Posted by: peanutmaster | April 15, 2008

Peanutmaster goes live!


Ok, for the past seven months whilst I’ve been around you guys have been battering me with questions day and night! Not that I hate it, in fact I love answering them all! That is why I have opened up a new widget on my sidebar that means that you can talk to me – live! For those that aren’t computer nerds that means you’ll be able to talk to me through the green box on the left of my page and down a bit. Great or what!!!

This change has not come alone. I have also added a people counter that shows how many people are on that page at that given moment. Another big change is a box near the top of the site with a video that changes regularly! Yes, it’s the ‘Video Of The Day’ box! More changes are on their way, so stay here!


I just run over some fat porker…wait, it’s Winston Churchill!!!

Adding a twist on ww2, Turning Point is based on an alternative history, where Winston is hit by a taxi and killed outright. So, without old winston to be a pain to the nazis, they slowly take all of europe unchallenged, then they set their eyes on USA, presenting the possibility of what could have happened to Europe, the United States, and the rest of the world without his leadership…

You play as Dan Carson, an average construction worker who’s got no connection to the war. The aim of the game is not to win the war as such, but to survive it as this average guy. At least you have some pretty nifty weapons, all from the WW2 era. You even have some weapons that were’nt actually put into production, like the LandKreuzer P. 1000 Rattle!

The starting level is brilliant!!! Planes whizzing by as you feverishly try and get off the girder and out of the building while the other construction workers are, how would you put, in a spot of trouble. This level is the best in the game. Sadly, this is an easy mission and is pretty short lived.

 The game on the whole is pretty dissapointing after that. Which isn’t good at all. It’s just so annoying because this game could be a protential goldmine!!! In fact it’s hard to understand how Spark Unlimited missed so good opertunities for good levels!

But it isn’t brilliant. The game is short, the gunplay is very slow and bulky and it seems that there’s a lack of bullets in every stage. So instead of enjoying the game, you’ll always worry about where your gonna get more ammo next. They did develop this grapple move though. This is where you can do enviromental kills, which basically means using the enviroment to kill your opponent (like dumping some guys head down the toilet), quick kills, and holding a enemy hostage. This is good for regaining health but it disturbed me greatly because the germans don’t care about their mate at all and just keep pumping lead into the guy you have taken hostage (I actually think they fire more into their tied up comrade)!!!

Overall, Turning Point is a flawed game that could have been brilliant. It’s levels are samey and boring, ammo is nowhere to be seen and there is no point to taking a hostage!

RATING: 53%

A huge dissapointment.

Posted by: peanutmaster | April 13, 2008

Club Penguin April Updates


April. Springtime. The snow is melting and the sun shining. Not in Club penguin. Ah well, at least a new pin’s been placed!

Yes, it’s the Pyramid Pin and it’s on the table in the Book Room above the Coffee Shop!

And there’s more new stuff happening this april: On the 11th a new stage was put out in the theatre! This time it’s all about ‘the quest for the golden puffle’. The scene looks a lot like Egypt, and mummy and pharoh costumes can be found in the costume, along with explorer outfits. Great! One problem I did find with this new stage is that it is fairly hard to get around the crocs and bridge! Never mind….

I also found out something quite creepy this week, too. For a while I have read reports of ‘ninjas’ in Club Penguin. People have apparently spotted penguins that look darker than the usual black and are wearing masks. I didn’t belive any of these rumours. Then I noticed a something in the mirror in the Ski Lodge. Is it just the reflection of the moose, or is it a ‘ninja’?….

 And I will leave you now with a funny video I found today…

Posted by: peanutmaster | April 12, 2008

Ratchet And Clank: Size Matters – High Impact Games – PSP


Ratchet and Clank has always been a personal favourite of mine on the playstation consoles. Size Matters is no exeption.

Yes, the butt-kicking duo have returned with yet another enormous arsenal of weaopns and gadgets and a whole new galaxy to explore. Ratchet and Clank start off on an adventure to save a young girl called Luna and end up with a whole new aim in mind (no spoilers….).

The best bit of the Ratchet and Clank series has got to be the amount of weapons you can use and the pure destruction you create when firing them! Size Matters is no exeption in this aspect. There is also a lot of things to do, including lots of Clank minigames and loads of planets to explore. There is even a few skyboarding events to take part in! A hell of a lot of collectables can also be found scattered around the levels, too: extra weapons and even cool armour! Do not fear, this will last you a loooong time!!!

As always, the graphics here are perfect and the explosions looking stunning. The whole game is very bright, which suits the feel completely. The gameplay matches this with brilliant battles and the original platforming shining through. Multiplayer mode is also included in Size Matters, letting you challenge up to four friends to an explosive game. Clank is also a playable character in some stages once again. Hooray!

Overall, Ratchet And Clank: Size Matters is the same, classic Ratchet and Clank game we all know and love, but on a slightly smaller scale. And you still have that enormous arsenal of weapons!

RATING: 94%

Posted by: peanutmaster | April 12, 2008

Metal Gear Solid: Portable Ops Plus – Konami -Psp


Okay, I am very new to Metal Gear Solid, and having never played any of the previous games before, I truly regret it.

Metal Gear Solid Portable Ops Plus plays much like other games of this genre; seek the target, find a route, destroy all in your path. Simple. And that’s why I like this; some games could be much more like this but decide to over-complicate everything, so you dont actually know what to press to walk, let alone fire a gun!

Unlike  Metal Gear Acid and its sequel, which were turn-based strategy games with stealth elements, this retains the action-based gameplay from the console iterations. Great in my opinion.

In MGS: POP you can play as a number of new characters alongside the classics like Solid Snake. On every mission you work in a group but always on your own. This means that it feels like you are on your own, but if you die (highly possible in the later stages…) you have a couple more people to use. This is possibly the biggest change from the previous games.

The graphics here are brilliant. I love looking around from the top of a building to spot the enemies positions and gazing in awe at the visuals. This can all be too much, however, when your crawling through a tight tunnel being chased by armoured guards.

Having never played a Metal Gear Solid game before I cannot compare this to any other versions but I do say that this a good game. The only bad points are that compared to the likes of Tenchu (a personal favourite) there is not that many enemies on some missions. And then there’s the issue about the size of each area: they are all tiny and!!! This is the downfall of the multiplayer mode.

HINTS AND CHEATS:

  • Roy Cambell

    Successfully complete Infinity Mission on the Extreme difficulty setting to unlock Roy …

  • All Taunts

    Find all 68 entries on the soldier list, then successfully complete an Infinity Mission…

  • Arms magazine Nile Crocodile soldier (Japanese version)

    Enter “TTOGZWSREYD” as a recruit password to unlock Arms magazine Nile Crocodile soldier.

  •  Overall, MGS: POP is a good game with great graphics, yet limited enemies and lacking in space. A bit bigger next time, maybe…

    RATING: 74%

    If you liked this, try the Tenchu series.

    Posted by: peanutmaster | April 8, 2008

    Club Penguin Minigame Walkthroughs


    Okay penguins, look at this! Yep, walkthroughs for the minigames have arrived!!!!!!!!!!!!! Waddle on in happiness!!!

    Aqua Grabber:

    Thin Ice:

    Astro Barrier:

    Jet Pack Adventure:

    Cart Surfer

    Hope this helps. More walkthroughs coming soon!!

    Posted by: peanutmaster | March 31, 2008

    Square Enix Talks about Crisis Core


    I am a big fan of Final Fantasy, and when I read an article on Playstion.com published on the 11/03/08 with Square Enix talking about the lastest edition to the series, Crisis Core, I was eager to share it with you! Here’s the same interview:

    How does the storyline of Crisis Core on PSP relate to the much loved FFVII on PlayStation?

    You could say that what Zack leaves behind in Crisis Core provides the foundation for the opening of the next chapter, which of course is Final Fantasy VII.

    What would you say is the main theme of Crisis Core; is it different from FFVII?

    The overall theme of the game is – Legacy. We wanted to show how the way one person lives his or her life influences the following generation, and paves the way for a new age.

    This applies both to the events that occur in Crisis Core, and how Crisis Core itself serves as a retroactive precursor to Final Fantasy VII.

    What was your experience of developing Crisis Core, given the strong history and fan following of FFVII?

    The initial release of Final Fantasy VII ten years ago had a great impact on me as a game designer. That is why when they asked me to oversee the development of Crisis Core, I felt extremely honoured, and I learned during the project that it is the remarkable support of our fans that has kept Final Fantasy VII going for all these years. To channel all of that enthusiasm and energy into creating a new title was a remarkable experience.

    How have you achieved a balance between consistency for existing fans and accessibility for newcomers?

    In order for everyone to enjoy the story, the difficulty of the main story mode was set relatively low. Many of the side missions that appear throughout the story, however, were tuned to satisfy the more hardcore players.

    Can you explain the battle system used in Crisis Core and the thinking behind it?

    The basic structure is that of an action-RPG. Technically, the format used is the ATB (Active Time Battle) system that was also used in Final Fantasy VII, but since the player controls only one character in Crisis Core, the ATB mechanics were accelerated to enhance the action element of the gameplay while maintaining the overall feel of an RPG.

    Meanwhile, we added another feature called the DMW (Digital Mind Wave) system, which within the frame of the story is defined as the SOLDIER combat psyche.

    In practical gameplay, this is represented as a slot-reel that continually spins during combat, and if the pictures match when it periodically stops, it allows Zack to perform special manoeuvres, changes his physical state, and so on.

    We implemented this system for three reasons. The first was to add variety to the combat sequences and prevent monotonous gameplay. The second was to add an element of luck into the battle system, so that novice gamers would have a chance at finishing the game. The third reason was to enhance the storytelling aspect of the game, especially for the final boss battle.

    If you want to see more PSP news, visit Playstation.com (http://uk.playstation.com/psp/).

    Posted by: peanutmaster | March 29, 2008

    Is Psp getting a new look… Again?


    If you were to take a look at the online manual from Sony Computer Entertainment you will notice labels. The labels are PSP-1000  for the old Psp fat series. PSP-2000 for the Slim that came out last year, and now there have been spottings of a PSP-3000 label in the manual. This could very well indicate a new re-design for Sony’s favorite portable handheld, but do we really need another model just after the slim?

    sony-psp.jpg

     

    Posted by: peanutmaster | March 29, 2008

    April Fools Club Penguin!


    Visiters to Club Penguin will have noticed that for the last few days the world has had a makeover to suit April Fools Day!

    This very amusing new makeover includes Many bulidings looking crude as thouh they have been drawn, The forest being upside-down, being able to waddle super fast in the docks, snow forts melting and the iceberg looks like a drink with ice in! All this mayhem, along with cool new music is by far better than any other CB celebration I have witnessed, as the team obviously put alot of effort into it all.

    There are also a fair few freebies to get your hands on, too; a box of swirly glasses can be found floating in the cove, whilst a propeller hat can be obtained inside a box in the ski village. The latest pin is also lying around. To get this crayon-shaped pin just go to the mine and join all the dots together. Yes, the past few weeks have been great for freebies and new tasks, with Saint Patrick’s Day hats available and ven the Migrator washing up. This event set off the new minigame; Aqua Grabber. If you have not yet played this, I fully recommend you should! The aim is to gather all the pieces of Rockhopper’s ship together. Good Luck!

    untitled-4.jpg The swirly glasses are in the cove….

    redcap.jpg… And the hats in the ski village!

    aprilfools2.jpg

    So, enjoy CB for the next few days and gather together a few freebies! Here’s a list of upcoming events on Club Penguin!

    events-1.jpg

    Waddle On!

    Posted by: peanutmaster | March 29, 2008

    LEGO Star Wars: The Complete Saga – Lucas Arts – DS


     256px-lego_star_wars-the_complete_saga.jpg

    Ok, I admit, LEGO Star Wars surprised me on most consoles; the gameplay was like nothing I’d seen before! Then, of course, Lucas Arts had to make the risky decision of making a Ds version. The outcome wasn’t the best Lego Star Wars ever…

    For a start, the gameplay is too easy. This always a bad sign in platforming games. Then there’s the graphics. Ok, they are alright Ok, but I have seen better. The poor camera angles don’t improve things in the visual section either. Wouldn’t it be alot better if the camera view  during the racing levels was behind you rather than above?!

    At least the attention to detail is there; you can smash loads of stuff in the levels and if you look in the Cantina you’ll see a small band on a stage playing the music!

    The minigames are not the best part of the game. WHO WANTS TO PLAY A MINIGAME WHERE YOU HAVE TO WASH A WINDSCREEN!! Ok, I do like the one where you’re controlling Grevious’ Wheel, dodging all the obstacles. A bit.

    A better part of Lego Star Wars: A Complete Saga on Ds is actually in the Cantina. Here, you can buy more characters to play as, and even swap their body parts round (well, they are lego).

    There is also alot to collect after completing the game, with means you won’t get bored quickly. Oh, and did I forget to mention that all the original sounds are still in there? Yep, Complete saga has all the famous Star Wars music and FX, making the whole game sound brilliant.

    1177_6_274664eda5.jpg

    Overall, this game doesn’t add much to the first games; if you’ve played them, you’ve played this. But despite the linear levels and easy missions, this game is just so darn addictive! In fact, I might just play it now…

    RATING: 78%

    Posted by: peanutmaster | March 28, 2008

    Lifesigns: Hospital Affairs – Spike – Ds


    Here’s my diagnosis: the actual surgery isn’t as good as Trauma Center, even though the process of identifying illnesses by rubbing girl’s bodies is quite smart and the artwork, overall, is much better. 

    lifesigns_18.jpg

    The main problem with Hospital Affairs is that there just isn’t enough gameplay here to satisfy – most of the time you’re busy busy chatting with hospital staff. True, the character’s are better realised than in Trauma Center, and there’s a charming soap opera, but there’s more tedious reading than actual gameplay.

    lifesigns_06.jpg

    Overall, the fact that Hospital Affairs is heavy on text and low on gameplay makes it less appealing than Trauma Center.

    RATING: 59%

    Posted by: peanutmaster | March 22, 2008

    Daxter – Ready At Dawn Studios – Psp


     240px-daxter_with_rating.jpg

    Who knew that the key to platforming sucess would be to put the sidekick in the spotlight?! And I’m am really not kidding, here; the levels are big, the graphics are great and the gameplay is amazing! 

    Daxter is set just before Jak II, where Jak is freed by Daxter in the beggining of the game. This has been the main goal throughout the Daxter game.

    Don’t be fooled; Daxter isn’t just a smaller version of the main game – it’s just as big and just as fun! The big differences are that Daxter’s main enemies are giant, metal bugs (you are working as a bug exterminator for an old man named Osmo – why Daxter thinks this going to help him rescue Jak I cannot answer) and the usual weapons have been replaced with quirky, large swatters, bug sprays and a flame thrower! The stages are layed out slightly differently to the ones in Jak – as Daxter you can crawl through tiny gaps and air vents.

    daxterart_35.jpg

    No levels are the same – One minute you are atop scaffolding in a construction site, the next you’re on top of a train in a subway. Daxter is never boring, and never repetitive – just pure platforming fun! You are also motivated to replay the levels again and again to find all the Precursor Orbs to unlock extras or minigames (play by jumping on your bed in Osmos shop):

    Unlock videos:
    1000 Precursor Orbs – Behind the Scenes
    700 Precursor Orbs – Concept Art
    600 Precursor Orbs – E3 2005 Trailer
    900 Precursor Orbs – Game in Construction
    800 Precursor Orbs – Intro Animatic
    Unlock Minigames:
    1 Precursor Orb – Matrix Minigame
    100 Precursor Orbs – Braveheart Minigame
    200 Precursor Orbs – Lord Of The Rings Minigame
    300 Precursor Orbs – Indiana Jones Minigame
    400 Precursor Orbs – Matrix II Minigame
    500 Precursor Orbs – Lord Of The Rings II Minigame
    CHEATS:
    Indiana Jones Hat – get gold on the Indiana Jones Minigame.

    Jak Mask – The Mask can be found in the prison level, in the second cell block with 3 guards patrolling it. If you sneak behind the guards, following the guards counter clockwise. You will find the key behind the second pillar. Now the first door you see(northeast) open it and smash the picture on the shelf. The Jak Mask is now yours.

    Ratchet Mask – The Ratchet Mask is in the Subway level. After the part where you jump from train to train, you’ll come to a section where you have to climb up some net, while avoiding the energy going up it. When you reach the top, look down the side closest to the entrance to next part of the level. Drop down onto the ledge, smash the picture, and you get the mask.

    Samos Mask – The Samos Mask is in the Lumbermill stage. After the first bug zapper, you have to pass a few saw blades. After that , if you look to your right, you’ll see a tunnel with a saw blade in it. Look towards your left. You’ll see a stream. Jump off the platform to your left, and hover, staying close to the wall. After a few seconds, you’ll come to a small space in the wall. Inside is the picture. Smash it, and you get the Samos Mask.

    Clank Mask – The Clank Mask is in Tanker 1. After Several of the spring pads, you have to climb up a wall. When you get to the top, turn around. there’s another wall you can climb. Hover over to it, climb it, then turn around again. You’ll see the picture on the ledge across from you. Hover over, then smash it.

    Human Daxter Mask – The Human Daxter Mask is in the Hotel Level. After the first pipe slide, you run up a slope. When you get to the top, trun around. You should see a ledge. After you get the Flamethrower attachment, you can reach it. On the ledge is the picture. Smash it, and You get the Human Daxter Mask.

    Daxter has everything a great platformer should; good visuals, good controls, easy to switch between weapons, great levels – who would have thought that Daxter could have a game of his own – and a good one at that!

    RATING: 97%

    If you liked this, try Jak II.

    Posted by: peanutmaster | March 21, 2008

    Advance Wars: Days Of Ruin – Intelligent Systems – Ds


     I love Advance Wars

    Advance Wars: Days of Ruin, though not the first Advance Wars title on the DS, manages to advance the tried and tested turn-based strategy formula that has made the franchise so popular. Days of Ruin is still very true to the series, despite having a number of improvements over its predecessors. Whether it’s worth the purchase will depend on how much you fancy multiplayer.

    A hearty campaign ripe with character-driven conflict is at the core of the game; this time around there’s a markedly darker overtone to the tale. Most of the world’s population has died as the result of a meteor shower that leaves the Earth in ruins. The surviving superpowers rally the troops and begin to salvage land and resources in the hopes of rebuilding their empires. Naturally, scarce resources and tough times lead to hostility, which ultimately results in a global war.

    The narrative is a compelling part of the game, but the battles will be what keep players rolling along. Thanks to some great improvements, Days of Ruin manages to enrich the Advanced Wars experience. Though the series may have gained notoriety for simplifying the strategy-RPG genre down to its core without making it easy, Days of Ruin has a welcome amount of additional complexity. The introduction of individual unit levels promotes more micromanagement, which does reduce the amount of rebuilding that you’ll want to do. Other changes include the downplaying of the “Commanding Officer Powers,” as well as the introduction of various new kinds of terrain.

    The most significant improvement—and one of the biggest selling points—is the new multiplayer side of the game. In addition to voice chat-enabled online multiplayer, players can create, upload, and share custom maps, allowing for quite a bit more variety. For fans of the series, this alone will likely be worth the price of admission. Unfortunately, the time spent on the multiplayer does take its toll on the rest of the game in certain ways: aside from the campaign, there’s very little single player action. Notably, the “War Room” mode, which offered a variety of preset single-player missions that were customizable, has been gutted. Thankfully, the skirmish “Free Battle” mode is intact.

    The new graphical style is attractive, but there is a slight disconnect between the cut-scene sequences and the map-level presentation. Map-level play maintains the original titles’ colorful, cartoon-inspired design, while the cutscenes and character art are styled with a harsher, more adult-oriented manga direction. This is especially noticeable due to the use of the patented “next-gen” color scheme: grays, browns, and other dark and drab colors dominate the color palette. 

    Ultimately, it’s the game play that will keep players interested, and Days of Ruin certainly does not disappoint. The game’s mechanics have been improved with newly added layers of complexity that make combat a bit more interesting without sacrificing the game’s simplicity. The new multiplayer options significantly increase the game’s replayability: online multiplayer with voice chat is a big addition, as is the improved map editor that now allows you to share your maps online.

    Unlockable: Characters
    To unlock the following characters for use in the game, complete the corresponding missions during your campaign.
    • Caulder – Mission 26
    • Forthsythe – Mission 14
    • Gage – Mission 13
    • Greyfield – Mission 21
    • Penny – Mission 24
    • Tabitha – Mission 25
    • Tasha – Mission 12
    • Waylon – Mission 20

    This title may be a little harder to get into than other Advance Wars titles, but if you want to expand the experience and enjoy some well-designed multiplayer, this is a solid title. Fans of the first game who simply wanted more of the same may want to give this a try before buying.

    GUIDE: Mission 14:

    Due to a large request, I have created a short guide for possibly the hardest mission; Number 14. Here it is!

     A Hero’s Farewell

    This map will see you facing off against the combined sea, air, and ground forces of the Lazurian army. You have plenty to worry about, and the map will take somewhere around 15-17 days to complete at best, so be prepared for a long haul.

    One of the new map features here are the meteor fragments that litter the landscape. Meteors prevent any units from passing by them, including air units. Two meteors to your north also emit a plasma ray between them, making for a long barrier across the map. It’ll slow your enemy’s ground forces down a bit at the outset, which is good for you, but you’ll eventually need to snap the plasma string by destroying one of the meteors. That’ll let you make a run for the enemy HQ, but that won’t be happening for quite a while. This barrier is why this level is soo hard!

    Elsewhere on the map, you’ll note that your enemy begins the round with a battleship, a carrier, and a cruiser, which match up with your submarine and a cruiser of your own. The enemy obviously has the advantage here, especially since you will be restrained by lack of funds from building a carrier or battleship of your own until day three at the very earliest. It’s best to torpedo their carrier (which takes a bit of luck), then simply cede the seas to them. Their battleship won’t be a very large factor in the fight unless you’re not careful.

    The basic plan here is to move troops up to the enemy HQ and capture it; attempting to destroy all the enemy forces is probably impossible unless you want to take a very long time with this mission. To capture the enemy HQ, you’ll need a large army of mid-tanks to smash through the enemy lines and a couple of transport copters with infantry units (which will head to the northeastern corner of the map and approach the HQ from there when it’s relatively clear). To support this army, you’ll want to eventually have a couple of fighters hanging around (this will be especially important if the enemy carrier stays active, as it’ll begin pumping out seaplanes) to dissuade enemy air units from attacking your forces, as well as some b-copters to help in the fighting and to act as sacrificial lambs.

    As a note, you shouldn’t need to begin building anything until day four, when your war machine can start ramping up production. You won’t likely ever need to build any sea units.

     

    Day One

     

    Move your submarine as far north as it can go and submerge it, while your cruiser moves against the southern edge of the screen in an attempt to lure the enemy battleship downward. Elsewhere, start moving towards the various factories and properties you can capture. The most important one is the airport in the southeast. No need to destroy the meteor in front of it, though; just move the infantry near it to the north of the mountains, and you’ll be able to begin capturing it on Day 2. The other two infantry units should capture areas, as well; you can load one of them onto the rig and have it drop them off on the nearby factory to begin capturing it on day two, as well. Apart from that, move all of your army to the east a bit (don’t worry about destroying the meteors near your start position; just leave them be) and attempt to block the enemy tank from coming your way. On the enemy turn, it may attack one of your units, so try to ensure that your mid-tank is farther north than everything else.

     

    Day Two

     

    Begin capturing the airport and the factory. Move your submarine north past the enemy cruiser. Take a note of the enemy army strengths and start judging the forces that they can bring to bear on you; chances are that they have at least a couple of mid-tanks coming your way.

    The goal now is to create a bit of a roadblock for the enemy forces. In the middle of the map there’s an unclaimed port with a city to the northeast of it. Enemy rockets just to the north of the plasma field have this city locked in, so you can’t really claim it, but that doesn’t mean that you have to let the enemy have it, either, although if they do manage to claim it it won’t be a big deal. You want to set up your roadblock near the city to the east of the unclaimed port. Capture that and park a mid-tank next to the river with your artillery unit behind it. That should prevent any enemy units from passing by, and will likely dissuade them from even approaching. (Keep in mind that when you start building fighters that they can hold these gaps quite well, since tanks can’t attack them.)

    The rest of your army is going to start moving over the bridge across the river towards the string of three properties along the eastern side of the map. This is where you want to start building up your armies for what eventually will become the final strike. Move your rockets here, making sure that they can fire on the enemy meteor when the time comes. Since it’ll take two rocket blasts to destroy the meteor, hit it once, then wait for the second strike until you’ve built your army up and are ready to proceed.

     

    Day Three

     

    What happens with your sub on this day will mostly depend on the positioning of the enemy carrier and battleship. If they block the passageway leading to the north, you likely won’t be able to reach the enemy carrier; attacking the enemy battleship is a decently acceptable tradeoff, since you will likely be able to kill it next turn, even after the enemy cruiser attacks your sub. Still, the carrier is the better target here. If you do get a clear movement path up the western side of the map, park your submarine on the narrowest part of the water, where the unclaimed property lies on a cliff. If you’re lucky, that will let you prevent the enemy carrier from passing you by, which it likely will if the carrier discovers you on its movement turn.

    Keep moving your units across the bridge to the small string of properties, and continue to capture anything you can; you’ll need plenty of cash to pull off this upset victory. Again, though, don’t bother with the city that the enemy rockets can hit, and don’t bother with the port, either; you’ll get pounded by the battleship before you can capture it.

     

    Day Four

     

    With any luck, your sub will hit the enemy carrier here, sinking it. If that happens, the sea fight is basically over for you. The smart play is to move your sub near, but not on top of the enemy docks. Since you don’t really care about enemy sea power, you can let them build whatever they want at the docks; it won’t affect you too much. They’ll probably build another cruiser in the hopes of sinking your sub, which is fine; it’ll sink from lack of fuel anyway.

    You can move your soldier off of the airport at this point and build a fighter. It can be used to block the gap up north and prevent enemy units from approaching you, if you wish. Continue moving your units across the river and into the properties to capture them. Note the enemy rockets, though; it has a decent firing range. The farthest north your units can go will be the bridge leading to the eastern edge of the plasma field, so park them there, and don’t forget to get your rockets in position to hit the meteor.

     

    Day Five

     

    At this point, the enemy ground forces will act somewhat erratically, refusing to press the attack, especially if your b-copters protect the main force of your army. That’s fine, you can let them alone for a while. Continue to build up your forces, and attempt to make one more fighter, then a couple of t-copters in the turns ahead, which you’ll need to load infantry onto. B-copters will eventually also be helpful to have. Your eastern factory should build mid-tanks whenever possible, and your rig might want to build a temporary airfield in the middle of the northern properties.

    From here on in, you have a rough equilibrium between yourself and your enemy’s forces. This is where you want to make your quicksave, because a lot of things can go wrong here. At any rate, you want to build up a force of four or five mid-tanks in addition to the two b-copters and two tanks you started the game with. When you have your mid-tanks assembled near the bridge leading to the plasma beam, fire a rocket at the meteor to drop the beam. You’ll probably want to do this on day nine or ten. If you have a mid-tank on the bridge itself, it should be able to move far enough to hit the enemy rockets and deal it a serious blow. At this point, your strategy will depend on what units your enemy has built; chances are good that it has at least one fighter on its side, which you will probably want to lure into range of your missiles and take down before it disrupts your transport choppers.

    The basic thrust here will be to move your mid-tanks, tanks, and all other applicable units as quickly as possible towards the enemy base as you can. The t-copters will escort the infantry up to the northeastern corner of the map, hopefully out of harm’s way, and when the enemy HQ is cleared, drop them onto it and begin capturing it. It’s important to cover the enemy factories and airport with units; feel free to drop a t-copter on top of them if possible. The specifics of the thrust will, again, depend on the specific makeup of the enemy army. With any luck they’ve wasted money on naval units, leaving a ragtag group of infantry and anti-air units to defend their base, which your mid-tanks should be able to sweep through.

    RATING: 79%

    Advance Wars is perfect for the Ds.

    Posted by: peanutmaster | March 19, 2008

    Croc: Legend Of The Gobbos – Argonaut Games – Ps


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    An old game that deserved much more…

    Most of you will have never played Croc, and maybe never even heard of him! But the fact is, Croc: Legend of the Gobbos is a brilliant game. As well as looking better than most other PS games, it plays just like Mario 64! The levels are varied and consist of Mind puzzles and almost perfect platforming, and the bosses are original, with creatures like giant ducks, boxing ladybirds, enormous fish, hairy men with jet packs and even a little boy with a bunch of balloons floating over a large hole!

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    The main goal of Croc is to find all the Gobbos that have been scattered across five islands by the evil Baron Dante. But beware; his minions (the Dante) are guarding them all! You don’t have to rescue all six Gobbos in each level to move on to the next, although to complete the game this is nesessary.

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    You won’t ever get bored when playing this game, as each level is completely different from the last. As you go about your mission, you’ll traverse icy, desert, cavern and even castle levels. The enemies are just as varied.

    CHEATS:

    Unlock all levels – To unlock every level (including the ones on the Secret island) enter the following code; LLLLDRRLLDRDLUR

    The controls of Croc could be a bit easier, as it’s far too easy to fall from a narrow platform. But apart from this, I think this game is amazing. Croc: Legend Of The Gobbos has graphics that are brilliant compared to other PS games, in almost every way. My only question left is why has this game been long forgotten by many?

    RATING: 82%

    If you like this, try Mario 64 Ds.

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    Posted by: peanutmaster | March 18, 2008

    Super Smash Bros. Brawl – Nintendo – Wii


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    Brawl is finally here!

    After years of waiting that were lengthened by numerous delays, Super Smash Bros. Brawl has finally hit the shelves. While most gamers will have to wait until March (or later, for those outside of North America) to get their hands on this title, an estimated 500,000 copies have fallen into the hands of players in Japan, including myself. After putting quite a bit of time into this game, I would have to say that it was most definitely worth the wait, and that those still waiting have something to get excited about.

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     From the very beginning, Brawl is indeed quite different from the previous entry in the series on the Gamecube, Melee. “More items, more characters, and more features” could be used to sum everything up. And while many fans of the last entry wanted something along these lines, the results are not what most expected. The game has caused quite a stir among many competitive players, but most will find almost every change welcome, especially making the game more balanced for players who aren’t as serious.

    Going into the launch of this game, I decided to re-acclimate myself with the Smash universe, and play through Melee to get ready. Having not played on a truly competitive level, but still being aware of the more advanced tactics that are used in higher level play, I was curious to see whether or not these would be retained in Brawl. And indeed, many will find that these have not been carried over. This is probably due to the fact that most of those things were merely exploits or glitches in the game, and not truly meant to be there. I’m personally glad this was the case, as it makes the game a great deal more accessible to casual players, especially new players that have never experienced the series before.

    screenshot  – Such a variety of levels, including this Animal Crossing inspired area…
                                                                                                                                                             The roster is also quite different this time around, having a nice mix of older characters and newcomers alike. The addition of Solid Snake of the Metal Gear series was perhaps the most surprising, mainly because Metal Gear is a series that is quite different from any of the major Nintendo franchises, and the character Snake himself doesn’t quite seem to fit, at least at first. Sonic of the classic SEGA Sonic The Hedgehog games is also here, and it’s weird but satisfying to see Nintendo and SEGA’s mascots duke it out in the same game, considering the history between the two. But then again, they seem to be getting very friendly, with Sonic also appearing in the recently released Mario & Sonic At The Olympic Games. Then there’s Mr. Game & Watch. Possibly the strangest character in Brawl, and the oldest, too. But it takes blood, sweat and tears to unlock him.

    Many off-beat and forgotten characters were included, such as R.O.B./Robot (from the NES, a nifty peripheral used in conjunction of Gyromite and another, more forgettable game, Stack-Up), Pit (from the Kid Icarus series), Pikmin & Olimar (from Pikmin, of course), and Dedede (from the numerous Kirby games, many times appearing as the boss). Returning characters include: Mario, Fox McCloud, Bowser, Samus, and Link. To that end, we get a nice diversity that was sorely needed since so many Nintendo franchises that weren’t being explored have finally got their comeuppance in the realm of Smash.

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     Items have also been changed, but most of the older stuff is still here, such as the baseball bat, proximity mine, Pokéballs (many Pokémon have been swapped for new ones, too), and rabbit ears. New additions are Assist Trophies and the Final Smash. Assist Trophies are similar to Pokéballs, but instead of monsters, characters from various series will come and help you out, or possibly hinder you and everyone else. Some of the more interesting ones include having a strange Nintendog cover up a large portion of the screen causing it to be incredibly difficult to keep track of what exactly is going on. I personally enjoy the Excitebike one, where, once thrown, a steam of racers from the game will come out and attack for you.

    Final Smashes are essentially a floating item that must be broken in order to obtain. Once you explode it, your character will glow, and you can save the attack until you’re ready to use it, in which case you hit the B button. Depending on your character, you will either have a brief transformation occur, do a super move that will likely KO your opponent, or in Samus’ case, lose your armor to become a new character, Zero Suit Samus (which can be reversed if you use a Final Smash with Zero Suit Samus, thus giving her armor back). Almost every character has different moves, save for Fox and Falco, who both have a Landmaster tank warped to the screen and players are able to take control of the behemoth for a limited time. This is quite possibly the most powerful (and useful) of the Final Smashes, but the coolest is by far Sonic’s. After activating, the 7 Chaos Emeralds from the series surround Sonic, and he transforms into Super Sonic, who is a powered up version that is also able to fly (which can be quite difficult to control at times).

    screenshot 
    For those creative gamers out there, the new stage creator mode will be a blast to fiddle with. If you’re not satisfied with the starting ‘set pieces’, you can unlock more by creating and playing on levels made from this mode. There are three example stages from the beginning, though they are incredibly basic and are primarily there to see what an average stage might look like. The feature is nice to have in case you feel the original stages are not quite up to snuff. And speaking of original stages, there are levels from Melee in this game as well, though they are direct ports with no changes. While it is a shame that they weren’t redone, it is interesting to play on them and feel nostalgic. The game itself has a large selection of newer stages, and hidden ones to unlock as well.

    In fact, Nintendo has increased the unlockables this time around by a great deal, with music, items, Assist Trophies, and of course stages and characters. Most characters will be unlocked by playing the epic single-player adventure mode, Subspace Emissary. This is the first time in the series that there has been a “true” single-player mode, and this time there’s also plenty of beautiful cut-scenes to go along. While the plot is simple, it goes along with what the game represents, and does a great job of keeping you interested without dialogue. I myself did not expect the game to last this long, and it took over 8 hours to complete this mode, and that was only at 82%. This is because there are things to unlock still, even after completing the game. Starting off slow, the Subspace Emissary mode picks up and becomes quite engrossing. It may annoy some players since this is the only way (as far as I know at this time) to unlock certain characters, but once everything starts to pick up it becomes less tedious and more fun.

    screenshot – Wario; what are you eating…

    Lastly, the feature added that doesn’t really affect the main game, but could be considered the greatest addition to Smash, Nintendo WiFi compatibility means that we will finally be able to play with our friends online. This also means that any stages created in the stage builder mode will be able to get submitted to Nintendo, who will showcase different ones on a page inside Brawl’s online menu. Having not tried WiFi personally, I have heard that there are problems at the moment with getting connections to the main servers, though whether or not this is the case I cannot test. It is unfortunate that Nintendo will be limiting public play by only doing limited settings, though with private games everything is customizable. No voice chat is included, but each character is assigned four different phrases based on their taunts that are presented on-screen once you activate a taunt. Various other modes are included online as well, not just the regular Brawl (main) mode, such as Break The Targets and Home-run Contest. There is an interesting, smaller new feature added that many will be interested in using, which is the ability to take snapshots. These can be saved to SD card or the Wii itself, or sent to friends online to share your victories or show off interesting scenes, or even your latest stage.

    Super Smash Bros. Brawl is a vastly improved entry into the venerable series, and it is great to see Nintendo not sitting back and releasing a “Melee 2.0”. Instead, a new approach was taken, and everything about the past two games that made the series so enjoyable was increased exponentially, and thus making it a much more enjoyable game. This is the game to buy a Wii for, folks. Super Mario Galaxy may not have been that game, but this one definitely is. Brawl is easily the most fun I’ve had on a Wii, and could be the most fun I’ve had with a game in ages. It’s just that good. There is just so much to do, and so many different and refreshing things added that it would be a crime not to at least take a look.

    RATING: 98%

    If you like this, try playing Super Smash Bros Melee.

    Posted by: peanutmaster | March 17, 2008

    SBK: Snowboard Kids – Rising Star – Ds


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    Ever wondered what would happen if Mario and friends decided to get on a snowboard and go down some slopes? For those who do, Snowboard Kids is the closest thing to the answer!

    Snowboard Kids is basicly a sweet, anime-esque game that sees some kids in strange clothes boarding down a few slopes from around the world. Nice. But underneath the surface lies gameplaythat owes alot to Mariokart. As you slide around downwards, tapping the screen to pick up speed and using the buttons to pull off tricks in the air, you can collect power ups to use against your opponents. Some power ups are very neat. Get hit by a snowball and you have to blow into the Ds mic to clear your view.

    There are a few unlockables to get hold of, like weapon boosts and extra characters. To do this, you need to collect points from around each track. These range from China to Germany to Canada…

    Mutiplayer is Okay with SBK: Snowboard Kids, with up to four people racing wirelessly. But it isn’t exactly Mariokart. At least the graphics are good.

     Sadly, this game isn’t anywhere near as good as the N64 original version; it’s just too short and simplistic, meaning this game won’t last you very long at all.

    RATING: 53%

    If you liked this, try the original N64 version.

    Posted by: peanutmaster | March 16, 2008

    Talkman – Sony – Psp


    Sprechen sie foreign?

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    Let’s face it: foreign languages are stupid. Masculine? Feminine? Accents? Umlauts? It’s a minefield of complication. If that’s your attitude, you need Talkman. Not so much a dictionary as a friendly-faced translator, it’s the shy person/idiot’s answer to parlezing in Francais, Deutsch, Italiano, Espagnol and Japenese.

    It’ll take your english words and spit them out in flawless Euro-speak, then let your newfound friend reply via the magic of PSP.

    That’s the theory, anyway. In practice, although the attached mic works reasonably well, the hassle and embarassment factor of whispering into a handheld means you’ll quickly abandon speech in favour of simply prodding the buttons. The layout of the menus, combined with the lengthy loading pauses, mean you’ll have to find a patient baguette-botherer, and the ’emotional content’ option’s simply bizzare. What works much better is the learning aspect of Talkman – with more than 3,000 phrases to practice via pronunciation and listening games, a few days of dedicated practice should give you the skills to leave your Psp at home while you go out and talk proper foreign.

    The gameplay is alright; the pronunciation games are weirdly compulsive, but the interface is fiddly. The lifespan of Talkman is great – with several languages to learn, it’s exhausting enough. But couldn’t they have found a cuter mascot? Like a talking prawn?

    RATING: 61%

    If you liked this, get a  proper phrasebook!

    Posted by: peanutmaster | March 16, 2008

    Lumines 2 – Q Entertainment – Psp


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    The puzzler for music-lovin’ blockheads…

    It might not have set the Psp world alive with it’s amazing graphics, but the original Lumines was easily the handheld’s most playable game for months after it’s launch.

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    It’s stupidly simple, like the best puzzlers. Blocks comprising of four smaller blocks coloured one of two colours drop onto the screen. You need top arrange tham so the colours form squares, which then clears them away. Simple, eh?

    This sequel is even better than it’s predessesor, although it doesn’t really add much. The music is sweet, with techno beats from artists like Gwen Stefani and Fatboy Slim, and the gameplay is amazingly addictive. Lumines 2 is a classic and a must-have that needs to be played.

    RATING: 92%

    If you liked this, try Lumines on Psp.

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    Posted by: peanutmaster | March 15, 2008

    More Brain Training – Nintendo – Ds


    And I still can’t get a brain age below 45…

    Good old Dr Kawashima. Yes, that disembodied head that destroys your self-confidence and haunts your your dreams is back to patronise us some more.

    And rightly so, because since team Peanutmaster had last played Brain Training, our puny cortexes had withered away and died again. Lucky for us,  ten minutes a day of light (and often punishing!) mental taxation soon got us back in the cerebral saddle.

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    Brain Training was never a gamer’s game and, to be honest, nothing has really changed.  A casual gamer’s dream, the beguiling combination of mathematical, cognitive and language-based tasks are as devious and clever as ever, but beaver away and within a couple of weeks I guarantee your calendar will genuinely reflect a marked improvement in your mental well-being – potentially helping make you top of the class in school, eminently employable and even ravishingly attractive to members of the opposite gender!

    There is a lot to do in More Brain Training – with almost impossible puzzles like ‘Memorise All’ that asks you to… Well, memorise all. There is also over 100 different sudoku puzzles to keep you occupied.

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    With unlockable tasks to keep you on your toes, a standalone sudoku game and the opportunity to go head-to-head with 15 other brain agers, this is an improvement – albeit slight – on the bestselling original.

    RATING: 82%

    If you like this, try Dr Kawashima’s Brain Training on Ds.

    Posted by: peanutmaster | March 15, 2008

    Burnout Dominator – Criterion – Ps2, Psp


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    Burnout Dominator is brilliant. It is easily one of the best Burnout games yet, despite lacking some key features from the previous games…

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    Yes, Dominator still has the usual modes like Eliminator, Road Rage and Burning Lap. Unfortunately, the Traffic Attack and Crash modes have both been removed. To make up for this, new modes like Maniac, Drift Challenge and Near-Miss Challenge have been added, along with the comeback of Burnouts. For those that don’t know, a burnout is a result of draining a boost bar completely without stopping.

    Maniac is one of the new modes in Dominator, and is my favourite. Here, you must dodge traffic (much like in Traffic Attack) whilst pulling off drifts and burns and pretty much being a manic!

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    But is all this enough to make up for the loss of the legendary Crash Mode. My answer; yes. The tracks are the best yet (although there aren’t many), with areas ranging from Tuscany to an Autobahn, and the graphics are some of the best I have ever seen on Ps2!The gameplay is great, with physics that put Burnout Legends in shadow. Despite lacking a major piece of Burnout action, Dominator is Brilliant.

    But the big question is why is Dominator lacking so much?Well, whilst Dominator was being made, Criterion were busy making the prestige of the Burnout series: Paradise. As well as not having the time to add on the missing modes, they wanted to give Crash a break. At least it’s back and better than ever in paradise.

    Overall, Dominator is by far one of the best Burnout games in the series. It has stunning graphics, beautiful gameplay and explosions that are quite literally mind-blowing.

    RATING: 91%

    If you liked this, try Burnout Revenge or Burnout Paradise.

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