hookers".  In a way, video games are making kids stupid.  They're learning to "judge books by their covers".  The thing that really matters in any game is the gameplay, and therefore, the amount of fun it brings you.  Maybe someday people will force them to play some of those good ole games.  Let's have a moment of silence for Prince of Persia: SoT, and BG&E.  Killed tragically by moronic and narrow-minded consumers.

Your Good Game Protector Brother in Arms,
Phillip
Reed

P.S. You might not want to put EVERYTHING on one page.  It takes forever to load up and I lose half of the graphics in the transfer anyway.

- I'm not really sure how to address the beginning of your letter, as Aaron Waters quit the GameCola staff last month.  Normally I'd have him respond to your letter, but I don't really see that happening now.  I don't think that reviewers should refrain from saying how they feel about a game because many other people disagree (as your letter seems to imply), but maybe he should have laid off the negativity a bit.  I feel that it is our role to play a game and tell you about our experience with it, whether we had a good time or not, whether it was worth the money we paid or not, whether we would encourage other people to play it or not.  If a game is so bad that the reviewer really feels it a waste of money to buy it, then I feel he should say so.  A reviewer shouldn't try to focus on the positive aspects if the negative aspects far outweigh them; a review should focus on what stands out the most and what's most important in regards to the game being fun.  But that's just how I see it.

Everything in the newsletter is on one page for a reason -- it's a newsletter.  The actual website portions are divided up like a good little website should be, and the newsletter is all in one chunk like a good little Internet newsletter should be.  I'd much rather be able to just read everything in its entirety by scrolling down and reading one article after the other, than have to keep clicking and clicking and clicking just to read the newsletter in a linear fashion.  That's how it's meant to be read, after all -- one article after the other.  And I've yet to experience any trouble with loading times or graphical loss, so I'm not really sure what you're talking about there.  I've asked other people about it and they've said the newsletter takes only a few seconds to load on their computers.. soo... *shrug*.


Neat latest magazine!  Did you guys ever review Simpson's Hit and Run?  I wondered what the reviewer gave it.  I've had fun with it.

- John Swiderski

- Nah, we've never reviewed the game per se, but Kevin Leacock featured it in Versus Mode a few months ago.  He pitted it against Grand Theft Auto: Vice City, in the November 2003 issue of GC, and The Simpsons: Hit and Run turned out to be the better game.  He later when on to write about The Simpsons: Road Rage in the next issue, but that game ended up losing to Crazy Taxi.  And that's all I've got for you, sorry.


Instant Messenger Quotes:


Vulcan Wieland:  just tell your gamers that you couldn't help them defeat the evil ice dragon because you were getting stoned. they'll understand.

- Matt Gardner


Artwork


- Tim Morea


- Paul Franzen


- Akimika



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.

Click here to peruse an archive of the games we've reviewed and the scores we've given them.


A. 

Platform: Sinclair ZX Spectrum
Genre: 
Platformer
# of Players: 
1
ESRB Rating: 
N/A
US Release:  N/A
Developer: Matthew Smith
Publisher: Mastertronic

    Upon playing this game, you instantly realise why the popularity of the mining profession has dipped considerably;  rabid penguins, rampaging mechas, and hungry ostriches would turn away even the most determined subterranean dweller.  But Miner Willy is no ordinary miner.  Miner Willy is a MANIC Miner.

    Miner Willy's mission is to retrieve a varying number of objects from twenty single-screen levels ("Caverns", then), and to escape before his oxygen metre drops to zero.  Simple.  Simple yet DEVIOUSLY CUNNING.

    The controls are hardly rocket science.  It's O to move left, P to move right, and the big fat space bar to perform a perfect arcing jump.  And that's it.

    The difficulty of each cavern naturally increases as you advance further into the game.  The enemies become more numerous and faster, and the gradually falling platforms more prolific and deviously placed.  The enemies are restricted to either a fixed horizontal or vertical movement, with only their speed and size to differentiate them.  It's where Matthew Smith PUT them that's the poetry... each cavern is tough without being frustrating.  If you die in this game, you know it was your misjudgment, rather than a flaw with the programming, that made you die.

    The sound, then.  Not very much of it really, but what is there is quite apt, in a completely inappropriate sort of way.  Upon loading the game (which takes a good five minutes), you are presented with a piano playing and.. umm.. "experimental" version of the Blue Danube.  Hurriedly pressing Return, you enter the game itself, and your ears are bombarded with a rendition of "Peter and the Wolf", composed entirely out of clicking noises.  You jump and a squelching, prolonged bleep assaults your brain.  And the music never, ever stops.

    The graphics are offbeat and rather hilarious to first-timers.  Penguins bob their heads back and forth, mutant toilets clack their seats at you menacingly, and the piece d'resistance, there's a giant head.  Named Eugene.  What's not to love?

    The game is colourful, and you can tell Matthew wanted it to be fun.  The sprites are well animated for their time, their little limbs moving from left to right.  It gives them a character that no other Spectrum games at the time could match.

    Flaws?  There are a few.  Some of the caverns are simply lacklustre repeats of the previous ones, which is inexcusable with there being only twenty on the tape.  More caverns would also have been nice, but luckily the retro community has developed countless remakes and impressive fan-sequels.  You can Manic Mine until the cows come home.

    Once the game is beaten, however, there is no reason to come back to it -- besides nostalgia.  It is one of those "play it once, boast about beating it, then shelve it" kind of games.

    The self-respecting Spectrum owner NEEDS to have this, as well as its sequel, the IMPOSSIBLE Jet Set Willy.  For the rest of us, seek it out, just to see where modern platformers came from.            

Sinclair ZX Spectrum: Manic Miner
Fun
Audio
Controls
Visuals
Replay Value
Overall: 5.82
7.3 3.4 10 8 0.4

      - Stuart Gipp


B. 

Platform: Sega Genesis
Genre: Side-Scroller
# of Players: 
1-2
ESRB Rating:
N/A
US Release:
May 1991
Developer: 
Data East
Publisher: 
Data East

    When the city is in trouble, these guys will take care of the problem.  In this post-apocalyptic town, chaos is all around.  The two bad dudes are ready for action and adventure.  Consider your city saved.

    The buff dudes run through levels, destroying all opponents.  Minibosses accompany the bosses throughout most stages.  New types of bad guys are introduced each level.  Everything is fairly similar to most side-scrollers, but the destruction is the main difference.  The greatest thing about this game is picking up an enemy and throwing them at another enemy.  Many other objects can be thrown at the foes.  Rocks, street signs, cars, and even telephone poles can bring great damage to them.

    The best way to experience Two Crude Dudes is in 2-player mode.  Whenever the enemies seem overwhelming, just pick up your friend and chuck him at the mob.  It will take them out while only slightly hurting your ally.  The health can quickly be restored at a power cola machine.

    The tunes playing during the levels are very fitting.  It sounds like a perfect soundtrack for a destroyed city.  The qualities of the songs are average for a Genesis game.  There are few sound effects that stand out.  The pounding noise of the bad guys slamming the ground is realistic.  

    The controls work pretty well considering when this game was released.  Nothing extraordinary, but I have no complaints.  Grabbing the enemy can be a pain occasionally.

    Graphitized walls and destroyed homes are some of the neat backgrounds.  The skyline is very cool, especially on the stage with the elevator.  The characters have a nice cartoon/real look.  The graphics fit nicely into this ruined society.

    The game does have some replay value.  Nothing changes throughout the levels, but it can be fun to beat your best score or time.  It doesn't take a great amount of time to play your way through the game.

    Two Crude Dudes is definitely worth a rent, or even a garage sale buy.  Unless it is part of your childhood, you don't need to search for it.  And in care you're wondering, it is a HUGE step up from Bad Dudes. 

Sega Genesis: Two Crude Dudes
Fun
Audio
Controls
Visuals
Replay Value
Overall: 5.6
7 5 5 6 5

- Brian Vanek


C. 

Platform: Super Nintendo Entertainment System
Genre: Simulation
# of Players:
 1
ESRB Rating: 
E - Everyone
US Release: 
July 1992
Developer: 
Nintendo
Publisher: 
Nintendo

     Sometimes it gets boring sitting in front of your computer working on graphic art with the latest version of Adobe Photoshop, buried under tons of layers and plenty of effects with a cold, straightforward surrounding interface.  Mario Paint is the antecedent to this, allowing the user to ease into the comfiest recliner situated by a glowing boob tube and an SNES waiting to get warmed up.

    The novelty of Mario Pant is that as a child, you can get lost with your imagination drawing anything you want, and as an adult or teen, you can just goof around for the hell of it and have a good laugh with your friends.  Just think of it as MS Paint with a few more features and a Mario facelift.

    At first, the options in Mario Pant can become overwhelming, but you easily become accustomed to the plethora of icons at your disposal, and usage of Mario Paint becomes a breeze.  The best part about doing all of this is that you must make use of the SNES mouse that allows for more accurate control in drawing your masterpieces.

    The options you are given for drawing are insane.  Outside of your paintbrush, spray paint, eraser, and paint bucket tools, they give you a cool stamp tool that allows you to stamp some nifty shapes, and the option to make your own stamps and save them for later use.  If you want to be real hardcore and become a true master of the Paint, you can try your hand at making animations to either laugh or giggle at; it's all in the name of fun.  For those who like to color, there are a few images that you can add your finely tuned Crayola touch to.

    The audio in this game is okay.  It's quirky and tends to make a person feel good about their day, or at least feel as if they are hopped up on anti-depressant meds.  Mario Paint gives you the chance to be a modern day Mozart as well.  There is a simple music program that gives enough room for the musical novice to dabble in making some tunes to rock out to.

    If you DO get bored of being the creative type, there is a minigame that aims to please, and does a good job of it.  It is called "Gnat Attack", and the objective is to use your fly swatter to kill 100 little buggies and take out the boss of each level.  Just don't get stung or bitten; there's no calamine lotion to save you.

    Mario Paint is a nice break from the regular games out there, and it gives you some good wind down time without the boredom to follow.  With graphics that are only as good as you can make them, great sound, smooth control, and a unique approach on the idea of gaming, Mario Paint is a definite SNES novelty. 

Super Nintendo: Mario Paint
Fun
Audio
Controls
Visuals
Replay Value
Overall: 7.8
8 7 9 7 8

- Allec Johnson


D. 

Platform: Nintendo Game Boy Advance
Genre: Role-Playing
# of Players:
 1
ESRB Rating: 
E - Everyone
US Release: 
November 2001
Developer: 
Camelot
Publisher: 
Nintendo

   Golden Sun is a BAD BAD GAME.  My relationship with this game is a lot like mine with the game Chrono Trigger.  I first viewed both, later received critical acclaim about both, played both, liked both, read a negative review of both (a kind of revelation, if you will), then hated both and sold them both to GameStop.  The only difference?  CT got me more money, so I like it slightly more than Golden Sun.

    Golden Sun features characters that rival Chrono Trigger's or Final Fantasy IV's when it comes to stiffness.  Well, no, actually this game beats both of those and forces them to eat light bulbs when it comes to stiffness.  When each character in your party speaks, a nifty little portrait comes up, and if that was gone, you'd think all of your characters were one entity separated into four bodies (save for the hero; he can only say "Yes" and "No", and when he says "No', he's usually forced into saying "Yes").  The characterization in this game is the worst of any RPG I have ever played.  THE ABSOLUTE WORST.

    The battles, the diversion from the (bad) plot, are also bad.  They feature something amazing that games like "Final Fantasy" and "Lufia and the Fortress of Doom" had, the super nifty feature that aggravated fans of both games and has been removed since:  When you target an enemy and your ally kills it, you still attack it!  Even though it doesn't exist anymore!  Thank god it doesn't exist anymore, because they're ass-ugly.  Well, maybe they wouldn't look so hideous if they had more than one to four frames of animation (if i recall) and weren't so pixilated.  I thought Xenogears was ugly until I played this... I thought that was the most pixilated game ever until I played this... I was dead wrong.  This game has created a new low for RPGs.

    While not in battle, you can talk to the nice emotionless robots that are called "NPCs" in this game.  You don't get the super awesome ones like in Fallout 2 who cuss and drink and have something that resembles a personality; instead, you can talk to them and hear... nothing of use.  Then you can read their minds and hear... nothing of use.  Then, finally, in aggravation, you'll use that one spell that makes people do what they were doing before: stand in place like useless NPCs, the only difference being that they talk slower and only say one word of whatever pointless sentence they were going to say before.  THIS GAME IS _BAD_.

    I said before that this game is a lot like Chrono Trigger.  It is.  This game also seems to follow the same credo s CT: style over substance.  The creators didn't write a good plot or any good characters or even attempt to not rip off the FF series so blatantly.  They just tried to make it look good, and even if it didn't look so great, people would still buy it and like it.  They knew the buyers would rationalize their decision by saying things like "Oh, the controls are top notch!" or "I kinda like the music." or "Ooh, pretty summons."

    You're idiots and I hate you.  This game blows.  NEVER PLAY IT EVER. 

Game Boy Advance: Golden Sun
Fun
Audio
Controls
Visuals
Replay Value
Overall:  4.3
3 3 8 7 0.5

- Aaron Waters

 


E. 

Platform: Sony Playstation 2
Genre: Action
# of Players:
 1
ESRB Rating: 
E - Everyone
US Release: 
October 2003
Developer: 
Capcom    
Publisher: 
Capcom

    After countless entries from Capcom into the Mega Man series, you would think that there would be considerable state taste left in the mouths of Megagamers.  Maybe Capcom was afraid of not complying with today's standard of platform games, or maybe they actually felt some creative juices flowing, but finally, the house that Mega Man built has decided to take the blue bomber into... *dun dun DUNNNN* THE THIRD DIMENSION!  Come, let us follow X, Zero, and the new kid on the block Axl on a surreal trip through blasting the crap out of countless enemies.

     Okay, sure, Mega Man Legends was in 3D, but I don't count that as a MM game at all.  You don't even collect bosses' powers.  But for X7, the developers pulled out all the stops and went the way most games have been doing these days.  Although the dimension jump was a bold move, methinks maybe Capcom should have stuck with what they know.  It seems as if Capcom was too afraid to commit to just one type of game, as from level-to-level, and even in different sections of the same level, it switches between side-scrolling and free-roaming.  Next time, pick one and stick with it, Capcom.  The stages themselves are for the most part creatively designed, but are often far too quickly at an end.  One state has our heroes jumping from aircraft-to-aircraft in a battle across the skies.  Other stages take you to giant ships, the deep jungle, and even cyber-space (for what seems like the third time in an MM game).

    With the addition of series newcomer Axl, the cast of playable characters has expanded to three.  Each character has his own unique style which plays a major part as to which heroes you choose to take with you into each stage.  Axl has the ability to hover over gaps, and a special shot that will let him assume the shape of similar-sized enemies.  X is basically the same as you have seen him in previous installments.  He has a chargeable blaster, and upgradeable armor through the discovery of "Light Pods".  Zero, the effeminate crimson swordsman, has a double-jump allowing him to reach greater heights.  Unlike Axl and X, Zero does not use a blaster weapon, but rather a sword, to defeat foes.  At the end of each stage our protagonists encounter a boss who will give them a new weapon when defeated.  Controlling each character is fluid and responsive, except for the misplacement of the buttons.  I recommend switching the control setup to accommodate your taste.  You'll have to keep in mind each character's abilities when about to embark on a stage.

    The bosses themselves seem to become weirder and weirder as this series goes on.  X5 saw stunning appearances from Duff McWhalen and Axel the Red (who, you guessed it, is a rose).  X7 one-ups this by practically making up names.  Flame Hyanard?  What the hell is a Hyanard????  Tornado Tonion!?!?  He's a giant ONION!  Where the hell has the creativity gone?  Is the character design team at Capcom taking stupid pills or something?  Whatever the case may be, the weapons each boss give you seem to be decreasing in creative quality almost as fast as the enemies you acquire them from.  Generic versions of recycled weapons do little to encourage use of these armaments.

    The sound in this game is neither impressive nor disappointing.  Character voices, with the exception of Axl who is childish and whiney, are very good, and match aurally what my brian has been portraying pretty well.  I only wish the characters wouldn't speak during the levels, because especially during boss battles, you hear the same phrase nearly every three seconds as someone performs a certain move.  On top of that, these voices quickly inspire people who might hear you playing the game to inquire "What the fuck is that noise???".  As for music, the techno-jazzy tunes accompany the stages fairly well, and never become a distraction or annoyance.  Effects-wise, you'll quickly get sick of hearing X's blaster charge up, fire, and charge up again.  After a while you may find yourself trying not to jump in order to avoid the "huh" noise that accompanies liftoff.

    Mega Man X7 is the type of game that most greatly appeals to fans of the series.  If the numerous installments so far have not yet deterred you from the series, you'll get your money's worth out of X7.  It most certainly merits a rental.  Should you give this game a try, there is a lot to get you to come back again.  Each stage has a number of hostages for you to rescue in order to gain power-up and character upgrades.  Finding each of X's capsules in order to get the Ultimate, but poorly named, "Glide Armor" also adds a challenge and to replay value.  After that though, you'll be hard pressed to find things to keep you coming back for more.  Give it a try, 'cause you won't know if you like it till you do. 

Sony PlayStation 2: Mega Man X7
Fun
Audio
Controls
Visuals
Replay Value
Overall: 6.6  
6.5 5.5 7 8 6

- Ted Gleason


F. 

Platform: Microsoft Xbox
Genre: Adventure
# of Players:
 1
ESRB Rating: 
T - Teen
US Release:
 November 2003
Developer: 
Revolution Software
Publisher: 
The Adventure Company

    I came into this game expecting The Curse of Monkey Island, and what I got was Super Stealthy Crate Mover 64.  I was hoping for a brand new graphical adventure, the likes of which I haven't seen in ages, and what I got was a game that tried too hard to implement popular game features into a genre that doesn't need them.  I was looking for puzzles that were fun to solve, a story that was fun to follow, and a game for Xbox besides Dungeons and Dragons: Heroes that I'd actually want to play.  What I got was Broken Sword: The Sleeping Dragon.

    Now, don't get me wrong;  I'm very thankful to own this game, as it was a generous Christmas gift from my loving parents.  And it's not like they just blindly picked a crappy game to give me -- I specifically asked for this crappy game.  I guess I must not have read enough reviews of it, or not paid attention to said reviews, because this is a game that should definitely not be in my collection.  Well, okay, that's stretching things a big, considering I have Bubsy and Hexen in my collection; but the fact remains that this game was not worth my parents spending their money on.

    The story is this: You play as both George Stobbart and Nico Collard, former sweethearts who starred in the last two Broken Sword games.  Nico is a reporter assigned to interview a computer geek about this "end of the world theory" he has, but she has trouble accomplishing this, as she finds the geek dead at his computer.  Meanwhile, George is on a mission to talk to this other geek about this energy-making device he's created, but he has trouble accomplishing this, as he finds the geek dead at his cave.  These two paths converge to form the story of evil masterminds and destroying the world and yadda yadda blah blah.  To show you how interested in this story I was, in writing this review, I had to keep referencing the game's instruction manual, because I wasn't really sure what the story even is.  The whole shebang is explained nicely in cutscenes and in-game action, but that doesn't make it exciting.  This game seems more like a lesson in physics than a graphical adventure.

    But that's not my main gripe with Broken Sword: The Sleeping Dragon.  The things I really dislike about this title are the crate moving puzzles and the stealth action sequences.  Being raised on Lucas Arts adventure titles, where the only way to die is if you really try hard at it (and even that usually involves looking up "death" in some walkthrough), I was both shocked and chagrined to find myself getting killed quite frequently in Broken Sword.  I could deal with the parts where you have to press one button to avoid death (which seem eerily reminiscent of Dragon's Lair), but it was the stealth sequences that really "killed" me.  At several points in the game, you have to evade spotlights and armed guards in order to get from Point A to Point B, and if you are seen at all, you are killed instantly.  These guards have perfect aim.  If they sense you at all, you're dead.  I didn't much fancy that.  I might have fancied it in an action game, but Broken Sword isn't an action game.  It's an adventure game.  You're supposed to advance the story by solving tricky puzzles, not by skirting death.  It just isn't fun.

    And the crate moving stuff is just pathetic.  I can understand one or two puzzles like that in the game, but there are literally dozens of them in Broken Sword: The Sleeping Dragon.  It's hard to believe how often George or Nico have to manipulate boxes in a certain way in order to climb over a wall, or to create a pathway, or to reach a trap door.  It's insane, and it lacks variety.  If the developers had just focused more on producing quality, unrepetitive puzzles, and less on creating crate puzzles and stealth sequences, this game could have been oodles better.  As it stands now, though, I'm not particularly looking forward to Broken Sword 4.

    It could have been worse, I suppose.  If I hadn't been constantly checking a FAQ so I could complete the game and finally move on to another, there might have been some fun in solving the puzzles.  But the game just gets way too bogged down by the stuff I've mentioned.  For those who care, the graphics are pretty, but the music and sound effects are not memorable in the slightest.  Except for the voice acting, which for the most part is top notch.  One thing, besides the stealth and crate-moving, that I could not get over in this game, is the controls.  Instead of your classic point-and-click adventure gameplay, you have direct control of the character.  Just like the stealth and crate-moving, this fits a lot better with an action game than an adventure game, and just seems out of place in this title.  I just purchased Broken Sword 2 a few weeks ago, so maybe that's better.  Hopefully it's better.  This isn't the worst game I've ever played, but it's certainly one of the worst adventure game's I've ever played, defeated in that category only by Escape from Monkey Island.  Do yourself a favor:  Don't ask for this game for Christmas next year.  Ask for Hexen instead.  Yeah, you heard me right.  Hexen is better than Broken Sword: The Sleeping Dragon.  That should tell you something, shouldn't it?       

Microsoft Xbox: Broken Sword - The Sleeping Dragon
Fun
Audio
Controls
Visuals
Replay Value
Overall: 3.3
2 4 2 6.5 2

- Paul Franzen



V. 

- Neal Iannone


VII.

GameCola Cap: $11
Loafy Carl Poster: $5
Getting some of this stuff for free for doing nothing but sitting on your lazy ass typing all day: 
Priceless.

    So head on over to our forums, where you can win stuff just by posting.  We're offering you a chance to win a free GameCola hat, or one of two Loafy Carl mini-posters, just for posting!  Three random posts will be picked to win one of our fabulous prizes!  Each post you make will be entered into the contest automatically, and three of those posts will be ganked to be winners!

    As it stands, any non-staff user right now could possibly win, if all said user would do is post on our forums.  It'd be a shame to let a chance like this go, the chance to win GC stuff without having to sculpt Mega Man art or write some killer kaptions (even though none of you did).  All you have to do is type something that has to do with something else and post it.  That's all.  Nothing else.  Except register an account.  Is it really that hard?

    Now, post, or else... Heghlu'meH QaQ jajvam... 

- Kevin Leacock


VIII.

Stuart Gipp's Top 10 Favorite Video games
Cambridge, England

10. Sonic 3 & Sonic and Knuckles (SG): Massive levels and ingenious touches make this a necessity.

9. Metal Slug x (PSX): Carnage on a universal scale.  It wants your money and won't give it back.  Absolutely seminal.

8. Super Mario World 2: Yoshi's Island (SNES): A tour-de-force of platforming.  Amazing levels and hilarious dialogue and bosses push this up way past its predecessor.  Play it now.

7. Rocket Knight Adventures (SG): This game is so good, you really just ought to play it.  The imagination doesn't let up until the final boss is destroyed.  Oh wait, it's still going... OK, credits rolled.  That's it.  I've unlocked WHAT?

6. Wario Ware, Inc.: Mega MicroGame$ (GBA):  This game is like playing a sugar-rush.  300+ microgames rammed into your eyeballs while your brain attempts to keep up.  Lovely. 

5. Gitaroo Man (PS2): By far the hardest game in the world.  This is a rhythm action game that actually feels like you're playing something.  The feeling of relief when you finally pass a difficult level (Mojo King Bee, anyone?) quickly transcends to elation

4. Castle of Illusions Starring Mickey Mouse (SMS): There's little I can say about this game except.. it's the only game I have played consistently since I first acquired it at the age of four.  I know the levels inside out, yet I still love it.  It's probably just me but I couldn't have a list without it.

3. R-Type (PSX): Absolutely brilliant.  Timeless shooting with what has to be the universe's most instinctive control system.  And I STILL can't beat level three, dammit!

2. Dynamite Headdy (SG): Mental.  That's the only way to describe this game.  Oh, and fantastic.  Mental and fantastic.  One minute you're fighting a giant artist's mannequin, the next you're hiding from screen-sized rockets while shrunk to the size of an ant.  Genius.

1. Astro Boy (GBA): OK, so this one isn't available anywhere other than Japan as of writing this.  But I strongly suggest you "import it" (onto your emulator) because it's the best game I've ever played.  Platforming perfection. 

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


X.

     
    Okay, it's been just about a month now, but I'll have no trouble recanting this tale of awesomeness, as it is quite ingrained into my memory.  April 3rd, 2004.  Minibosses in New York City.  Who could forget such a glorious site?  Surely not I.  As soon as I heard the news I called all my first rate chums to attend, and by that Saturday, we were all in my tiny room, awaiting the kickassedness that was sure to follow.  After a minor subway uptown/downtown delay, we were well in the depths of Brooklyn, and before we knew it we were knee-deep in proverbial rock.  I tell you, the only other time I rocked out that hard to a live performance was when I saw the Minibosses at MAGfest 2.0 in November.  Long story short, they hit all the right notes, and I commended them with a raised lighter during Mega Man 2 and a hearty handshake upon exiting the venue.  We then retired back to my room where we celebrated a rock well done, but I won't get into that at this juncture.

    Fast-forward two days later to Monday, April 5th.  I had no trouble getting into the Saturday show, and since I was a mere walk away, it would have been downright foolish to pass up the very good chance of seeing the Minibosses again.  This time accompanied with only one Mr. James Bochanski, we ventured off on that cold April evening sans jackets, as they would be quite troublesome during the rocking out that was sure to follow.  Well, maybe not as sure as I first thought...

    As we rolled up onto the scene, we were greeted with a figure that can only be described as Lucifer himself.  I mean, he had the pointy beard and everything.  I'm sorry I don't have a picture of that ponce, but I'm sure you would agree with me if you saw it, so just trust me on this.  Oh, and by the way, as if you couldn't figure this out yourself, Lucifer is probably the last person you'd want working the door and deciding who gets in to see the show.  Anyway, as you may have guessed, he said we couldn't get in, but I didn't fret.  I knew that once the Minibosses learned of my predicament, they would do their best to get me inside.  Sure enough, Aaron works his magic and we were on our way in!  Well, not just then.  For you see, I, unfortunately, have not been alive for 21 years.  I had only been alive for 19 years and eight months by that point, and apparently that's far too young to be around bottles of alcohol.  Even after suggesting they put a big sign across my forehead that says "DON'T SERVE THIS BOY ALCOHOL", Lucifer sill wouldn't budge.

    Fast-forward a few more hours, and keep in mind that it is getting colder now that the sun is down and Jim and I are no longer in motion, and you'll get an accurate mental picture of our shivering state as we waited outside to play the pity game with Satan.  Little did we realize that we were ultimately wasting our time, even though while out there we received some very helpful pneumonia advice from a passerby.  Some people even tried to console us in our pre-death state, and even though it was much appreciated, it still wouldn't cut it.  The only thing that kept me going was the possibility of getting into that show.  It was about the time they were to go on, and I decided I had nothing to lose, so I decided to plead with Satan.  It didn't work.  It's Satan, come on.

    Just about then Ben came out and tried to help me get in, but to no avail.  Our last hope was a good one, as he entered to plead with the management, and in doing so he lent me his hoodie as I waited outside, which was well appreciated.  But it didn't last long, as he was out within seconds telling me she wouldn't budge and that there was no chance I could get in.  I was very disappointed, but that mere discomfort was greatly overshadowed by the Minibosses' generosity and effort to get me into the show.  Jim and I received consolation prizes for not getting in, which were these nifty fake moustaches in honor of the "Moustache Over America Tour", of which they were playing that night.  And I mean, come on, Ben gave me the shirt off his back.  I'd say that's devotion to your fans.  All-in-all, it was either the shittiest good story ever, or the best crappy night of my life.  I didn't mind not seeing them that night because I was able to attend on Saturday, so there are no hard feelings there.  I'll just be sure to be born later next time, that's all.  Until the next one, listen to the Minibosses and buy their stuff.  Oh, and also, this has been Neal, and I am awesomer than you. 

    - Neal Iannone


XI.

Game Show Show Down

    Anyone who watches the Game Show Network (now known only by the initials GSN... who's bright idea was that?) as much as I do will have seen countless episodes of most of the shows these games are based on.  I'm sure there must be some among you who, like me, spend days at a time on the couch watching nothing but Richard Dawson and Charles Nelson Riley yucking it up on the Match Game.  I'm also sure that there are some out there who say that all games based on game shows a crappy.  To those people, I say: "Oh YEAH??  Well your FACE is crappy!!!".  There are many titles based on game shows in my massive collection, and rather than do a Jeopardy! vs. Family Feud feature (as was my original intention), I thought I'd take a page out of Kevin Leacock's playbook and just pit them all against one another to see which is the best.  So here we go!

Jeopardy! (NES) vs. Jeopardy! 25th Anniversary Edition (NES) 
vs. Jeopardy! Junior (NES)
vs. Talking Super Jeopardy! (NES) 
vs. Wheel of Fortune: Family Edition vs. Win, Lose, or Draw (NES) 
vs. MTV Remote Control (NES) vs.
Family Feud (SNES) vs. Jeopardy! (PS2)

Jeopardy! (NES): I already covered this game in a recent review, and I'm SURE all of you have read it, so there's not much of a point in writing about it again.  I'd just quote from my review and call it a day on this game, but that's cheating.  Of all the games I'm covering today, this one almost has the worst graphics, but it excels in every other category imaginable.  Except sound.  It's the only one of these games that I play regularly, and have played regularly for the past decade.

Jeopardy! 25th Anniversary Edition (NES): It's actually (much to the surprise of everyone!!) pretty much the same as Jeopardy!, except with different character models and questions.  Yet, for some reason, I've yet to get into it as I have with Jeopardy!.  Perhaps the game employs a new shade of blue that is unfamiliar and shocking to me, I'm not sure.  Ah well, it's still spiffy -- just not spiffy enough.

Jeopardy! Junior (NES): This is the Jeopardy! that has come close to dethroning the original as the game I most make my friends play against their will.  This, like 25th Anniversary, is Jeopardy! with new character models and questions.. except this time the characters are little kids, and the questions are a whole lot easier.  A good self esteem booster this game is.  Anyone who can't answer 95% of its questions probably isn't old enough to even know what an original Nintendo is.

Talking Super Jeopardy! (NES): We go from a great adaptation of the original to one that's horrible.  It seems as though everything was stripped away from this title in order to make room for a screeching synthesized voice that says "Let's play Jeopardy" and "The categories are".  If it says anything else, I didn't notice because I was too busy searching for the mute button on my remote.  If you're going to play one Jeopardy! and base your judgment of all Jeopardies! one Jeopardy!, don't make it this Jeopardy!.

Wheel of Fortune: Family Edition (NES): When you get tired of playing Jeopardy, Wheel of Fortune: Family Edition makes for a refreshing break.  It's everything you'd expect from a game based on WoF -- word puzzles, wheel spinning, bankruptcy, the works.  I'm surprised there aren't as many of these as there are of Jeopardy!.

Win, Lose, or Draw (NES): This one's a bit interesting, if for no other reason than a lot of people might not even know what it is.  Basically, the computer draws stuff, and you have to guess what it's drawing.  It's terribly easy, and the computer doesn't seem to have many drawings programmed into itself, so you'll beat it in no time.  It's like a crappy version of InkLink or iSketch.

MTV Remote Control (NES): Long-time readers of GameCola will remember my reviewing this in the very second issue of our newsletter.  My review sucked, and so does this game.  I can't even be like "well at least fans of the game show itself might appreciate it", because I don't know if such people exist.  The show's been off the air for years, and I don't even know if anyone watched it when it was.  Avoid unless you like trying to pick a category without knowing what the category is, and then getting killed by lightning at random.

Family Feud (SNES): This game is way too hard for one person to play by himself.  Have you ever seen Family Feud?  They have five people trying to guess at the most given responses to a statement (such as "Name a game show video game whose license far surpasses it"), and usually they have to guess seven or eight responses without making three mistakes.  Trust me, it's a lot harder than it sounds, and it translates poorly into a video game. 

Jeopardy! (PS2): You didn't think we'd left this one for good, did you?  Aside from some annoying nits to pick (like how there's a huge pause between the showing of the name of a category, and Alex Trebek's reading of that name), this game is a successful adaptation of Jeopardy!.  Plus, unlike the original, where if you want to play a three player game, two people have to share a controller, each player can actually have his own controller.  Plus there's some tournaments and champions modes in there, but I haven't played them yet because I haven't won enough in regular mode.

And now, I give you the winners of various categories, as per tradition in these super Versus Modes:

Best Graphics: Hands down, Jeopardy! on PlayStation 2.  It'd be insane to pick anything else.

Best Audio: I'd give the nod to the winner of "Best Graphics", but that category reading thing really bothers me.  So I'm gonna go with Family Feud for digitizing the game shows nifty theme song.

Easiest: No doubt, this one goes to Win, Lose, or Draw, because with all the other games, I actually have to try a little bit.

Most Impressive Ruination of a Good Game: This one goes to Talking Super Jeopardy, for it's inclusion of the talking.

Most Innovative Control Scheme: Well, since I made up this category just to give it to the original Jeopardy! for it's having two people share one controller, I guess I'd best give it to that.

Most Annoying Host: That guy from MTV Remote Control.  I can't stand him and his horrible jokes.  Good thing I don't have Hollywood Squares, so there's not much competition for him.

Most Fun: Contrary to intuition, the original Jeopardy! is still the most fun out of all these, though Jeopardy! Junior is not far behind.

Best Use of the Letter "e": Without a doubt, Wheel of Fortune: Family Edition earns this prestigious title. The letter "e" 0wnz j00.

Best Use of a Drawing Tool This Side of Magic Pengel: Win, Lose, or Draw.  I think this one speaks for itself.

Best Use of an Exclamation Point: I'd say this one goes to all the Jeopardies!.  Except Talking Super Jeopardy!, because it doesn't deserve the exclamation.

Game Most Likely to Still be at My Ex-Girlfriend's House Even Though I've Asked for it Back Multiple Times: I wonder what happened to it.  Jeopardy! Junior.

And finally...

Best Overall Game:

Jeopardy! (NES)

Come on, you read my review.  You should have seen that one coming.

- Paul Franzen


XII.

This Issue's Topic: Cell Phone Games

    It's happened to the best of us.  You're waiting in a particularly long line, or you're a passenger on a long car ride, or maybe you've finished that Spanish test before the rest of the class.  What do you do?  With no viable gaming system anywhere in sight, you rely on a communication necessity for entertainment: the cell phone.

    Cell phone gaming has been popular since Nokia's Snake hit the market. Suddenly, phones weren't just for talking!  I've been a huge Snake fan since my first cell phone for years ago, but the options now available for mobile gaming are almost endless.

    I personally have a Motorola T270 phone.  With it came a connection to Cingular's wireless Internet.  Though this, I have found that I can download many games, for modest fees of $3-$5, plus Cingular charges for airtime.  There seems to be dozens of options, with titles such as Beach Volleyball, Mission Mars, FOX Racing, Charlie's Angels, Splinter Cell.. the list goes on and on.  Categories they are found in include Arcade, Casino, Strategy, Sports, and Classic, amongst others.  Not wanting to anger my Dad into canceling my cell phone plan, I decided to download only two.

    My first target was called Snowball Fight and cost $4, to be billed directly to my account.  When the game finally loaded onto my phone, I found it boring.  Real-life snowball fights are exciting and arouse all of the senses... painfully cold fingertips, tingling battle wounds, etcetera.  Cell-phone snowball fights are boring.  I was supposed to aim at a kid who was crouching behind a snow trench... blah blah blah, you don't care, trust me.  It was horrendous.  Aiming was difficult, as was the sequence of motions necessary to pack a snowball and throw it.

      To atone for the angst that game had caused, I chose for my second game and old favorite.  You may possibly have heard of Snood, assuming you haven't lived under a rock for the last few years.  I figured such a fabulous game couldn't go wrong.  Five bucks later, I knew I was right.  The concept is the same as on a PC, as well as the types and levels of games to play.  Aiming is hard to adapt to, but once you do, it will definitely become as addictive as its PC counterpart.

    So would I recommend entering the world of mobile-phone gaming?  Yes, definitely, if you are able to partake in its pleasures.  It's a great and convenient way to pass time when PS2 isn't available.      

- Julie Kozarsky


XIII.

Well, now you've made your first step towards becoming a gamer.

But now you need to know how to choose a game.

It's a brutal, unforgiving world out there.  The stores, developers, and publishers are all against you in your quest to pick up a great game.  But with this, the next part of "How to be a Gamer", you will acquire the knowledge needed to thwart them!  Prepare yourself for...

PART TWO: BEATING THE SYSTEM

    "GRIND RAILS, FLY, RACE AND POWER YOUR WAY THROUGH MIND FLIPPING STAGES!", screams the box.  A novice gamer might openly squeal, "WOW!  I must OWN this game!" and promptly hand over their cash to the grinning shopkeepers.  However, a knowledgeable gamer (such as yourself... potentially) will scoff at this deceptive claim.  Having played the demo version, you already know that the only reason that the stages are mind-flipping is because they are so poorly designed.  "GO HEAD-TO-HEAD IN AWESOME MULTIPLAYER BATTLES!",  the casing shrieks at you.  You know, from reading reviews and comments from other gamers on GameFAQs, that this means "Awesome-ly bad".  You shelve the copy of Sonic Heroes and buy Viewtiful Joe instead.  Again, you draw on the knowledge you acquired from this article that the game is a whimsical celebration of all that is fun and the best game of the year.  You have many weeks of joy with your new game, safe in the knowledge that you have not wasted your money.  

    Make no mistake about it: The publishers hate gamers like you.  They're out to make money, and sometimes the only way to do that is to develop a substandard game and market it as the next Vice City.  Causal gamers will buy it if it's well sold.

    That is why you need to learn the warning signs.

    Firstly, if you see a game advertised with no in-game footage or screenshots, it's usually very, very bad.  (Examples: Harry Potter, any Army Men game)

    Secondly, if you see a game in the shops that hasn't yet been reviewed by anyone, it's usually very, very bad.  (Examples: Mega Man X7, any Army men game)

    Finally, if a game is based on a movie, it's usually very, very bad.  (Examples: Terminator: Dawn of Fate, Charlie's Angels)

    The best way to know whether a game will be any good or not is to get hold of demo discs.  These are given away monthly with the Official PlayStation 2 magazine.  This way you can find out for yourself which games you enjoy playing.  Do NOT, however, trust the reviews in this magazine.  Since they are official, they cannot give damning verdicts on Sony games that deserve them.

    Another way to get trustworthy information is the Internet, specifically GameFAQs.  The users there are people, just like you and I (Except LUE, but let's not dwell on them), and the opinions they express tend to be accurate.

    These tips should ensure that you do not waste money on a bad game.  Good luck, and I'll see you next month.

    Ooh, almost forgot: Don't buy games by EA.  They are patronising and heartless. 

- Stuart Gipp


 

XIV.

This Issue's Topic: Top Ten Rules to Live By

    There are always some basic rules or a code to hold near and dear to your heart when it comes to any aspect of life.  These codes can be anything from "treat others the way you want to be treated" to "floss after every meal".  It's good to keep rules like this handy, so I figured I'd compile a list of the most essential mantras to live by when it comes to gaming in general.

Rule 1: Become familiar with every system released.
   
You never know what you will find while just going to a yard sale or a swap meet.  If you are familiar with the different makes and models of certain systems, highly sought after games, and different peripherals, you can save yourself the trouble of missing out on an unbelievable find.

Rule 2: Follow the Market.
   
Prices are always fluctuating for certain games and systems.  To make the best purchase with your money, pay attention to prices on Ebay, retail prices (online and offline), and the Digitpress Price Guide, and try to find a price you are comfortable with.

Rule 3: Boxed is ALWAYS better.
   
When collecting, boxed games and systems will always have more collectors' value.  If it's feasible, make the effort to buy your stuff boxed.  This also means you should keep your boxes!

Rule 4: Be careful when buying things to trade or sell.
   
Try to stay away from common items (things like Super Mario Bros. for NES, spare PlayStations, etc.) whey buying extra stuff to sell or trade.  You will end up having trouble getting rid of them since everyone and their grandmother has them or has easy access elsewhere to them.

Rule 5: Maintain your collection.
   
A regular cleaning of cartridges, systems, and an overall dusting of your gaming area will help prolong the life of everything as well as make it more presentable.

Rule 6: Don't go broke buying games.
   
Make sure you have some money leftover from buying games.  Before you know it your wallet will be screaming because of the strain you put it through, so pace your spending by setting a budget for yourself.

Rule 7: Be wary of 3rd party hardware.
   
What may be cheaper, cooler looking, and more versatile than the regular brand may only be a cheap piece of plastic with bad wiring.  Be careful and do some research before buying from a 3rd party brand.

Rule 8: Tell people you collect.
   
Mention to people that you trust that you collect video games.  In the long run, these people may be able to give you video game stuff that they don't need any more, or might just spot a killer deal for you.

Rule 9: Buy cheap package deals.
   
If you see a bunch of games going for a lump sum that is within your budget, get it.  Just make sure that there are a few games that you want or that are easily tradable; you don't want to be suck with a bunch of EA Sports titles from the mid-90's.

Rule 10: Enjoy yourself.
   
This rule is applicable to everything in your day-to-day life, but you shouldn't forget it.  Hobbies are all about fun and your personal enjoyment, and should be treated that way.  In the meantime, game on, my brothas and sistas. 

- Allec Johnson


XV.

    I was lucky enough to  be watching the local news when they actually had put together an interesting story.  Video games can actually make people become better surgeons.  The newsman spoke with a doctor, who was playing Soccer on the NES.  The doctor informed him that kids in the arcade could become the next generation of physicians.  Kids who play video games can pick up the concept of laparoscopic surgery quicker than those who don't.  Training for this uses a "video game" in which the surgeon controls two rods on a screen by moving around the rods on a controller.  Training with these will help the surgeon to become more accurate and rapid.

    Video games will not make you a surgeon, obviously, but they are a good start for those who will later choose the medical path.  Hand and eye coordination is increased from playing video games, as is abstraction.  Concepts will be picked up easier for gamers because they are used to being given objectives -- they are used to being sent on missions

    Some of the best children today are the ones that sit alone playing Game Boy.  They could have a good future.  A lack of ambition and drive is usually associated with this type of person, but that is not usually the case.  They are comfortable learning concepts by themselves.  Everyone has a different personality.  The gamers should not be changed because it could end up saving lives. 

    - Brian Vanek


XVI.  

Many other magazines, online or paper, boast advice columns like this one.  However, what other magazines can promise a video-game-related-dilemma every single month?  None, I tell you.  Without further ado, GameCola is proud to present Jenna Ogilvie's Double with "Advice for the Sensitive Gamer".

Dear Jenna,

    Have you ever had this happen to you?  I get really far into a game, like maybe halfway through it, and then I find another game that I want to play and give up on the first game completely.  And then I'll get about halfway through that game before I find another that I want to play.  And so on.  I can never get the full enjoyment out of these games I play because I am never able to fully complete them without coming across a new one to play.  So how do I break the cycle?  How do I stop myself from switching games so often?  How do I get myself to be focused on just one game?  Thank you for your time.

Sincerely,
The Game is Half Empty

Dear Half Empty,

    Though I am not really Jenna, but merely her double, I have no clue what you are talking about.  Where I come from, girls are not allowed to play video games since it is assumed that they all suck at it.  That's one generalization that I hate; I would love to play video games.  The fact that you can play video games at all should be enough for you.  However, I suspect that the reason you are unable to finish a game is that you suffer from ADD or ADHD, quite possibly both.  Take some Ritalin and get back on the gaming horse, buckaroo!

Love, Jenna's Double

Dear Jenna,

    My son plays entirely too many video games, and I fear that they might be getting in the way of his school work.  Instead of studying for an upcoming test that he may have (even if he doesn't, he should still be studying), he's wasting time with his Nintendo, or "saving the world", as he calls it.  At the moment, he is an honor student, but I am afraid that his classes are going to get harder and that he will be far too busy with his games to put enough effort into them.  How can I talk some sense into my son?

Sincerely,
Worried About My Baby

Dear Worried,

    As a double, I know the importance of saving the world.  In the world where I come from, playing video games has indeed saved the world countless times.  In any case, playing video games is far more important than studying for tests.  And if your son is like most of the honors students I know, he'll breeze through the tests without studying anyway.  Oh yeah, could you send your son over to my world?  He sounds like a great champion and we desperately need another once, since the last champion failed to graduate from high school.

Love, Jenna's Double

- Jenna Ogilvie's Double

Moral dilemma?  Help with your love life?  Crying hysterically because you're stuck on the 11th level of ToeJam and Earl and can't get past those god-damned boogeymen?  Write to Jenna at jogilvie@gamecola.net for all your Sensitive Gaming needs!


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