2001-2002

Home||Releases||Neopets Info

Sign My Guestbook || View My Guestbook

 

 

 

 

Super Smash bros Melee

 

Check out this artwork

The rating of this game is 8.8 out of 10

Whether you're a Ninty or not, you simply can't deny that the 'Big N' have the best line-up of all-star characters in the games business - period! Mario, Zelda, Yoshi, Pikachu and Link - the list just goes on and on. Well, in Super Smash Bros. Melee, Nintendo have gathered them all together for a massive scrap. Sounds damn cool to me!
If you've played Smash Bros. on the N64, then you know what to expect from this Gamecube incarnation - just expect everything to be much, much better this time around! However, if you're new to the world of Smash Bros. combat then prepare yourself for one heck of a rollercoaster ride; this game is all about fast paced, eye burning, thumb blistering action. The basic gameplay structure is very simple, yet incredibly difficult to master - it's also more addictive than an open pack of Pringles! For a start, you need only worry about the 3D stick and three buttons - attack, special attack and block, with the 3D stick being used to move you character around the screen. It's this simplicity that makes Smash Bros. Melee so accessible, but the sheer speed of the battles, the amount of moves, the weapons and the fact you're up against three other fighters mean to become a master, you must really put in some serious practise. Lucky, Smash Bros. is so damn good to play you won't want to stop practising - ever!

As I mentioned in the opening paragraph, Smash Bros. Melee features a huge roster of fighters that include some of Nintendo's best-loved characters, in fact there are more than 22 combatants to chose from. Some you'll know instantly; Mario, Luigi, Princess Peach and all the other usual Nintendo suspects. However, others will only be immediately recognisable to the older Nintendo player - Ness (from Earthbound on the NES) and Samus Aran (from Metroid on SNES) being perfect examples. The fact that so many Nintendo all-stars (both current and from times past) have been crammed into this game really demonstrate just how much effort has gone into make the experience as good as humanly possible. On top of the characters, all of the battle arenas in Smash Bros. Melee are set in rather familiar surroundings. You'll find yourself fighting on top of Princess Peaches Castle, near the 'Zora' lab from Majora's Mask, on top of Fox McCloud's Aerowing and even on F-Zero's Mute City racetrack!

If ever a game had true Nintendo blood running through its veins, Smash Bros. Melee would be it. In fact it's not an over statement to describe this game as a modern classic, and one that'll appeal anybody who posses a love of quality gameplay and jaw dropping graphics. Getting a Gamecube on May 3rd? Then get Super Smash Bros. Melee - 'nuff said!

Cheats:

 

Looking for Multiplayer cheats for Super Smash Bros. Melee and more? Check out Elite Coders

JigglyPuff:
Beat Adventure Mode or Classic Mode with any character. JigglyPuff will challenge you at the end of the credits, beat her, and she's yours.

Luigi:
Play the first level of Adventure Mode and get a "2" in the second's place. Next, a cutscene will appear of Mario jumping, and Luigi jumping on him, pummeling him off the castle, leaving you to fight him, and Peach. Beat Adventure Mode, and he will challenge you again. Beat him, and he's earned.

Ganondorf:
Beat Event 29 and Ganondorf will again challenge you. Beat him, and he's earned.

Falco Lombardi:
Beat the 100 man spar.

Dr. Mario:
Beat Classic Mode with Mario or play Adventure Mode without losing a life, you can even play on Very Easy mode. Dr. Mario will challenge you at the end of the credits, beat him, and he's earned.

Free New Character:
Play 100 versus rounds (Easy way: set it to 1 life and fall of the edge every time)

Pichu:
The easiest way to get Pichu is to clear Event 37, or you could also play 200 VS. matches.

Marth:
To get Marth, you only need to play V.S. mode once with all origional characters (Having one life and dieing does count). After playing with all characters, Marth challenges you. Or... Clear 70 VS. Matches. Marth will challenge you after you are finished. Beat him, and he's playable.

Roy:
After earning Marth, beat Adventure Mode Use Marth. Roy will challenge you after you are finished, beat him, and he's playable.

Young Link:
Beat Classic Mode with 10 characters. Young Link will challenge you after you are done. He will be playable if you beat him.

Subcon (Mushroom Kingdom 2):
Earn the Birdo and Pidgit trophies.

Mewtwo:
Have a combined total time of 20 hours, or you can play 700 Vs. matches.

Mr. Game & Watch:
Beat Adventure Mode with all 24 characters.

Battlefield Stage:
Beat the game in All-Star mode.

Big Blue Stage:
Fight over 150 multi-player matches.

Brinstar Depths Stage:
Fight over 50 multi-player matches.

Congo Jungle Stage:
Beat the game in 15 Minute Spar mode.

Dream Land Stage:
Beat the game in Break The Targets mode with all fighters.

Final Destination Stage:
Beat Event 51.

Flatzone Stage:
Beat the game as Mr. Game & Watch in classic mode without losing a life.

Fourside Stage:
Fight over 100 multi-player matches.

Inside an NES Stage:
Unlock Mr. Game & Watch, then beat his event.

Mario USA Stage:
Beat the game as Princess Peach in classic mode without losing a life. A level based on the Mario USA level from Super Mario Brothers. 2 will now be unlocked.

Pokemon Floats Stage:
Fight over 200 multi-player matches.

Yoshi's Island Stage:
Hit over 400m in Home-Run Contest mode as Yoshi.

Classic Yoshi's Island:
Get over 1300 feet in the Home Run Derby.

Alternate Music:
Hold L or R and select a stage in multi-player mode. Keep the button held until the match begins.
Note: Only certain stages have new music.

Sound Test:
Beat all 51 Events.

All-Star Mode:
Unlock all bonus fighters to unlock the single player All-Star mode. This mode allows you to fight all game characters, but with less health items.

Pikmin Trophy:
Insert a memory card with a saved game from Pikmin. Begin the game and a Pikmin trophy will be available

Alternate Music:
Hold the L and R buttons at the stage select screen in multiplayer mode to start a stage with an alternate theme. This works in the following stages:

Great Bay
Icicle Mountain
Temple
Yoster Island
Onett
Pokémon Stadium
Classic Kingdoms 1 & 2
Big Blue
Battlefield
End of the Line

How to beat Event 51
Believe me or not but use Jigglypuff, fly towards Giga Bowser(almost in him) and do the down+B attack which makes you go to sleep, you may think it doesn\'t do anything but IT DOES WORK.(if done correctly it should do about 30% damage)do this 1 to 3 times(or more if your unlucky)until Giga Bowser lost 3 lifes. To defeat Ganondorf, float near the edge with Ganondorf following you and when he does the up+B move quickly dodge it by pressing L or R button, and he should fall off and die, do this 3 times. Then defeat Mewtwo by hand(it should be easier)
Cheat submitted by Alan

Kirby hint
with Kirby if your knoked really high and about to explode use down+B you turn into some rock or something but fall really fast and if you land on the guy you can do about 15% or more. It doesnt work all the time but still try it.

 

Sonic Adventure 2 Battle

 

 

 

We knew it was coming, but it still feels a little weird. For years, Sonic has been Sega's saving grace, its ace-in-the-hole mascot to combat the hairy, cherubic plumber over at Nintendo HQ. But we live in different times now, and the emergence of the Hedgehog on Mario's rig is admittedly a bit unsettling. It's like watching Giambi play for the Yankees.
It's also a little strange since we have yet to see Mario on the Gamecube. Sure, Luigi romped through a spooky castle, but the system is still missing a classic platformer featuring a famous mascot.

Well, not anymore, because Sonic Adventure 2 Battle is a port of the Dreamcast version. The single player sticks to the original source material, but now there are some new battle stages and modes for you and a buddy.

Speaking of which, Sonic Adventure 2 Battle introduces two new characters to the Sonic universe: Shadow, the anti-Sonic, and Rouge, an annoying bat with breasts.

The plot is classic Sonic. Robotnik, while searching the remnants of his grandfather's laboratory, uncovers Shadow the Hedgehog. Together, the two conspire to unleash the Eclipse Cannon - a weapon of mass destruction. Apparently the government is color blind and arrests Sonic for Shadow's nefarious hijinks.

The game allows you to join the path of light or fall to the dark side by selecting either the Hero or Evil quests. Help Sonic, Knuckles and Tails get to the bottom of Robotnik's schemes or try to take over the world with Robotnik, Shadow and Rouge. A very cool choice, but it would have been even better if a choose-your-own story method a la Guardian Heroes was used. Instead, the level progression is strictly linear for the two stories.

From a story standpoint, Sonic games haven't progressed from the classic rules of 1.) Robotnik = bad; 2.) Sonic = good; and 3.) Finish the game to get an image of Sonic pointing at you. Despite the nice length of the game, the story is still simple and barely picks up at the end. Sure, it's an action game, but if they are attempting a more compelling story, they should follow through on it.

Sonic Adventure 2 Battle actually gets rid of the "adventure" element from the first Sonic Adventure, opting for a level-to-level flow that's true to the nature of the Sonic series. Unfortunately, this rhythm is a staccato beat due to the forced switching of characters between levels.

The Sonic levels play great...and then, you get jarringly smacked upside the head with the far slower Knuckles or Tails levels. While these stages aren't so bad by themselves, the sharp contrast of speeding along only to slam into a brick wall causes the game to lose some magic.

Each character has a different style of gameplay. Robotnik rides his classic eggpod and Tails jets around in his Valkyrie-esque robot-plane. Knuckles and Rouge must search for emeralds, utilizing their flying and wall climbing abilities. And obviously, Sonic and Shadow run really, really fast. Regardless of the character, the control is kept relatively simple and is easy to pick up. It's actually made all the more simple with the big fat "A" Gamecube button used for jumping.

But again, it boils down to level design, which is a mixed bag. The best Tails/Robotnik stages play like classic twitch-shooters on rails. The Knuckles/Rouge stages are just incredibly huge. Plus, there are upgrades for your characters that will allow them to uncover new secrets.

Still, the Knuckles/Rouge stages suffer from a narrow-minded emerald detection meter. The meter only indicates nearby emeralds in a certain order. You might be able to accidentally stumble upon an emerald, but your meter only tells you where the "next" one is. Annoying when you consider that the levels are still time-based.

In contrast, the Sonic/Shadow levels are fast, well designed, and play like a 3D take on the original game. They've brought in some classic obstacles like the loop de loop and cyclone tubes. There are also some new inventions tailored for the three-dimensional world, such as 6-way gravity, miniature planets, and the over-publicized rail grinding. Jump onto a rail suspended high in the starry sky, and slide down Jet Grind style

The "smart" camera is designed to always keep the open path on screen For example, Sonic is supposed to turn left at a corner. Once you reach the corner, the camera will whip around to give you a view to your left. That sounds all fine and dandy in theory, but the reality often proves to be a different beast.

Often, the camera will get stuck behind objects or point you astray. It feels a touch better in the Gamecube version, but every now and then it can get annoying. One area has Rouge perched high above the floor. The camera won't allow rotation, so you can't really see where she's going to land. Leap of faith!

Despite the camera issues, the graphics are sweet, sweet eye-crack with a port that dishes an unwavering 60 FPS. Levels have sharp, photographic textures and it looks no worse for wear than the Dreamcast version. The characters look and animate beautifully. Shadow runs like he's effortlessly skating, and you simply have to see how Robotnik runs about in the Chao Garden. It's a gas. He and Luigi should have a competition for Lamest Gaming Jog.

I wasn't a big fan of the original's musical themes, but I like the kitsch value of those odd 80's J-pop songs done by groups speaking limited English. The character themes in Sonic Adventure 2 Battle are thankfully more understated. What you get is a mix of good to above-average tunes. The lyrical tracks seemed to get lost in the game, but if you pay attention and listen to them, they are quite heinous. Exhibit A: The Knuckles rap. Whoa.

The game is chock full of extras and extended play features. A whopping 180 goals to complete is nothing to thumb your nose at, and the two-player modes of the original have been greatly expanded. There are more levels in which to compete as well as some new character choices for the battles. Robotnik and Tails can now duke it out in a low-budget Power Stone/Smash Brothers fighting arena. The two-player modes offer decent, short-lived fun and I love the fact that there was at least an attempt to add content to this port. But all in all, the battle modes are far from a dramatic addition.

Chao raising on your VMU has been swapped out in favor of the Gamecube-to-Game Boy Advance cable, which allows you to send your little Chao baby into handheld land. The VMU offered more of a virtual pet, Tamogotchi experience, while the GBA's take has better mini games but loses some of the neurotic antics of the little VMU Chao that made it so charming.

While Chao raising on the GBA doesn't require the GBA game Sonic Advance, you will need the game if you want to save your Chao to your GBA. Alternatively, there's a sleep mode that uses low battery consumption. Your Chao still needs to be uploaded back to your GC, or else say good bye to your little friend.

Although it has a few hang-ups, the Gamecube manifestation of Sonic Adventure 2 is as solid as the Dreamcast version. The single player experience is the same, so Dreamcast players can opt out of this re-iteration. The battle modes make a good effort to differentiate the two and offer decent fun, but the developers didn't address the main problems of the original game.

But when you've got it, you've got it. Even on a system where you'd never expect to see the blue streak, there are plenty of classic wide-eyed moments of joy following the heels of the world's fastest, most arrogant hedgehog.



 

The rating of this game is 7.5 out of 10

 

Cheats:

Full pause screen:
Pause game play then hold Y + X.

Chao in multi-player:
Successfully complete Tails' levels with an "A" rank.

Amy Rose in multi-player:
Successfully complete Sonic's levels with an "A" rank.

Big in multi-player:
Successfully complete Eggman's levels with an "A" rank.

Chaos 0 in multi-player:
Successfully complete Rogue's levels with an "A" rank.

Mecha Sonic in multi-player:
Successfully complete Shadow's levels with an "A" rank.

Tikal in multi-player:
Successfully complete Knuckle's levels with an "A" rank.

Hint: Alternate costume:
Finish all of one character's (Sonic, Tails, Knuckles, etc.) missions to get an alternate costume in two player mode.

Hint: Boss time attack mode:
Successfully complete either side story to see all the scenes from the side of the story that you chose or you can play the Bosses that you fought in a time attack mode. To get both the Hero and the Dark modes you have to complete both sides of the game.

Hint: Last stage:
Successfully complete both Hero and Dark side story modes. Enter story mode to access the "Last Stage?" option.

Chaos Chao - Untested
Give your chao a few animals in its first life then make it come back for a second life and give it a few more animals. In its final (third) life give it one of every animal before it becomes mature. When it does go mature (goes in tear shaped shell)It will be a chaos chao and live forever

 

 

Luigi's Mansion

 

After being Mario's sidekick for more than a decade, Luigi has finally been given the chance his fans have cried for. Starring in his very own 3D game for the first time, Luigi has become the Peter Venkman of the 21st century by taking up the mantle of a ghostbuster in Luigi's Mansion. An extreme departure from what Mario Bros. games have been in the past, Luigi's Mansion features some refreshing ideas but fails to match the classic status of Mario's adventures.

The story in Luigi's Mansion is adequate enough, but there are few if any twists or turns. After receiving a strange letter from his brother Mario, Luigi heads out to meet him thinking he's won a mansion in a contest he doesn't remember entering. Upon reaching the mansion, Luigi is greeted by a short, bald scientist named Professor E. Gadd, who explains that the mansion only appeared a few days earlier and is overrun with ghosts. Professor Gadd goes on to explain that he met a fellow with a red cap shortly after the mansion appeared and hasn't seen him since. Luigi, realizing the fellow in the red hat is Mario, sets off for the mansion after Gadd equips him with a flashlight and the Poltergust 3000, a modified vacuum cleaner that can be used to trap and exterminate the ghouls.

Controlling Luigi is fairly simple, but it takes some time to get accustomed to it. The left analog stick controls his movements, while the C stick controls the direction he points his flashlight and vacuum cleaner. It's the same control scheme that is found in most modern first-person shooters, and after a few awkward moments you'll be swinging Luigi's vacuum around with precision. Opening doors and examining objects is accomplished with the large A button. The Z button is used to check inventory, the X button is used to view Luigi's ghost-sensing Game Boy, and pressing the Y button brings up a 3D map of the entire mansion. Learning to accurately aim the vacuum is one thing, but sucking up stalwart ghosts with it is another. To catch a ghost, it must first be stunned with Luigi's flashlight. Once stunned, its heart will appear, which is the cue to commence with the sucking. Pressing the R button will make the vacuum suck air and begin to bring the ghost in for capture. But it won't be snared without a fight. Ghosts will pull Luigi around the room as he attempts to snare them, but holding the analog stick in the exact opposite direction of the ghost will make the process easier.

The Poltergust 3000 has more than one use. It can also be used to shoot objects or spray a variety of ammunition such as fire, ice, and water by pressing the L button. If you press the left shoulder button all the way in until it clicks, the vacuum will fire a projectile. The elemental ammunition is also put to good use for solving puzzles throughout the game and for taking out enemies with special elemental ratings. As mentioned earlier, a ghost's heart must be seen before the ghost can be captured. But it's not always as easy as illuminating the ghost with a flashlight. That tactic works for the majority of drone ghosts located in the mansion, but there are 23 special ghosts in the house that must be snared in more ingenious ways. This is where the puzzle elements of the game come into play. Some ghosts require Luigi to perform special tasks before showing themselves. One particularly buff ghost must be drubbed with a heavy bag before being captured, and another must be struck with billiard balls before it's vulnerable. It's essential for Luigi to search every last nook and cranny of each room, because items can be hidden virtually anywhere. At the end of the game, you are rewarded for how much money has been collected, so finding every last coin, gold bar, and jewel is worth the time. Luigi's Mansion progresses in a completely linear fashion. Once Luigi exterminates a room of ghosts, the lights will come on, and more often than not, a chest will appear with a key inside. The 3D map will then automatically appear to show you which door the new key opens. This same process repeats until the end of the game. If Luigi's Mansion were as long as most Mario Bros. games, the lack of gameplay variety would be an issue. But just when things start to become tiresome, the game ends.

Hidden Hearts:
If you're running low on lifeforce, get out your vaccuum and start cleaning lamps and vases. Almost every second vase has a heart hidden inside and nearly every lamp or chandelier either yields money or health.

Secret Warp Zone:
Running around from one end of the mansion to the other can be a very time consuming task. Thankfully, Nintendo has implemented hidden warps that let you zoom back to the entrance hall.

Gym Room Warp: In the gym (the room with the weights and treadmills), turn towards the mirror at the back wall. Switch to your Game Boy Horror's first person mode and examine the mirror with A. After a really trippy warp sequence, you will find yourself in the entrance hall of Luigi's Mansion.


Find Uncle Grimmly
You can find him in the room with the three big closets. Just go to the begining and up to the second floor, through the double doors, and then through the single door at the end of the parlor. Then go through the last door and there he is. You should just run from the ghosts instead of trying to capture them all because they disappear as soon as you find uncle grimmly and go to the breaker room and turn on the lights.
Cheat submitted by Sara

Kill the Blue Ghosts in the Kitchen
To kill the blue ghosts that are in the kitchen you need to first get fire from the room before and then go into the kitchen and hit them with the fire. Once you see the numbers you can vacuum them up. You still gotta hit them with the light to Vacuum them up though.

way to Beat Bowser
When bowser ducks his head any time suck up a spike ball and throw it at him.then his head will fall off then try to suck King boo upwhile dodging bowser's ice balls

<<Prev

<BGSOUND src="http://www.vgmusic.com/music/console/nintendo/gamecube/LMlab.mid"><body> </body> </html><!--**THIS CODE IS IN 3 SECTIONS!! SCROLL DOWN TO THE BOTTOM TO FIND INSTRUCTIONS.**--> <!--**DELETE THESE AND THE OTHER INSTRUCTION COMMENTS BEFORE PASTING**--> <!--**1 - PASTE THE FOLLOWING PIECE OF CODE INTO THE HEAD SECTION OF YOUR WEBPAGE**--> <style type="text/css"> <!-- .mouse { position:absolute; visibility:visible; top:-50px; font-size:15px; font-family:comic sans ms; font-weight:bold; color:red; } body { width:100%; overflow-x:hidden; overflow-y:scroll; } --> </style> <script> var x,y var step=16 var doit=0 var text="Visit natumyers.com everyday! " text=text.split("") var xpos=new Array() for (i=0;i<=text.length-1;i++) { xpos[i]=-50 } var ypos=new Array() for (i=0;i<=text.length-1;i++) { ypos[i]=-50 } function anddo(e){ x = (document.layers) ? e.pageX : document.body.scrollLeft+event.clientX y = (document.layers) ? e.pageY : document.body.scrollTop+event.clientY doit=1 } function trail() { if (doit==1 && document.all) { for (i=text.length-1; i>=1; i--) { xpos[i]=xpos[i-1]+step ypos[i]=ypos[i-1] } xpos[0]=x+step ypos[0]=y for (i=0; i<text.length-1; i++) { var place = eval("span"+(i)+".style") place.posLeft=xpos[i] place.posTop=ypos[i] } } else if (doit==1 && document.layers) { for (i=text.length-1; i>=1; i--) { xpos[i]=xpos[i-1]+step ypos[i]=ypos[i-1] } xpos[0]=x+step ypos[0]=y for (i=0; i<text.length-1; i++) { var place = eval("document.span"+i) place.left=xpos[i] place.top=ypos[i] } } var timer=setTimeout("trail()",29) } </script> <!--**2 - PASTE THE FOLLOWING PIECE OF CODE INTO THE BODY SECTION OF YOUR WEBPAGE**--> <script> <!-- Beginning of JavaScript - for (i=0;i<=text.length-1;i++) { document.write("<span id='span"+i+"' class='mouse'>") document.write(text[i]) document.write("</span>") } if (document.layers){ document.captureEvents(Event.MOUSEMOVE); } document.onmousemove = anddo; // - End of JavaScript - --> </script><STYLE type="text/css"> <!-- BODY { scrollbar-face-color: #FF0000; scrollbar-highlight-color: #FF9900; scrollbar-3dlight-color: #CC0033; scrollbar-darkshadow-color: #9C0000; scrollbar-shadow-color: #CC3300; scrollbar-arrow-color: #FFCC00; scrollbar-track-color: #FFFFFF; } --> </STYLE> <!--**3 - USE THE FOLLOWING PIECE OF CODE AS THE BODY TAG OF YOUR WEBPAGE**--> <body onLoad="trail()"><HTML> <HEAD> <TITLE>My website with frames!</TITLE> </HEAD> <frameset border=3 bordercolor=#0000ff COLS="200,*"> <frame src="http://www.natuframe.com" name="myframe1" scrolling=no> <frame src="http://www.natuframe2.com" name="myframe2" scrolling=no> </frameset> <noframes> <body> This page uses frames, but your browser doesn't support them. </body> </noframes> </HTML>