the reason we didnt see metal much after horoes is cuz he was raisin chao. thats my theory and im stickin with it
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the reason we didnt see metal much after horoes is cuz he was raisin chao. thats my theory and im stickin with it
Super Famicom - Hoshi no Kirby 3 (Kirby's Dream Land 3)
Title: Hoshi no Kirby 3 / 星のカービィ3
Developer/Publisher: Nintendo / HAL Laboratory Inc.
Release date: 27 March 1998
Catalogue Code: SHVC-AFJJ-JPN
Genre: Platformer
What a way to sunset the Super Famicom's run in style.
The Kirby series by HAL Laboratory has made its mark with fun, inventive, and amiable titles, even if they are somewhat challenge-challenged. 1997’s offering, Kirby’s Dream Land 3, continues in that tradition, though somewhat disappointingly. Like its predecessors, it was released at the tail end of the SNES’s commercial lifecycle (and by extension the SFC's commercial lifecycle when it comes to cartridge releases) and sticks very close to the Kirby formula.
Kirby’s Dream Land 3 may at first seem like an unassuming continuation of the excellent design direction of games like Kirby’s Adventure, but there’s much more going on if you give it a closer look. Levels are solidly designed and offer up many opportunities to swap out copy powers and Animal Friends to see the full breadth of an incredible amount of combat options, the game giving you plenty to work with but also making sure its layouts are challenging without alienating the younger players who will be enraptured by the cute and colorful pastel art style. The real thrill waiting behind the finely tuned platforming and copy system, though, is the Heart Star quest, an optional objective existing in each level that asks the player to figure out what’s being asked of them and successfully execute it, often requiring them to play in interesting and more challenging ways. It nails what a linear Kirby adventure title should be: packed with powers and fun for players of all ages.
these were supposed to be unrelated doodles but they ended up kinda lookin like a story in three parts LOL
the friend group ever!! I missed drawing them
Super Famicom - Shin Megami Tensei
Title: Shin Megami Tensei / 真・女神転生
Developer/Publisher: Atlus
Release date: 30 October 1992
Catalogue Code: SHVC-ME
Genre: 3D RPG
The original game that gave birth to the Shin Megami Tensei universe and subsequently the Persona series. While this Super Famicom port is still great, I can argue that the later ports, especially the PC Engine and Sega Mega CD versions with their CD technology, have managed to raise the stakes higher with their music. This game was also remade for the Sony Playstation as well.
Super Famicom - Megami Tensei 1 & 2
Title: Megami Tensei 1 & 2 / 旧約・女神転生 - 女神転生 I・II
Developer/Publisher: Atlus / Opera House / Namco
Release date: 31 March 1995
Catalogue Code: SHVC-AKMJ-JPN
Genre: Compilation
Atlus takes you back to the past and remakes Megami Tensei 1 and Megami Tensei 2 this time for the Super Famicom. One thing I forgot to mention is that Nihon Telenet released a Megami Tensei game for the NEC PC-88 once upon a time. Still, what Atlus did was excellent. Two stellar RPG games in one cartridge. It's worth noting that the two games have been rebuilt based on the smoother 3D engine as found in Shin Megami Tensei.
<<SONIC DEAD OR ALIVE IS M-MINE>>
dead or alive is M-M-MINE
my brother's idea teeheee
<<SONIC DEAD OR ALIVE IS M-MINE>>
"I Will Fight Like I Always Have!"
Nintendo Game Cube - F-Zero GX
Title: F-Zero GX / エフゼロジーエックス
Developer/Publisher: Nintendo / Sega / Amusement Vision / Digital Media Lab Inc.
Release date: 25 July 2003
Catalogue Code: DOL-GFZJ-JPN
Genre: Futuristic 3D Arcade Racing
No, your eyes are not deceiving you. It may say Nintendo on the case, but did you know the game was actually programmed by Sega? Some of the team behind Shenmue and Daytona USA 2001 would also make this, alongside some other Game Cube classics like Super Monkey Ball 1 & 2 and Virtua Striker 3 ver.2002.
Sega really took what was already a perfect racing game (F-Zero X on the N64, including the N64DD Expansion Kit) and flipped it on its head.
Before there was GX, the best racing game in my life was the Wipeout series (and yes, I did play Wipeout and Wipeout XL on the Saturn). And then GX exploded into my life, and I felt the definition of fast was changed. It really feels as if they assigned Sonic the Hedgehog, Miles "Tails" Prower and Knuckles the Echidna to the director's chair and have them rework F-Zero X into what we have here while addicted to "fast" and "like a whirlwind".
The first thing that you notice, before the racing even starts, is the wacky costumes of the racers and the individual backstory and personality that they are given. Then, you will notice the plethora of colors that they can each use, and the funny and amusing animations that they do while you choose those colors.
And lastly, you'll notice the speed. This game is fast. I mean the Sonic definition of "fast". There's a lack of words for how fast this game is. It is the type of racing game to get your blood pumping, your adrenaline running, and force you to have a cigarette after it's all done and said.
That's before you even get into the wonderful customizable aspects of the game, where you can build your own F-Zero machine (up to four in one memory card). The graphics during the race are spectacular, although you will need to be a spectator to really appreciate it. As a racer, you'll be too busy keeping track of the other racers, the turns of the track, and where the super-boosts are coming from.
This game is a game for speed junkies and those who have amazing reflexes. For the rest of us, find a friend who is good at it, and just sit back and enjoy the ride. Even as a bystander, this game is wonderful. In other words, Sega/Amusement Vision has created what may well be the perfect Game Cube title. With its amazingly complex racing model, even experienced gamers are in for a substantial learning curve, and newcomers to the series will be in for quite a shock. Visually stunning and a total blast to play, F-Zero GX is a racing game that no Game Cube owner should be without. It's almost hard to believe that this carries the Nintendo label. While the F-Zero series is all but dead and gone (with the exception of F-Zero 99 on the Nintendo Switch), I argue that this was the working bones to what we know as the Sonic Riders series.
Happy 35th Birthday to Sonic!! (again, cause I didn't finish this art on the actual date >.<)
Nintendo Wii - Sonic World Adventure (Sonic Unleashed)
Title: Sonic World Adventure / ソニック ワールドアドベンチャー
Developer/Publisher: Sega (Sonic Team) / Dimps Corporation / Xeed Inc.
Release date: 18 December 2008
Catalogue Code: RVL-RSVJ-JPN
Genre: 3D Action Adventure
I know Sonic Unleashed was also released on the Playstation 2 in certain territories, but Japan did not receive it. That being said, it is actually going to surprise your mind to know that the first version of Sonic Unleashed that Japan got was actually the Wii version. The Wii version cuts out the Savannah Citadel and Skyscraper Scamper levels as well as the Tornado Defense minigame. There are no open-world hubs to explore either, and this Wii version does not use the Hedgehog Engine. Sure it may say Sonic Unleashed (or Sonic World Adventure) and may feature a majority of the content from the PS3 and XBOX 360 versions, but with this many cuts.... I'm not sure. In its favour, unlike both Secret Rings and Black Knight, Unleashed for Wii not only supports the Wiimote and Nunchuk, but also supports the Wii Classic Controller as well as the Game Cube Controller for those seeking the classic gaming experience.
Sega Saturn - World Cup 98 France
Title: World Cup 98 France / ワールドカップ ’98フランス ~Road to Win~
Developer/Publisher: Sega
Release date: 11 June 1998
Catalogue No.: GS-9196
Genre: Soccer (Football)
Well, well, what do we have here? Is it Victory Goal ’98, or maybe Victory Goal International Edition, or wait, could it be Victory Goal Worldwide Edition? Oh no, sorry, my mistake, it’s World Cup France ’98. It seems that Sega tried to pull an Electronic Arts in Japan by releasing the same game with only minor changes. Yes, World Cup France ’98 is just the same as the aforementioned games except for the fact that it contains a France ’98 theme. Even has the same guy from Victory Goal International doing the front-end speech.
On a side-note, the Worldwide Soccer games for the Sega Dreamcast were only released in Europe.
Sega Saturn - Sega Worldwide Soccer 98
Title: Sega Worldwide Soccer 98 / セガ ワールドワイドサッカー’98
Developer/Publisher: Sega CS1 / SIMS Co. Ltd.
Release date: 5 March 1998
Catalogue No.: GS-9187
Genre: Soccer (Football) / Online Multiplayer (XBAND)
Yet another football game for the Saturn that looks quite like the Victory Goal series. This is, in fact, a lot better than the Victory Goal series, though I'm pretty sure that the same team is responsible for this game. SWWS also features some of the best commentary on a football game of its time by well-known British commentators. So how does SWWS play? Hmm, well I'm no football expert, but I can tell you that this is a fun game. The AI seems to be where you want it most of the time, and the goalkeepers are pretty good too, making it quite a challenge to score, unlike some other football games out there.
There are many different modes of play on offer to keep the single player happy for months. These include Friendly Match, World Wide Cup, Cup Tournament, Penalty Shoot-Out, Club Exhibition, Club League, and Player Edit.
If you must have a football game on your Saturn, then this is the one. Forget that utter shite known as FIFA Soccer, and while you're at it, you may as well forget every other E.A. Sports game, too.