Street Fighter Alpha 2 Review Sheralyn Perkins Street Fighter Alpha 2 came out for the Super Nintendo in November of 1996. Back then, it was heralded as being one of the most mechanically complex games that had ever been released for the system. Nowadays, most people only see it for the nostalgia. After watching my brother obliterate opponent after opponent, I finally got to try my hand. As someone who had never played a Street Fighter game before, I had no clue who I could play as (besides the obvious ones that everyone knows, like Chun-Li, Ryu, etcetera), I picked a female character named Rose. I was demolished in the first round. What a shame. The game’s mechanics are simple enough at a glance, with the controller having a square shape, sporting two trigger buttons, a d-pad, and four colored buttons (X, Y, A, and B). The characters are as follows: Adon, Akuma, Birdie, Charlie Nash, the overpowered Chun-Li, Dan Hibiki, Dhalsim, Gen, Guy, Ken Masters, cool guy M.Bison, Rolento F. Schugerg, Rose, the classic Ryu, Sagat, Sakura Kasugano, Sodom, and Zangief. Per usual, Chun-Li was OP, especially when you utilized the overabundance of kicking moves. Button mashing as Chun-Li is also super effective. Graphics wise, Street Fighter Alpha 2 isn’t anything spectacular. The game was released in late 1996; games like Duke Nukem 3D (r. January 1996) and The Elder Scrolls III: Daggerfall (r. August 1996) came out before the release of Alpha 2 and had arguably higher quality graphics. Another small complaint that I feel should be brought up is that once you’re forced into a corner, there’s virtually no way to get out of it if your opponent is in front of you. That is made even more difficult when you’re being attacked. Other than that, I definitely enjoyed this game for its competitiveness. There’s nothing more satisfying than defeating your best friend, or putting an end to a sibling rivalry years in the making. Alternately, there’s nothing more infuriating as failing spectacularly after running your mouth the entirety of the round. Street Fighter Alpha 2 is a good game to play in your spare time, requiring little effort or commitment on behalf of the player. Looking to pass some time? Pop that sucker in. Hanging with your friends? See how many combos you can pull off on each other.
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Why Rainbow Road is the Greatest Mario Kart Level Ever Made By Evan Perkins Rainbow road is a complex and interesting Mario Kart level that has been mistreated and neglected throughout the ages. Rainbow Road features an in depth storyline, with bottomless pits and rainbow roads. The nuance and complexity of this level can certainly not be overstated. Rainbow Road has subtle hints at an unbelieveable storyline spanning almost the entire mario series. Rainbow Road is extremely balanced, and not a single moment in the entire stage feels unfair or unbalanced. With tight turns and perilous drops, Rainbow Road is certainly a challenge for all but the expert level players of Mario Kart. Mario Kart 64 Review By: Seth Wheeler Gameplay For me the game was extremely difficult to handle for me. Turning was extremely difficult which is bad considering it's a racing game. The tracks consist of several turns too which doesn't make the turning situation any better. The game is pretty fun once you get used to the turning though. Especially if you play with friends. It's even more fun playing with friends that aren't used to the absolute garbage that is the turning. Level Design The Levels in this game are very diverse. Each one is very different from the other. The best level in the game is definitely Rainbow Road which is also the longest level. You unlock it by beating the game. Final Thoughts Although the game is a classic, it still doesn't hold up to today's standards Hard 5-Light 6/10 It's good to pass the time A second Opinion by Breau Kaelin Super Mario Kart 64, released in 1996, is considered by many, through the narrow focus of nostalgia, to be a quintessential racing game within the annals of Nintendo’s oeuvre. Between engaging tournament racing and fury-fueled battles, which can accommodate up to four players, there is a great deal in versatility in the game’s offerings. Furthermore, upon its release, many individuals praised the game’s graphics - the number 64 in Nintendo 64 representative of a squaring of the 8-bit format, but certainly, MarioKart 64 is not for squares. However, twenty years after its release, the question is not: “Is MarioKart for squares?” Rather, it should be: “Should MarioKart be for anyone?” An article on the history of Mario Kart.
http://venturebeat.com/2014/05/28/the-complete-history-of-mario-kart/ Today your assignment is to review Mario Kart 64. Original Smash Bros. 64 Review By: Brian Castanon Gameplay Upon playing this on the Nintendo 64 I found that the gameplay was stiff due to the limitations of the controller. Without full understanding of the game a new player most likely won’t stand a chance against that of an experienced player. There are a multitude of attacks that can be used depending on how the player performs the attacks. Though the fighting mechanics may not be the best with the stiffness and limitations of the controls at the time, but it was still good enough to be enjoyable. Level Design 9 stages dot the battlefield of Smash. The level design was varied with environmental interactions drastically changing how the match is played. Constantly aiding players with tactical advantages, but also hindering players when the map decides to go against them. Each map has drops in which a player can die and lose a life, but the map influences the battle like Hyrule Castle spawning a tornado that can whip a player out of the map, and Dream Land with the tree’s ability to blow the players off the map. The terrain varies with different elevations and platforms for advantage. In the end the level design was well-thought out. Character Design All characters play differently, and have their own play style as compared to others which grants different experiences with every character. 8/10 Good Classic Game Second Opinion: Super Smash Bros .64 Review By Seth Wheeler Gameplay The controls of this game feel very stiff compared to other fighting games. The layout is very typical of any fighting game really. Although the controls were stiff, it's still a pretty good game to play with your friends. I've only played two matches of the game and i've gotta say, i was having a lot of fun. There were several different variations of attacks you could use on your opponent. You could attack your enemies from any direction. There were eight characters from the start and you can unlock 4 more in the story. Level Design Each level has a different layout than the others. Although the stages are similar, they do vary in size. The stages are also usually equipped with some sort of inhibitor that can harm all of the players on the stage. There are nine different stages, eight at the start and one unlockable stage. The biggest stage in the game is Hyrule Castle from the Legend of Zelda games. The smallest stage in the game is Dream Land from Kirby’s Dream Land. Hard 6 - Light 7 Would play again This page is for Mr. C's video game club.
In order to be apart of video game club, the student's are required to write a review of one classic game (for example this week the student's are playing Super Smash Bros. for N64). The best review will be published on this page. Best review for the month will then be picked, and the author will receive an award, along with an announcement on this page. Also other announcements will end up here. Once a month Gaming Club will host tournaments. The winners will be announced on this page. Thanks and happy gaming, Vincent Castellano |
AuthorThe students of gaming club Archives
May 2018
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