(Game Sack theme) (shattering) JOE: Hello and welcome to Game Sack.
We are talkin' about the Game Boy. DAVE: This is going to be one amazing episode,
and as we do with system episodes, Let's just hand it right over to Joe to explain
all about the system. JOE: Well, a little about it.
Anyway, here's some stuff about the Game Boy. DAVE: Just enough. JOE: (with reverb): The Nintendo Game Boy. The Game Boy was launched in 1989
to critical and public acclaim, and came packaged with Tetris for $89. The system was Nintendo's first portable
to use interchangeable cartridges. It featured similar controls to the popular NES,
and a black and white screen 2.6 inches in size with a resolution of 160 by 144. The Game Boy was a runaway smash hit,
and saw many game releases, as well as revisions to the hardware itself. The system ran on an 8-bit CPU running at
4.19 megahertz, could put 40 sprites on screen, and featured four-channel stereo sound. Game Boy games could also be played in peripherals
like the Super Game Boy for the Super NES or the Game Boy Player for the GameCube. The original Super Game Boy, the one that was released
in the U.S., plays games at the wrong speed, however, but the Game Boy Player and the Super Game Boy 2,
which was released in Japan, both fixed the issue. The system was in the spotlight for over eight years before being succeeded by the Game Boy Color, and that is pretty impressive. (music from Castlevania: The Adventure ReBirth) DAVE: Wow, Joe, that was really interesting.
Four whole channels of sound on that thing? BOTH: Amazing. JOE: One less than the NES, in fact.
DAVE: Mm-hmm. That's a good-quality video, like usual,
but I'm a bit surprised that you actually didn't take the system apart and
show the innards, like you do with other systems. JOE: Well, that's because I don't have a
tri-wing security bit, I think they call it. DAVE: What do they call it, a Triforce bit? JOE: Yeah, stupid Nintendo.
And I didn't want to break your Game Boy. DAVE: Oh, I do appreciate that. That's very kind of you.
But also kudos for using the Game Boy Camera. That was cool. JOE: Anyway, let's just get right on into the Game Boy
games themselves. You've got the first one. DAVE: Ooh, all right.
JOE: Let's go. (arranged version of Super Mario Land World 2 theme) DAVE: Burai Fighter Deluxe is a shooter by Taxan.
This is a port of Burai Fighter on the NES. This one's called "deluxe" because
it's in black and white. Just like any shooter out there, your goal is to make it
through each stage and fight a boss. The stages are interesting because
you'll get to a certain point and then the level starts scrolling backwards
and you retrace part of the level, and then it will start going forward again. Why it does this, I have no idea, but I'm guessing
it's to lengthen the game overall. You start out with a basic weapon
that can shoot in eight directions. You have autofire and you can hold your shot
in whatever direction you want it to go. It works pretty well, for the most part. Along the way, you can grab power-ups
that will give your gun different abilities, like a ring, laser, and missile shot. These are great, and if you power 'em up enough,
they'll shoot both in front and behind you. One glaring flaw that I found with this game is that
when you fight bosses, you just explode for no reason. It's happened several times,
and I can't figure out what's going on. Other than that, this is a fun game
with a decent soundtrack. (music with endless shooting) Bionic Commando was also ported to the Game Boy. It's basically the same game as its NES counterpart,
but with a slightly modified story and sci-fi setting. This has always been a fun game for me,
but it's just strange to control. You play as Rad Spencer, and for some reason,
he can't jump. It's a very strange feeling playing an action platformer
where your character can't jump. You basically use your bionic arm to get you up
on platforms and to help you swing to other ledges. You also have a gun that is necessary
to kill the bad guys. Lots of action, good graphics, and a great soundtrack
make this a good port. Even though I really struggle with the control scheme,
I have a great time. (music and sound effects) Both of the DuckTales games from the NES got a port
to the Game Boy. Let's take a look at DuckTales 2. This is a solid port for this system,
and just as hard as can be. Again, you play as Scrooge McDuck
out trying to find pieces of a map and collecting a lot of treasure along the way. The game is nonlinear, and you can pick
which area you want to tackle first. Throughout each level, you'll find
lots of hidden treasure and items. You'll also meet with a lot of your family,
who will give you hints and information. It's a solid platformer and
Scrooge's cane comes in handy. I really like the pogo mechanic and use it all the time. There's other things you can do with the cane,
like fire cannons or work conveyor belts. With great music and really good graphics,
this is one you must have in your collection. (music and sound effects) JOE: Dave's talked about Castlevania: The Adventure
before, and now it's my turn. This was a launch title, and I was already a fan of
regular-ass Castlevania at the time, but this one is different. The first thing you're gonna notice is
that it's slow as molasses. I wish they asked a Nintendo for a little advice
while they were making this. Anyway, now you have ropes instead of stairs, and
a hitbox that seems larger than your character. The hearts actually refill your life, which is
very unusual for a Castlevania game, but it makes sense since there aren't any subweapons. Oh, and the game is pretty damn tough. Still, there's something really fun about it,
even being as frustrating as it is. What keeps me going mainly is the music: it's incredible, and it makes great use of this newfangled stereo
nonsense that the Game Boy was capable of. This game is definitely worth having. (music and sound effects) This was followed up with
Castlevania II: Belmont's Revenge. This one plays at a speed that the original should have,
and it's actually very refreshing as a result. The subweapons are back, and that is also welcome, and hearts once again act
as they do in the rest of the series. You get a stage select right off the bat this time,
which is yet another welcome feature. Oh, and the graphics are a bit more detailed,
and the music's even better, if you can believe that. (better music than the original Adventure) But the main problem with this game is the level design.
They went *way* overboard with the ropes. I mean, they really, *really* like the ropes. It almost feels like you spend more time climbing up or
sliding down than you do walking left or right. Is there some technical reason why they
couldn't do stairs on the Game Boy versions? Again, the music is what keeps me going here,
and it *is* a good game; better than the first, but not as good as the NES games. (music and sound effects) After that, we were blessed with Castlevania Legends. I honestly don't care much for this one. You're just some chick trying
to bring peace to Transylvania. That's all the game tells you from the start. The control is okay, and you do move fairly swiftly. There's still ropes here, but they're not spammed
all over the place, like they were in Ropavania II. Some candles will warp you into a room
where you have to fight mummies, or are they mud men?
I can't tell, and I don't really like this feature at all. The graphics have been scaled back a bit,
and even the music is now in mono. (mono music and sound effects) Okay, we're almost done with the Castlevania stuff,
but we gotta take a quick look at Kid Dracula. In this one, you play as Dracula when he was a little kid. He may be evil, but just look how cute he is! This is probably the best playing Castlevania-related
game on the system, honestly. Yeah, it's geared towards a younger audience,
but it's just so fun and playable. Anyway, Kid Dracula fires projectiles
and he can even shoot up. He can also transform into a bat
right at the beginning of the game, but as you advance, you'll gain more powers to help you,
like three small bats that attack in a circle. The controls are excellent and if you die,
it's always gonna be your fault and something that you can learn from. The graphics have a cartoony look, which depict
how truly evil Dracula really is. So does the music, which is bouncy and happy,
but it's still good. Let me remind you that this is the very character
who will in the future beg the question: DRACULA IN SYMPHONY OF THE NIGHT:
What is a man?! JOE: He also has many, *many* gruesome deaths
that he can look forward to, but this game lets you live his live in happier times.
For sure, pick it up. (bouncy, happy music and sound effects) DAVE: The Legend of Zelda: Link's Awakening
was a huge game for the Game Boy, and it was huge for me, too. You still play as Link in the game,
but you're not in Hyrule, and you're not after pieces of the Triforce
or trying to rescue Princess Zelda. Instead, you're on an island, trying to find eight
music instruments to wake up the Wind Fish. This entry is everything you'd expect for a Zelda game,
and that's awesomeness. It features a large overworld map, eight dungeons
to explore, and many secrets to be found. The graphics are great, and Link controls really well. The music is also top-notch with
some old melodies you will know, and also a bunch of new tunes
that are perfectly enjoyable. (music by Minako Hamano & Kozue Ishikawa) I spent tons of time playing this game
throughout the years, and it still holds up as one of the best titles in the series. If you haven't played this title,
then you are definitely missing out. (more music and sound effects) Here's Pokémon Red. I'll be honest and say that
I'm not a huge fan of the series. In my entire life, I've probably caught
less than 20 Pokémon total. However, while I was playing, I could see
the attraction of taking your Pokémon and using them in battle trying to catch other Pokémon. Even battling other trainers was entertaining. It feels like a typical RPG with random battles
and how your Pokémon level up. I imagine to actually catch all the Pokémon
and level them up, it would take years. I do like that you can switch between
your Pokémon in battles, and this will help all of them level up simultaneously. It really isn't a bad game, and maybe it's something
that I should try again if I ever find the time. (music and sound effects) The Sword of Hope is a first-person RPG by Kemco. I bought this game way back when because
it reminded me a lot of Shadowgate, and I really liked that game at the time,
and it plays very similar to that. Your play screen is menu-driven and
all the commands are self-explanatory. Be sure to look at everything
as you might find items on the ground or people might give you hints
if you look at them more than once. Your field of view is tiny, and if you're playing on the
Game Boy, it's even more minuscule, so I hope you have some really good vision. This is one game that you'll want to use graph paper to
make a map. If you don't, you *will* get lost. The developers must have figured this out.
So, they gave you a magic spell that takes you back to the old man's house. The game has a good story, and the music
is unmistakably Kemco-style, and I like that. The only real downfall of this game is that
you get caught in way too many battles, and there are times when
you'll have four or five in a row. Still, this is actually a fun game
if you're up for this style of RPG. (Kemco music and sound effects) JOE: Donkey Kong showed up on the Game Boy. Many games have their own border image and in-game
palettes if you play them on the Super Game Boy, and Donkey Kong here was the very first to do so. You start out by playing what appears to be
a simple port of the arcade game, and it is. You've got four levels to rescue Pauline. Donkey Kong himself has been updated to be
wearing his tie. Such a classy guy. They even employed the Super Nintendo sound chip, complete with mild reverb, for Pauline's screams. PAULINE: Help! Help! JOE: Anyway, after you get past these four levels,
you expect to go back to level 1. Well, you do go to level 1,
but now it's level 1 of the new game. They've added a lot more stuff here, and it's pretty cool. Donkey Kong keeps taking your woman
behind locked doors, and since he's a complete dumbass, he leaves
the key to the door somewhere in the level. You need to maneuver to the key and pick it up
Mario 2 style, and take it to the locked door. Then, you go on to the next level. The game even has save spots,
and it's all really well put together. This is a really nice package, and I recommend it
to everybody, especially Donkey Kong fans. (music and sound effects) Things moved forward with Donkey Kong Land, which was an interpretation of
Donkey Kong Country on the Super Nintendo. Check it out: Silicon Graphics on Game Boy! See? Any system really *can* do
these kinds of graphics. This is also another game that displays
its own border and color palette when it's played on the Super Game Boy. Anyway, this one plays pretty much
exactly like Donkey Kong Country with its own unique stages--mostly unique, anyway-- except this time, you don't see Diddy Kong
on the screen at the same time as you. If you take a hit, you go away
and Diddy comes in to take over. If you find another barrel and free Donkey Kong,
then the same thing will happen, but in reverse, if you take another hit. It works fairly well, and it's a nice compromise
to get it to fit on the Game Boy. The control itself feels good, but
the game does have some issues. First and foremost, the lack of color really makes it hard
to distinguish the enemies and other hazards since everything has that same grainy
Silicon Graphics look to it. And secondly, it can sometimes be hard
to do what you want to do: like here, I just want to bounce on this lizard enemy,
but I keep grabbing the ropes every time I jump. There's no room to jump anywhere
but in front of the ropes. Also, since the screen is so zoomed in, you never know
if there's a platform you can land on below you or not. Otherwise, this game is pretty good
with some nice music. (music by David Wise, sound effects) Then came Donkey Kong Land 2. This one improves on a few things, for sure. First and foremost, the enemies are now much easier
to make out against the background. The control also seems much smoother
and even more responsive. This one plays like Donkey Kong Country 2,
with Diddy and Dixie in the lead. This also has its own Super Game Boy background,
as well, and most stages have their own set of colors. In fact, when you first start the game, you might
even think it's a Game Boy Color game, but it's not. Definitely check this one out.
I think it's the best of the bunch. (music by Grant Kirkhope, sound effects) DAVE: Tetris on the Game Boy
is a great port of the puzzler. This is the version that I've spent most of the time
with since it came with my system. It has the perfect gameplay
and a soundtrack that is amazing. I spent many hours playing and trying to get
as many lines as possible. To me, it was all about how many lines I could get,
and not the score. Then, I played B-Type just looking for a great challenge. Oh, I found a challenge, all right, and I'd play this
with the stats turned all the way up. It was fun and very frustrating because I'd play
and lose and lose and lose, but I'd never give up. Then, all of a sudden, I got a great setup and the blocks
fell like they should, and I cleared all 25 lines. I was treated to a really cool ending, with all the
Russian dancers, and then the space shuttle launched. It was a very sweet moment. (A-Music - "Korobeiniki," sound effects) Another very addictive puzzler by Nintendo
is, of course, Dr. Mario. I never played a lot of this game back in the day,
as it just wasn't as appealing as Tetris. But as time went by, I played more and more,
and I eventually became addicted. The concept is very simple, and all you have to do
is eliminate viruses by matching them with the drugs that
Mario is throwing in the jar. It's easy and fun, but it gets super hard
in the upper levels. To top it all off, you get a soundtrack
with two great songs that are very memorable. ("Fever" by Hip Tanaka, sound effects) Solomon's Club, published by Tecmo,
is another fun puzzle game. This one's more action-oriented, as you control
a wizard named Dana. Dana must get the key in each area,
and open the door to exit on to the next level. You can make blocks to help you build steps
to get to where you need to go. You can also break blocks that are in your way. Breaking a block with an enemy on it
will make them fall to their death. There's lots of things to collect besides the key,
which will give you points, extra lives, and more. The music is pretty good, and the
game plays great on the Game Boy. If you're into puzzlers like this, I'd recommend it. (music and sound effects) JOE: Wow, that's a lot of black and whiteness so far. DAVE: Hey, it's easy on the eyes.
Look at it that way. JOE: Not when they're zoomed up
all the way to the full screen! DAVE: I don't know. I love it. You knew I'd love this whole episode,
and we're only part of the way through it. JOE: So, let's just get right back into it. (Dave claps) (arranged music from
Castlevania II: Belmont's Revenge) Balloon Kid is a follow-up to Balloon Fight,
which was on the NES. This one plays more like the Balloon Trip
part of that game. In the beginning of the game, you ship your son off
on a set of balloons, hoping to make the news and maybe even land a reality TV show,
kind of like Balloon Boy. Anyone remember Balloon Boy? Oh, well. Anyway, you realize your mistake, and you take off
in your own set of balloons to go get your son. And on the way, you want to collect
as many balloons as possible. Well, actually, you don't have to, but they're worth points,
and you want *lots* of points. You tap button A for a burst of height,
but you can also land on the ground, just as long as it's not covered with danger. Pressing B will cause you to let go from your balloons. If your balloons touch an enemy,
one of them will pop. You can still run around on the ground
if you don't have any balloons. This is a pretty fun game for the Game Boy,
but honestly, only in short bursts. (music and sound effects) Now, let's take a look at
Kid Icarus: Of Myths and Monsters. Full disclosure: I don't know a whole lot
about the original game, as the only things that appealed to me at the time were
the fact that you could shoot up and the music. This version seems to play in a very similar fashion,
only the music isn't anywhere near as catchy. You can shoot across or up,
and hearts are still your currency. Speaking of which, the stores here
are damned expensive: 20 entire hearts for a hammer?
These are given away multiple times in any level. There's lots of different rooms you can go into,
and some of 'em have advice for you or maybe even some creatures to fight. Your goal in most of the levels is
to make it to the top of the stage and into the exit, but the labyrinths are also back. Don't worry, though, as you have a
completely useless map at your disposal. You can break certain blocks with your hammer,
and these usually reveal special stuff to collect. The control is decent, though the game feels
very slow and floaty. It's a decent game, but it's certainly nothing
I'd personally pay more than $5 for. (music and sound effects) Trax is a fun and unique game developed by
HAL Laboratory and released by Electro Brain. In this one, you go on a cute killing spree, destroying *everything* that you see to satiate
your lust for death and destruction! The good people are just trying to defend themselves,
and of course, they try to stop you. Basically, button B fires your gun and
button A rotates your turret of death, but it can only rotate clockwise, so be careful. You shoot down enemy vehicles, trees, homes,
warehouses, you name it. No amount of death is too much for you
and your cute little tank! You can pick up some cool power-ups
to help you out with your murder spree, including a three-way shot and other things. It's up to you to decide if your current weapon
is better at death than the one you can pick up. Your life bar is over on the right. If that runs out, you lose your life.
I'm sure you would never have guessed that, right? Anyway, if you pick up fuel tanks, they restore
some of your life bar, so maybe it's a fuel gauge. The stages are pretty long, and there's mid-bosses,
as well as stage bosses to murder. There can be a lot of slowdown when a lot of
innocent defenders crowd the screen, and crowd it, they do. It can be really challenging
sometimes if you want to kill *everybody*. The music works for the game, and it seems
kinda happy for a wartime game, but then again, you're a happy little tank. Overall, it's really not bad at all, and I recommend it
if you can find it for a few bucks. (happy music and destructive sound effects) DAVE: Revenge of the Gator is a pinball game by HAL. It's a fun game, but it has one flaw
that can be frustrating, which I'll get to soon. The game controls well: flippers are responsive
and the ball physics are fairly realistic. There's only one game board here with four screens. Each screen has plenty of stuff
that you can try and hit with your ball. In fact, sometimes, it feels that there's too much
on the screen, and you feel cramped. Moving the ball up the board takes some practice
and a lot of luck. This is where I feel the main flaw is: like here, I've worked my ass off to get this gate open
so I can move up the board. Once I get up to the next area,
it doesn't take me long to mess up and get knocked back down a screen. Instead of the gate remaining open, it's closed!
What the hell?! No! This gate should *always* be open
after you've opened it once. I don't know if it's by design or an overlooked flaw,
but it sure is frustrating. Otherwise, the game is fun, has decent graphics,
secret rooms, and a looping track that gets annoying kinda quickly. (music and sound effects) After this, HAL went on to make Kirby's Pinball Land. I feel they went all out with this one,
and almost perfected video pinball here. This game has three different fields to choose from. All of them are really well-designed
and have tons of animation. Again, each board has four screens,
and the only thing that I wish was there was smooth scrolling between each screen. When your ball flops between two screens,
it can get quite disorienting. The playfields seem to have more room
and aren't as claustrophobic. There's a few bonus rooms on each board,
and also a boss fight waiting for you at the top. These are tough, but they're really fun. The music is pure Kirby awesomeness,
and I never get sick of it. What a great game this is, and if I were you,
I'd buy it for your 3DS from the eShop. (Kirby music and sound effects) Since we're talkin' about HAL here,
let's take a look at their other Kirby games. I mean, why the HAL not? Kirby's Dream Land was released in 1992. This was his first adventure game,
and it's a very solid experience. I had a really fun time playing this game back in the day,
and I was a Kirby fan ever since. There's only two problems that this game has. Firstly, Kirby hasn't gained his ability
to steal enemy powers. For me, this isn't a big deal since
this is how I knew the game originally. People that are used to current Kirby games and
go back and try this one most likely won't like it. Secondly, the game is over before you know it.
You can beat it in less than 45 minutes. Still though, it's a great experience. (Green Greens theme, sound effects) Kirby's Dream Land 2 came out several years later. This game does let you steal enemy powers,
which of course, is awesome. It also has helper characters in the form of animals.
These are okay. I'm just not a big fan of 'em. I'd much rather just have Kirby alone and that's it. This entry is definitely longer than the first,
and actually has seven worlds, with between three to five levels each and a boss fight. This is a much more fleshed out game than the first,
and it feels like it. The control is great and,
of course, the music is fantastic. HAL is one amazing company, and I'm glad
that Nintendo has them on their side. (Big Forest theme and sound effects) JOE: Let's check out Operation C from Konami.
This is basically a retooling of Super C on the NES. This was released back when they were afraid
to call Contra "Contra." Anyway, I feel that this one was more successful
than the Castlevania Game Boy games, and actually bringing the player
a portable version of the game. Playing this, it absolutely feels like a Contra game
through and through, and that's because it is. Almost everything you know and love
about Contra is here. You've got side-scrolling run and gun action,
but this time, the weapons can be powered up. So, you can get a spread that features
twice as many bullets, or you can get a heat-seeking version
of the same weapon. I like these additions, and it really makes
the game more enjoyable. Of course, you have the overhead missions, as well.
Some people hate these stages. Personally, I like 'em. The graphics are fantastic for the Game Boy,
and the music is straight from Super C, only better now because it's in stereo. (stereo music) By default, you only get three continues, but I'm sure
there's a code out there to help you if you really need it. This one is a must-have. (stereo music and sound effects) There's also Contra: The Alien Wars,
which was made by Factor 5. This, of course, is a direct port of
Contra III on the Super Nintendo. I'm surprised at how well it came out, actually.
It's pretty damn faithful, all things considered. Gone, however, is the ability to wield
two weapons at a single time, and also the two-player mode,
which, of course, is to be expected. Still, pretty much everything is here;
just scaled way, way back. The overhead levels are here, but of course,
they don't rotate. I recall most people hating *those* levels in the
Super Nintendo version with a *flaming* passion. Again, I actually like them, though they're
a lot slower and a bit tougher here. The graphics are all pretty good
and the control is decent. The music is also pretty faithful, and it's fun to hear
Game Boy renditions of the original tunes. (music and sound effects) This is a good game, but I think that Operation C is
the better Contra experience overall for the Game Boy. (more music and sound effects) We should probably mention a few games that
*everyone* else talks about, like Super Mario Land. Yeah, Dave's talked about these before,
but here's *my* brief take. Of course, this was one of the launch games. I remember thinkin' how tiny everything looked
and how extremely simple the graphics were. Honestly, it really turned me off as a
potential customer for the Game Boy. Back then, I wanted games to take a step forward,
not backwards. Anyway, I never really bothered to play this one
until a few years ago. It's actually a pretty good game, and definitely
a unique one in the Mario universe. Yeah, the graphics pretty much suck,
but the music is outstanding. (World 2 theme, jumping sounds) What is it with Game Boy launch titles having
such amazing music?! Can someone tell me? Anyway, it plays pretty well, but it's kinda slippery,
as Mario games tend to be. Now, I generally like Mario games more or less,
but as a character, I pretty much despise him. I know, I know, opinions like that are simply not allowed. Still, it's a good game with some slight nods
to the original NES version. Hell, I'll tell you what, I'd rather play *this*
than the original. (World 1 theme, sound effects) Two years later, Super Mario Land 2: 6 Golden Coins
came around. The graphics are no longer tiny.
In fact, everything is quite large. Small Mario looks bigger here than big Mario does
in a lot of other games. This one looks and plays a lot more like Super Mario
World, and it has a really nice overworld map. What's nice is that you can visit
most parts of the map right away. The game also has you acquiring special abilities,
like a hat that'll let you float if you get the radish. There are lots and lots of places to explore,
and this one will keep you busy for a while. The controls still feel a bit slippery, and like most
Game Boy games that are so zoomed in, it feels kinda floaty, as well. I like this a lot more than the first Super Mario Land,
with the exception of the music. Most of the music here is decent, I guess.
Some of it is awful, though, like in the Pumpkin Zone. (screechy music, warp pipe sound) Still, if you like Mario, you're gonna love this game. (peppy music and sound effects) DAVE: Nemesis is a shooter by Ultra,
who was a subsidiary of Konami. This was the first shooter that I bought
for my Game Boy back in 1990. The game plays exactly like Gradius,
with a power-up system of collecting jewels. Each weapon on the weapon bar takes
a certain amount of these jewels to activate, and you can only activate it when it's highlighted. It's a strange system, and can be
kind of annoying at times. You're always watching this bar, calculating how many
more jewels you need for the weapon you want, and if you collect *too* many, then you have to
cycle through the bar again. This entry for the system feels like a mix of
Gradius and Salamander, with some levels having an organic feel to them. The game is short, with only five levels, and I beat it
in just over a half-hour. It's a fun experience because
your ship controls really well, and as you can see, the graphics are quite amazing
for the Game Boy. There's tons of details in all the sprites. The soundtrack is also really good, with melodies
from previous games and also some new stuff, too. (music and sound effects) Gradius II, which is Nemesis II in Japan,
came out in 1992, but I didn't pick it up until 2012 or so. In actuality, I really don't remember seeing this game
in stores, or even advertised back in the day. I'm glad I found it because it's a fun experience,
just like the first title. This time around, the game is much harder
and the levels are a lot longer. It still retains the same weapons system, so if you've
played Gradius, you know what you're getting into. The game controls very well, but definitely get some
power-ups right away, since your ship is super slow. The graphics again are amazing, and even though
the backgrounds are mostly non-existent, the levels and sprites have some of
the most detail you'll see on the Game Boy. The music this time around has
all-new tracks, and they sound great. (music and sound effects) A sound test was added, which is always a good idea. If you like Gradius at all, both of these games
are well worth your investment. (music and sound effects) Metroid II: Return of Samus is a sequel to
the original Metroid. Duh. The story takes Samus to planet SR388,
which is the Metroid creature's home planet. In this installment, Samus must find and defeat
39 Metroids, and when this is done, it will open up the planet
for further exploration. There's a counter on the bottom of the screen
so you know how many Metroids are left to kill. It would have been nice to have a map of the planet, but it wasn't meant to be, so draw your own map. At least the game does have save points,
which is awesome. Samus controls well, and as usual, she'll pick up items
on the way to upgrade her suit and abilities. I really like the Spider Ball, as you can use it to roll up
almost any wall, and even ceilings. There's lots of hidden areas to discover, which can lead
to necessary items, like an energy tank. Definitely a worthy installment for the franchise
and a great addition to the Game Boy's library. (music and sound effects) JOE: Ninja Gaiden Shadow is a pretty nice game. This time, you're fighting against an evil dictator
whose power is the fear of mankind. He stores his despair in the skyscraper;
pretty heavy stuff. Anyway, we mentioned before that this was
originally gonna be a Shadow of the Ninja game, and then Tecmo came along and acquired it,
and gave it a quick makeover. That doesn't in any way shape or form mean that
this is a bad game. It's actually quite fun. You've got your trusty blade to dispatch enemies with. You also have your ninja magic, or whatever they call it
in the Ninja Gaiden world. I'm used to Shinobi. Sorry. But now, you also have a grapple hook
that fires directly above you, which will bring you up when you
connect to a proper surface. So, if you like James Pond 2: Robocod,
then this is the version of Ninja Gaiden for you. The graphics are decent and the music is pretty good,
but most importantly, it's a fun game to play. Sometimes, I feel that my character
can't quite react quickly enough to things, but it's still serviceable enough to play through.
I definitely recommend giving this one a try. (music and sound effects) Space Invaders also showed up on the system. I know, I know, why the hell are we talkin'
about boring, old Space Invaders? Well, this one is, in fact, a little special. Upon starting the game, you have a choice--
at least, if you're playing this on a Super Game Boy. Choose the Super Game Boy mode, and this right here
is what you'll get: basic, old Space Invaders. This was a game I was never tremendously good at. I seem to have a knack for completely missing,
even when the screen is full of alien ships. But whatever, it's Space Invaders. If you choose the Space Invaders arcade mode,
then something pretty cool happens. All of a sudden, you get a sweet intro and things
don't really look like a Game Boy game anymore. The Super Nintendo has completely taken over
the graphics and sound now! (Echoing): Power Plus!!! You choose from a few different screen settings,
and off you go. It's still Space Invaders. It's just powered by
the Super NES, and everything looks and sounds much better,
as a result. I think it's pretty cool that there's a game
that even does this. (original Space Invaders sounds) Small Soldiers, is also an interesting one, kinda. This is not a great game by any means,
but I thought it'd be fun to show. Here's what it looks and sounds like
when you're playing on the Game Boy. (Game Boy music) Well, plug it into a Super Game Boy,
and then it looks and sounds like this. (Super Nintendo music) Pretty big difference, especially in the music,
which is being handled by the Super Nintendo. As for the game itself, there's very little action, and
you mainly just jump from ledge to ledge to ledge. One button jumps and the other runs and supposedly
attacks, but I couldn't get any attacks to ever happen. Anyway, these buttons are backwards on the controller,
so it makes playing the game even more fun. Again, I really don't recommend this game, but it does more with the technology
than most Game Boy games did. (Super Nintendo music, Game Boy sounds) DAVE: Just like I said, Joe, this was gonna be
a blast of an episode for me to make. Now, I'm gonna ask you, of course,
what you personally think of the Game Boy. JOE: Well, honestly, there are some great games
to be had. There really are. There are also some piss-poor games.
DAVE: Well, yeah, just like any system. JOE: Sure, but it's just somethin'
that I can't quite get into, even though there are, you know, like I said,
good games. DAVE: Yeah. Is it because the games run slower
than normal games because they had to, probably for blurring factors? JOE: Well, I don't know what it is, really. It's just somethin' that--there's just somethin'
that's not appealing, but like I said, I do really like the music
in a lot of those games. What did you think about the Game Boy
after your first experience? (Dave laughing) My first experience or my current experience? I've loved the Game Boy ever since
I first started playing it. I remember going to Target before it was released,
and actually sitting there with my friend playing Tetris four nights a week during school, just goin' down there and goin',
"I wanna play this, I wanna play this!" So, I've been on board ever since the beginning. JOE: And this is your favorite episode by far?
DAVE: Oh, yes, by far. (both laughing) JOE: Anyway, what do you guys think of the Game Boy?
What are some of your favorite games? Let us know, and in the meantime,
thank you for watching Game Sack. (arranged music from Castlevania: The Adventure) (original music from Castlevania: The Adventure) DAVE: Mr. Yokoi, you remember that time that
Joe smashed my Game Boy? (pounding) (distorted laugh) (sobbing): It's too painful. I miss it. And if you're listening, if you could give me
my Game Boy back, that's all I really want. (glistening) (surprised): What? Mister...? What?
(joyous): You did it! My Game Boy! (laughing gleefully) Oh, well, you can keep that, though. I don't want that. Thank you! You gave me my Game Boy back! If you're still listening, can... Do you think I could have my hair back, too? (silence) Hello?
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