<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">	<channel>		<title>This Month's Most Popular Games Tagged 'NES' on The Great Games Experiment</title>		<link>http://www.greatgamesexperiment.com/games/popular/month/NES/?utm_source=feed&utm_medium=rss ]]></link>		<description>This Month's Most Popular Games Tagged 'NES' on The Great Games Experiment</description>		<image>			<url>http://www.greatgamesexperiment.com/css/logo.jpg</url>			<title>This Month's Most Popular Games Tagged 'NES' on The Great Games Experiment</title>			<link>http://www.greatgamesexperiment.com/games/popular/month/NES/?utm_source=feed&utm_medium=rss ]]></link>		</image>		<language>en-us</language>		<item>			<title>Chrono Trigger</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/chronotrigger/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/8/8c1698c2cffa5174c0c0aa5d0df936da_sq.jpg" title="Chrono Trigger Image" /> The 32-meg Chrono Trigger utilizes time travel, science-fiction, and fantasy adventure to create one of the best role-playing games ever. The game's hero, Crono, is transported into the past and ends up altering the course of history, and with it the future as well. <br />
<br />
The integral time travel element of the game enables players to alter the game by changing the past, give players multiple endings and excellent repeat game play value. There are mini-quests, a huge cast of characters, realistic time travel, non-linear game play, and more active and interactive battle scenes than Squaresoft's 1994, highly acclaimed, role-playing game Final Fantasy III.<div style="clear:both;"></div> ]]></description>			<pubDate>06 Dec 2006 11:26:30</pubDate>		</item>		<item>			<title>Sid Meier's Pirates! (Original)</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/Pirates/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/c/c58978da8960c38bd6bf56a0746e165b_sq.gif" title="Sid Meier's Pirates! (Original) Image" /> <div style="clear:both;"></div> ]]></description>			<pubDate>10 Sep 2007 02:28:50</pubDate>		</item>		<item>			<title>Gauntlet</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/gauntlet/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/3/35c86a9d88e25638aed5182ed031f58e_sq.jpg" title="Gauntlet Image" /> Gauntlet, the original arcade smash hit, is a fighting game where you choose a character and let rip into the hordes of enemies that assault you on you way to the end of the level. One or two players must make their way through 100 levels of mayhem and magic.<br />
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It featured a choice of four characters to play with, each with different weapons. Thor the Warrior, has a bludgeoning battle axe, Thyra the Valkyrie, has a close range sword, Questor the Elf has his long range bow, and Merlin the Wizard has magical bolts.<br />
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Ghosts, goblins and even the life draining Death are your enemies. Enemies stream out of generators, so destroy these before tackling the rest.<br />
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Keys are needed to open the many doors within the levels, and in some situations a door will contain only bonus items, not a progressive route. Scattered magic potions act like smart bombs and clear the screen of all enemies. Beware of poison though, this reduces your energy level. Treasure is abundant throughout the levels and adds to your score.<div style="clear:both;"></div> ]]></description>			<pubDate>30 Jun 2007 11:43:12</pubDate>		</item>		<item>			<title>Animal Crossing: Wild World</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/acww/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/4/404f3a47e39e40553197bfb90acd8a69_sq.jpg" title="Animal Crossing: Wild World Image" /> For a lot of people there's quite a bit of appeal to games like The Sims.  One can play make believe in a reasonably realistic world, without having to deal with the crap that comes with real life.  Buy into consumerism, and forge relations all you want, and if you make a mistake, just start a new game.  Simple.  However, these games couldn't really be enjoyed by younger people, or be played together by families since the games have content more suited toward an older audience.  A few years ago, Animal Crossing took the core elements of these sorts of games, and slapped them into a fantastical world full of talking animals, cute goodies to collect, and let people play at a leisurely pace, just enjoying the environment, and doing things as quick or slow as they liked.  It worked on the Gamecube, and it works again now on the DS with Animal Crossing: Wild World - assuming you don't have a firm anti-consumerism stance.<div style="clear:both;"></div> ]]></description>			<pubDate>25 Nov 2006 08:27:58</pubDate>		</item>		<item>			<title>Call of Duty 2</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/cod2/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/e/e664a0bbf9bd63e5da21b6ee603c2e92_sq.jpg" title="Call of Duty 2 Image" /> Call of Duty 2 redefines the cinematic intensity and chaos of battle as seen through the eyes of ordinary soldiers fighting together in epic WWII conflicts. The sequel to 2003's Call of Duty, winner of over 80 Game of the Year awards, Call of Duty 2 offers more immense, more intense, more realistic battles than ever before, thanks to the stunning visuals of the new COD engine.<div style="clear:both;"></div> ]]></description>			<pubDate>25 Nov 2006 06:37:45</pubDate>		</item>		<item>			<title>The Legend of Zelda</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/zelda/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/1/1b5be83aff2b15618adc48113273f964_sq.png" title="The Legend of Zelda Image" /> Ganon, the King of Evil, breaks free from the Dark World and captures Hyrule's beloved Princess Zelda. Before she is caught, Zelda manages to shatter the Triforce of Wisdom and scatter its eight pieces throughout Hyrule. Link swears to recover the Triforce pieces and rescue Princess Zelda from Ganon's clutches.<br />
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<div class="user_quote"><blockquote class="user_quote">With Zelda, Miyamoto wanted to take the idea of a game &quot;world&quot; even further. In his own words, the intent of the original Zelda game (and every Zelda title since) was to give players a &quot;miniature garden that they can put inside their drawer.&quot; His inspiration came from the fields, woods, and caves outside Kyoto that he had explored as a boy, and he has always tried to impart this sense of exploration and limitless wonder to players through his Zelda titles.</blockquote></div><div style="clear:both;"></div> ]]></description>			<pubDate>25 Nov 2006 08:08:47</pubDate>		</item>		<item>			<title>The Legend of Zelda: Ocarina of Time</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/ocarinaoftime/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/9/9eb869cee5b9b9bf683eeb1a0ee893ce_sq.jpg" title="The Legend of Zelda: Ocarina of Time Image" /> After a nightmare involving a certain young princess and the evil thief Ganondorf, series hero Link wakes up in his home village tucked away behind the mysterious Lost Woods. The only Kokiri without a fairy, Link soon meets up with his new traveling companion, the winged Navi, and sets out on the adventure of his life. The quest, which inevitably turns into a rescue mission for Princess Zelda, leads players through dark dungeons, picturesque villages, into the heart of a volcano, to the bottom of a lake, through a haunted desert, deep into a magical forest, into a giant tree, the belly of a beast, and even through time.<div style="clear:both;"></div> ]]></description>			<pubDate>25 Nov 2006 10:02:58</pubDate>		</item>		<item>			<title>Rampage</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/rampage/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/5/5f84591011935fcd7f149e890d322417_sq.jpg" title="Rampage Image" /> This is easy. You're a scientist and you &quot;accidentally&quot; became an abominable monster a la King Kong or Godzilla. What's life like as a monster? Well, there's a lot of destruction involved. You fight off tanks and helicopters, destroy buildings, eat people (and their food), and generally wreak havok on the world. All in a day's work.<br />
<br />
<strong> </strong><div style="clear:both;"></div> ]]></description>			<pubDate>28 Nov 2006 05:54:11</pubDate>		</item>		<item>			<title>The Legend of Zelda: A Link to the Past</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/zeldalink/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/8/8d633f46d313aa1aa084e8cf4618befa_sq.gif" title="The Legend of Zelda: A Link to the Past Image" /> Arguably the finest example of two dimensional gaming goodness, the Legend of Zelda: A Link to the Past is the true inspiration behind the masterpieces that are Ocarina of Time, and Twilight Princess.  The fine soundtrack is but one of the seminal areas of inspiration;in fact, a majority of the most prominent Zelda themes -such as Zelda's Lullaby and Kakariko Village tunes; even the name entry music-were directly lifted from A link to the past's musical score.<br />
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Between the environmentally based dungeons, two distinct realms, hookshot and punt-able chickens, it's clear to see that the original Legend of Zelda merely provided the canvas and a rough sketch of the series whereas A Link to the Past served as a the charcoal and oil paints.  <br />
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Yes A link to the Past is truly a Bob Ross inspired happy little tree in the corner of the masterwork that is the Legend of Zelda series.<div style="clear:both;"></div> ]]></description>			<pubDate>28 Nov 2006 11:36:44</pubDate>		</item>		<item>			<title>Zelda II: The Adventure of Link</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/zelda2/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/9/94e6bb98060e5f15e0e38e74f5de8110_sq.png" title="Zelda II: The Adventure of Link Image" /> Looking for Bagu?  Try the woods, and if you survive you'll find an overlooked classic truly ahead of it's time.   Upon release, Zelda 2 was much maligned for deviating from an established formula: instead of the top down view of the original, Zelda 2 shook things up quite a bit by not only shifting to a side-scrolling perspective, but also adopting a myriad of role playing elements.  <br />
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The fact that the game is brutally difficult in comparison to Zelda 1 didn't help to enhance the game's popularity but if you can get past that  you'll be rewarded with deep gameplay and a rewarding sense of accomplishment and a game that would seem to have inspired many more contemporary 2D rpg-lite games such as Symphony of the Night.<div style="clear:both;"></div> ]]></description>			<pubDate>28 Nov 2006 12:23:57</pubDate>		</item>		<item>			<title>Castlevania</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/castlevania/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/e/e803d9e4cf26cb830fef1c5b768b9e72_sq.jpg" title="Castlevania Image" /> Enter At Your Own Risk!<div style="clear:both;"></div> ]]></description>			<pubDate>01 Dec 2006 01:34:44</pubDate>		</item>		<item>			<title>Tiger Heli</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/tigerheli/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/8/87e9362af4b0da6d80493e0c1fad9098_sq.png" title="Tiger Heli Image" /> Players pilot a helicopter in this top-view scrolling shooter. Little side or forward firing helicopters may be picked up and will fly alongside the main helicopter, shooting at enemies.<div style="clear:both;"></div> ]]></description>			<pubDate>03 Dec 2006 07:55:12</pubDate>		</item>		<item>			<title>Crazy Taxi</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/crazytaxi/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/1/177313cb069e7ae5ea6cf1e7a4eb9c3b_sq.jpg" title="Crazy Taxi Image" /> The name says it all, you're a crazy taxi driver - earn money delivering people or spend your time driving like a maniac!<br />
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Crazy Taxi has one of the greatest game sounds tracks ever.<div style="clear:both;"></div> ]]></description>			<pubDate>06 Dec 2006 04:44:02</pubDate>		</item>		<item>			<title>Battalion Wars</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/battalionwars/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/a/a0d9b7f80b1bd51310ae896ed7205597_sq.jpg" title="Battalion Wars Image" /> Battalion Wars is a cute looking war game for the Nintendo GameCube. It has elements of both shooter action and troop managmenent strategy. There is a sequel planned, BWii. <br />
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Released: September 19, 2005<div style="clear:both;"></div> ]]></description>			<pubDate>08 Dec 2006 07:51:09</pubDate>		</item>		<item>			<title>Caveman Ugh-lympics</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/CavemanUghlympics/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/b/bec9ccdd4521417c9cebce5a9ab01180_sq.jpg" title="Caveman Ugh-lympics Image" /> <div class="user_quote"><blockquote class="user_quote"><em>Before corporate sponsors and fashion gear, there were Cavemen. Competition was ugh-ly. Athletes won by bashing the other guy first. pick your favorite Ugh-lympian. Club your way through six pre-hysterical events. Beat your friends to the Caves Of Fame.</em></blockquote></div>
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Caveman Ug-lympics was Dynamix's 1988 entry into the realm of the sports game, caveman style. <br />
<br />
The prehistoric olympiad consisted of: The Mate Toss, Clubbing, Dino Vault, Dinasaur Race, Firemaking, and the Sabertooth tiger Race. Plus athlete interviews and profiles. <br />
<br />
Originally published by Electronic Arts and available for Commadore 64 and DOS. Later it was released for the NES under the title &quot;Cameman Games.&quot; <br />
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<strong><a href="http://nintendo8.com/game/341/caveman_games/" target="_blank" rel="nofollow">Play Now @ nintendo8.com</a></strong><div style="clear:both;"></div> ]]></description>			<pubDate>08 Dec 2006 11:15:02</pubDate>		</item>		<item>			<title>Contra</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/contra/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/8/87b6ebaaa7b28fda96f3f749cc13bafa_sq.jpg" title="Contra Image" /> Playing with fire and murder in the eyes.<br />
Keep squeezing that trigger and never let go.<br />
If it moves, shoot it.<br />
If it doesn't move, shoot it anyway just to be sure.<div style="clear:both;"></div> ]]></description>			<pubDate>09 Dec 2006 09:14:23</pubDate>		</item>		<item>			<title>Deja Vu: A Nightmare Comes True</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/dejavu/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/7/76d97dec923a67abca6d6428ec360a81_sq.jpg" title="Deja Vu: A Nightmare Comes True Image" /> A point-and-click adventure game released for the Mac in 1985 by MindScape.  It was developed by ICOM Simulations, who pioneered the move from text-based interaction to point-and-click adventure games.<br />
<br />
The story is set in the 1940s and you play a private eye who wakes up in a bar's bathroom stall.  You find a body in the bar's office and have to track down the murderer to clear your name.<br />
<br />
<strong>Developer:</strong> ICOM Simulations<br />
<strong>Released:</strong> 1985<div style="clear:both;"></div> ]]></description>			<pubDate>10 Dec 2006 12:12:33</pubDate>		</item>		<item>			<title>Blaster Master</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/blastermaster/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/6/674881f56c06f2eb38424f49fd570ba8_sq.jpg" title="Blaster Master Image" /> Developed by SunSoft in 1988, this game was one of the best games of its time.<br />
<br />
It had action, adventure, powerUps, a very clever world design, and some very cool innovative gameplay. The only thing missing was the story.<br />
 <br />
Boy has pet frog, pet frog runs away and mysteriously runs into radioactive material sitting on the back yard. Frog eats some radioactive material, grows into giant frog, digs a hole in the ground and runs away. Boy runs after frog, jumps into hole in the ground (and this is where it really gets weird) finds a state of the art high-powered military vehicle complete with matching full body suit, which happens to fit him just right. And so he begins a great adventure in search for his pet frog.<div style="clear:both;"></div> ]]></description>			<pubDate>18 Dec 2006 01:14:50</pubDate>		</item>		<item>			<title>The Guardian Legend</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/theguardianlegend/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/5/56b477093e487fb2704ad78056aefdb4_sq.gif" title="The Guardian Legend Image" /> &quot;Long ago, in a distant galaxy, an alien race sent a huge world-called Naju-hurtling toward Earth, loaded with a cargo of mysterious life forms.<br />
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During the long journey, these creatures have multiplied and become increasingly evil-and now Naju teems with evil. However, deep within this complex globe are self-destruct mechanisms that can be activated to destroy it before it reaches Earth.<br />
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Now, you must battle your way deep within Naju's labyrinths to destroy the alien world. You are the guardian of Earth and your saga will become The Guardian Legend.&quot;<br />
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The main character is anonymous, because their identity doesn't matter. What does matter are your actions, which include saving the world. It contains top down adventure action much like in Master Blaster and it has top down shooter sequences, which provides for a nice balance and variation in the action.<div style="clear:both;"></div> ]]></description>			<pubDate>29 Dec 2006 09:31:35</pubDate>		</item>		<item>			<title>Super Mario Bros.</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/supermariobros/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/1/1c7ee7ef721995132fe85debe6d31d11_sq.png" title="Super Mario Bros. Image" /> Super Mario Bros is a classic game of Nintendo.  It revolves around rescuing a kidnapped Princess by an evil creature named Koopa.  Mario and Luigi must help each other to succeed in their mission and save the Toadstool Kingdom.<div style="clear:both;"></div> ]]></description>			<pubDate>30 Dec 2006 07:27:55</pubDate>		</item>		<item>			<title>Maniac Mansion</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/maniacmansion/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/3/38d0338cbbf8075e6e88b215dc336730_sq.jpg" title="Maniac Mansion Image" /> At the start of the game, the hero, Dave Miller, finds that his girlfriend, Sandy Pantz, has been abducted by Dr. Fred Edison, and sets out to save her, with two of his friends. The player could select the friends from a group of six, and the game would play somewhat differently depending on which friends were selected.<div style="clear:both;"></div> ]]></description>			<pubDate>30 Dec 2006 08:02:38</pubDate>		</item>		<item>			<title>Ultima V: Warriors of Destiny</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/ultimav/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/a/a8c41b99aa884b0b292fe4c2bbcf7cdb_sq.jpg" title="Ultima V: Warriors of Destiny Image" /> Ultima V continues the story of the Avatar begun in Ultima IV.  The game begins with Lord British captured on a mission of exploration in a newly discovered Underworld.  The Avatar (player) is called back through a portal to Britannia, where tyrant Lord Blackthorn rules with an iron fist and is backed by 3 mysterious &quot;shadow lords&quot;.<br />
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With a deep plot and rich interactive world, Ultima V substantially raised the bar for RPGs of the day.<div style="clear:both;"></div> ]]></description>			<pubDate>06 Jan 2007 10:26:41</pubDate>		</item>		<item>			<title>Final Fantasy III</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/ff3/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/3/3dab1e2160950f4bfa22a0c3dbb1b56c_sq.jpg" title="Final Fantasy III Image" /> Final Fantasy III is the third game in the popular Final Fantasy Series. As with the rest of the games, this is an RPG.  Four light warriors go and save the world from evil, similar to the story of the original Final Fantasy game. It has a job system where you can give a character a job, and then they gain the unique advantages and disadvantages of that job. It was recently released on the Nintendo DS as an enahnced remake, including new jobs, expading the storyline, 3d graphics, and being released outside of Japan for the very first time.<div style="clear:both;"></div> ]]></description>			<pubDate>29 Jan 2007 09:19:47</pubDate>		</item>		<item>			<title>River City Ransom</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/rivercityransom/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/d/d2636904fde7c75628096ac11df52725_sq.jpg" title="River City Ransom Image" /> &quot;River City Ransom has been described as a cross between a beat 'em up and a role-playing game. The game follows a more or less linear path from start to finish, and fights take place in the style of Double Dragon (another Technos hit), with the player moving Alex (Kunio) or Ryan (Riki) around the screen using the directional pad, and pressing buttons to punch, kick, or jump. However, the characters' effectiveness in battle is determined by several statistics and their knowledge of fighting techniques, such as Acro Circus, Stone Hands, and Dragon Feet, which are purchased like items in shops throughout the city using funds recovered from defeated gang members. This loot may also be spent on various food items and spa treatments which serve to revitalize the player's stats while displaying a funny animation.&quot; ~Wikipedia<br />
<br />
While playing the actual game is fun enough, other activities such as playing stickball in the park or simply beating each other up in a 2-player game add to the charm of  this relatively unknown NES title.<div style="clear:both;"></div> ]]></description>			<pubDate>10 Jan 2007 12:26:17</pubDate>		</item>		<item>			<title>Frogger</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/frogger/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/0/07d00c609cd33f628f1e8bb06657bb5e_sq.png" title="Frogger Image" /> The game starts with three frogs. The player guides a frog which starts at the bottom of the screen. The lower half of the screen contains a road with motor vehicles, which in various versions include cars, trucks, buses, taxis, and/or motorcycles speeding along. The upper half of the screen consists of a river with logs, alligators, and turtles. The very top of the screen contains five &quot;frog homes&quot;&Atilde;&cent;&acirc;&sbquo;&not;&acirc;&euro;<div style="clear:both;"></div> ]]></description>			<pubDate>13 Jan 2007 02:39:31</pubDate>		</item>		<item>			<title>F-Zero</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/fzero/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/c/c2a530af3cedb571775dcabca6621f32_sq.jpg" title="F-Zero Image" /> F-Zero is a futuristic fast-paced racing game developed and published by Nintendo for the Super Nintendo Entertainment System. It was first released in Japan on November 21, 1990 and later in North America on August 13, 1991 and in Europe on June 4, 1992. Its success led to a series of games for multiple Nintendo consoles, handhelds, and arcade. This game has been confirmed to be downloadable for the Virtual Console service for Wii.[1] Like all Virtual Console games, Nintendo has confirmed that F-Zero will be faithfully reproduced in its original form.[2]<br />
<br />
F-Zero was the first SNES title to pervasively use a special hardware feature of the SNES called Mode 7 that allowed different kinds of scaling and rotation effects, which F-Zero used to simulate 3D environments. Such techniques in games were considered to be revolutionary in a time when most games were restricted to static/flat backgrounds and 2 dimensional (2D) objects. A direct sequel for the SNES was cancelled due to the impending release of the Nintendo 64. The unfinished game was instead released for the Satellaview attachment of the Super Famicom in Japan under the name BS F-Zero Grand Prix.[3]<div style="clear:both;"></div> ]]></description>			<pubDate>13 Jan 2007 02:58:18</pubDate>		</item>		<item>			<title>Solomon's Key</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/solomonskey/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/a/a019aa3edf901773d7c5aeafdaf9eee6_sq.jpg" title="Solomon's Key Image" /> <strong>Overview</strong><br />
<br />
Solomon's Key is generally recognized as one of the most difficult games to appear on the NES or any other platform for that matter. The player must overcome unlimited enemy spawning, challenging level designs, a countdown timer, Dana's fragility, and limited ways to dispatch enemies. In addition, it's easy for players to unintentionally make levels impossible to clear while playing them.<br />
<br />
Solomon's Key also has many hidden items and secret levels that are hard to find which enhances the reward for playing. The ending also slightly changes depending on which secret levels the player finds and completes, if any.<br />
<br />
<strong>Gameplay</strong><br />
<br />
The main character, Dana is sent to retrieve &quot;Solomon's Key&quot; to restore the world to light from demons that were accidentally released. The object of the game is to advance through the 50 rooms of &quot;Constellation Space&quot; by acquiring a key to the door that leads to the next room before a timer runs out. The game incorporates elements of the platform shooter genre. Dana can run, jump, create or destroy orange blocks adjacent to him as well as create fireballs to destroy demons. The orange blocks can also be destroyed by jumping into them twice. Along the way Dana can acquire items to upgrade his firepower and extra lives as well as item that award bonus points and unlock hidden rooms. With certain items, Dana must make, then break blocks (sometimes in a certain manner) to make these appear.<br />
<br />
<strong>Levels</strong><br />
<br />
There are 64 levels in total with 15 being secret. The main levels are divided into groups of 4 with one group for each Zodiac constellation. The final level is called Solomon's room. Each constellation has a secret bonus room which can only be accessed by finding a seal for the constellation in the last room of the group. The other three levels are Page of Time, The Page of Space, and the Princess Room which occur only if the player has acquired the hidden Seals of Solomon.<br />
<br />
<br />
<strong>Notes</strong><br />
<br />
There is a way to continue at the game over screen on the NES version. Hold UP along with the A and B buttons. Dana will start over from scratch (no scroll upgrades) at the last level completed, however Solomon's Seals will be retained. If a player gets a game over after room 40, the game will restart at room 40 if this cheat is used.<br />
<br />
At the Game Over Screen a &quot;GDV&quot; score also appears. The score uses a weighted composite of several factors (like levels completed, items found, time and points) which gives the player a good idea of how well the last game was played. The higher the GDV the better the game.<br />
<br />
In 1993, a sequel was released for the NES named Fire 'N Ice in North America but called Solomon's Key 2 elsewhere. A sequel for the original Game Boy entitled &quot;Solomon's Club&quot; was released in 1995. The 1999 Game Boy Color release Monster Rancher Explorer (called simply &quot;Solomon&quot; in Japan) by Tecmo is an updated port of Solomon's Key. The game was released for the Wii's Virtual Console on November 19th, 2006 in North America.[1] and on December 15, 2006 in Europe.<br />
<br />
<em>This description is from Wikipedia</em><div style="clear:both;"></div> ]]></description>			<pubDate>13 Jan 2007 03:06:32</pubDate>		</item>		<item>			<title>Spy Hunter</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/spyhunter/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/1/13120e60b01fb0be15c83c68a3a40ca5_sq.jpg" title="Spy Hunter Image" /> Spy Hunter is an action/driving game. It places the player as the driver of a &quot;spy&quot; vehicle. The object of the game is to travel the freeways and hunt down and destroy as many enemy vehicles as possible, while protecting and not harming innocent civilian vehicles.<br />
<br />
The view is aerial, much like a helicopter vantage point. The screen scrolls vertically underneath the player's car. An arrangement of the Peter Gunn theme music plays throughout.<br />
<br />
The game begins with the player driving a vehicle, the G-6155 Interceptor (fictitious, but modelled on a 1983 Z28; its name derives from the date of birth of game designer George Gomez). Soon, the player starts to encounter enemy vehicles which try to force the player's car off the road and crash. Each enemy vehicle has its own special feature, such as tire slashers or bulletproof armor.<br />
<br />
Points are scored for distance travelled (a counter increments the score while the player is driving) and destroying enemy vehicles, however these points are not added for several seconds should an innocent civilian car be destroyed. There is a lead-in time where the player has an initial endless supply of cars. After the lead-in time expires, the player must earn extra cars with high scores. The first extra car is earned at a default value of 30,000 points, but this value can vary depending on settings; up to 3 additional cars are awarded at similar increments.<br />
<br />
The player must be careful to avoid harming innocent civilian vehicles. There are three types of such vehicles &acirc;&euro;&rdquo; two automobiles (one pink in color, the other light blue) and a motorcycle. Destroying these vehicles causes the score meter to halt for a few seconds (in effect subtracting points from the player's score) and will result in the weapons van (see below) arriving only once instead of twice in that sequence (it is also possible to inadvertently destroy the weapons van itself; doing so produces the same consequences as destroying a civilian vehicle). A very hard, direct crash with a civilian vehicle can result in the player losing a car.<br />
<br />
Initially, the only weapons the player's car has available are two front-mounted machine guns with an endless supply of ammunition. Early on, these guns and the player's driving skill (the player can attempt to force or ram enemy cars off the road) are his only means of defense against the &quot;bad guy&quot; hordes. Eventually, however, the player encounters an ally, the Weapons Van. The player drives past the weapons van &acirc;&euro;&rdquo; which is bright red in color &acirc;&euro;&rdquo; parked on the side of the road. The van accelerates past the player's car and drops a ramp. The player can then drive up the ramp and enter the back of the van. The van then pulls to the side of the road and the spy car is equipped with a new weapon. A symbol atop the weapons van indicates which type of special weapon it carries. The weapons van appears twice in each sequence, or &quot;territory&quot; (forks in the road, where the player must bear either to the right or to the left, marking the boundary between one territory and the next). The player is not compelled to use the weapon supplied by the van; if uninterested, the player can simply ignore the van and drive past it.<br />
<br />
There are three special weapons in all and they can all be equipped simultaneously (though this is rare). The special weapons consist of an oil slick, a smoke screen and missiles. Each special weapon has a limited number of uses, for example, the smoke screen can be used four times (three times in some game versions). The special weapons are activated via dedicated buttons on the steering wheel. Once weapons are depleted, the car can be refitted with a new supply from the weapons van (the ammunition can be refilled in this manner before it is totally depleted, and entering the weapons van and receiving the same type of weapon twice in the same territory results in the supply of ammunition being doubled - this does not apply for all game versions). If the car is destroyed, either by being forced off the road or shot, all weapons other than the machine guns are lost when the car returns to the road.<br />
<br />
There are four enemy vehicles in all, each dark blue in color and possessing its own special characteristic:<br />
<br />
    <li class="user_li">Switchblade (subtitled Never To Be Trusted) with tire slashers (knives pop out of this car's tires and can force the player's car to crash if they touch his tires)<br /></li>    <li class="user_li">The Road Lord (subtitled Bullet Proof Bully) with bulletproof armor plating (the machine guns are ineffective against these cars)<br /></li>    <li class="user_li">Limousines called The Enforcer (equipped with Double Barrel Action) featuring a shotgun-toting thug who attempts to shoot the player's car<br /></li>    <li class="user_li">Helicopters called The Mad Bomber (subtitled Master Of The Sky) which attempts to take out the player with bombs. This enemy can only be destroyed with missiles (these can also unintentionally destroy the other enemies &acirc;&euro;&rdquo; and conceivably, the player's car itself &acirc;&euro;&rdquo; if they miss the helicopter, as missing shots can fall back onto the roadway - Missiles do not fall back in some game versions).<br /></li><br />
It is possible for the player to convert his car into a boat by voluntarily driving through a special boathouse located infrequently alongside the road; or at certain intervals the player will be compelled to enter the water, with the words &quot;Bridge Out&quot; appearing on the screen a few seconds before such forced entry. The boat driving sequence is very similar to the normal driving sequence, but provides a break from the regular action. In the water, the three enemies besides the helicopter are replaced by two others: The Barrel Dumper, which travels ahead of the boat and throws barrels into the water which must be evaded, and Doctor Torpedo, which shoots projectiles at the boat (using the oil slick on either of these characters results in their destruction by burning). At the end of this sequence, the player drives through another boathouse and his vehicle is instantly changed back into a car.<br />
<br />
Also, at irregular intervals the words &quot;Icy Road Ahead&quot; will appear on the screen; a few seconds later the scene changes to a &quot;Winter Wonderland,&quot; and driving becomes more treacherous; however, some of the weapons &acirc;&euro;&rdquo; particularly the oil slick &acirc;&euro;&rdquo; will become more effective in destroying the enemy vehicles.<div style="clear:both;"></div> ]]></description>			<pubDate>13 Jan 2007 03:17:18</pubDate>		</item>		<item>			<title>Ice Climbers</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/iceclimbers/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/1/1740850aef728a91c97e71c22c807047_sq.jpg" title="Ice Climbers Image" /> The object of Ice Climbers is to recover some stolen vegetables from a Condor living on the top of an ice mountain. Player one control Popo, the blue dressed eskimo boy, while player two control Nana, the eskimo girl dressed in pink. They are equipped with hammers to open the ice layers and club enemies.<br />
<br />
Being a platforming game it consist of several mountains, each mountain built on eight colorful levels of ice and a bonus stage.<div style="clear:both;"></div> ]]></description>			<pubDate>23 Jan 2007 12:30:54</pubDate>		</item>		<item>			<title>Super Mario Bros. 3</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/MarioBros3/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/1/133de967efaa38881c62cb6e81a1bf05_sq.jpg" title="Super Mario Bros. 3 Image" /> One of the most respected games in Nintendo's Mario Bros. series, Super Mario Bros. 3 introduced new moves and abilities to the tried-and-true sidescrolling platformer franchise. After the vastly different gameplay of Super Mario Bros. 2 (which was based on the Japanese Doki Doki Panic), the third game in the series gets rid of Mario's turnip-pulling abilities and replaces them with new feats like flying via the raccoon suit, and hammer throwing with the Hammer Bros. suit. The idea is once again to thwart Bowser's evil plans and battle your way across eight different themed worlds to win a kiss from the Princess.<div style="clear:both;"></div> ]]></description>			<pubDate>07 Feb 2007 02:17:39</pubDate>		</item>		<item>			<title>Metroid</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/metroid/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/3/3723296cc76e5a07848ddc04a91bc462_sq.jpg" title="Metroid Image" /> It's Metroid.  If you don't know this game by now, shame on you.<div style="clear:both;"></div> ]]></description>			<pubDate>11 Feb 2007 02:36:33</pubDate>		</item>		<item>			<title>Mario Tennis</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/mariotennisforgameboycolor/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/d/d924f8e4d23fddd056da1656b2038863_sq.jpg" title="Mario Tennis Image" /> Game is about You - You are a player, who starts from low level, getting experiences, playing tennis matches and in the end of the game playing with nintendo's characters like Mario, Peach, Bowser etc.<div style="clear:both;"></div> ]]></description>			<pubDate>30 Jan 2007 03:18:33</pubDate>		</item>		<item>			<title>Mike Tyson's Punch-Out!!</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/punchout/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/3/306921cb2208405fd7bc9a860f320b7c_sq.png" title="Mike Tyson's Punch-Out!! Image" /> Classic 8-bit NES boxing game, pitting you (Little Mac) against a colorful cast of the worlds greatest fictional heavyweight champions. After a long 13 man battle to an epic 8-bit sound track, and across 3 ranked circuits, Little Mac must ultimately come face to face with Mike Tyson/Mr. Dream in <strong>The Dream Fight.</strong> With a little help from Doc, your insightful trainer, you might indeed become the heavyweight champion fighter!<br />
<br />
Use the D-Pad to dodge left and right, to aim high or duck down low to block oncoming punches. A and B jabs left and right, while pressing Select makes use of your Star-powered uppercut!<div style="clear:both;"></div> ]]></description>			<pubDate>31 Jan 2007 06:18:35</pubDate>		</item>		<item>			<title>A Boy And His Blob</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/aboyandhisblob/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/f/f3e51e69c7f2ef30d88567d3928a4d9a_sq.jpg" title="A Boy And His Blob Image" /> This platformer followed you and your blob companion through some blobby adventures.  The main gameplay component was feeding the blob jellybeans to transform him into different things (a ladder, a bridge, etc.) in order to progress through the game.  A remake/sequel was announced for the Nintendo DS by Majesco, but has thus far never made it into the marketplace.<div style="clear:both;"></div> ]]></description>			<pubDate>10 Feb 2007 03:36:39</pubDate>		</item>		<item>			<title>Crystalis</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/crystalis/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/1/133205ed5b191b820bcf427263af2f65_sq.png" title="Crystalis Image" /> Taken from GameFaqs.com, thanks to Masvega<br />
<br />
It has been said that an ending is merely a beginning in disguise. And so it was that when the Great War engulfed the world, bringing civilization as we <br />
know it to an end, it ushered in the dawn of a new era. An era in which science and technology were shunned - for they had proven to be mankind's <br />
downfall - and the ancient arts of sorcery and magic were revived.<br />
<br />
As the survivors slowly rebuilt their world, towns and villages began to spring up, and the wisest and most capable of the magicians used their power <br />
to keep order. Peace reigned over the land for a hundred years... Until a powerful magician named Draygon, intrigued by the forbidden ways of science, began to study the principles of machines and flying. Realizing the power he might wield if he combined his magic with technology, his mind became twisted by the urge to control and dominate his fellow men.<br />
<br />
Draygon created a computer capable of simulating his magic powers. He placed it in a floating, fortified tower; and from this airborne fortress, he built and controlled his growing empire, until the entire planet was threatened by his ever-spreading evil.<br />
<br />
In an attempt to combat Draygon, the other magicians constructed a series of powerful swords, along with powerful items to use with these swords. Based on the basic elements of the land - wind, fire, water, and thunder - the four swords, if used together at full power, would transform into the next elemental stage - that of crystal. This would be the mightiest weapon ever created: the sword Crystalis.<br />
<br />
Learning of their idea, Draygon seized the weapons; but they had made them too well, and he was unable to destroy them. Knowing they could only defeat him if used together, Draygon scattered the weapons throughout the land, and stripped the wise magicians of most of their powers.<br />
<br />
In desperation, they began to study the writings from the time of the Great War, where they learned of a great magician, the most powerful who had ever lived. He had been imprisoned in a cave and frozen by the evil forces of the Great War, who had hoped to use his powers to control the world after the war. Searching the globe, the wise men found the cave, and were amazed to find that the mighty magician frozen within was a mere lad.<br />
<br />
Though they knew it might destroy them, they pooled all of their remaining powers in an attempt to will him back to life. When the boy awoke - his mind a blank, even his name forgotten - they had vanished, leaving him to find his destiny in this strange new world.<br />
<br />
In Crystalis, you play the role of the young magician, making your way through Draygon's hostile land in an attempt to locate the weapons you will <br />
need to defeat him. Draygon's monsters and black magic will threaten you at every turn; but you must not falter - only you can deliver the world from his <br />
scourge of evil!<div style="clear:both;"></div> ]]></description>			<pubDate>01 Feb 2007 04:38:32</pubDate>		</item>		<item>			<title>Bubble Bobble</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/bubblebobble/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/9/9d576121a0ee1b05a773ab46c35c55e7_sq.jpg" title="Bubble Bobble Image" /> <div style="clear:both;"></div> ]]></description>			<pubDate>02 Aug 2007 12:42:25</pubDate>		</item>		<item>			<title>Duck Hunt</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/duckhunt/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/2/2e722f42bcf85c1680279269ccc0bd73_sq.jpg" title="Duck Hunt Image" /> Duck Hunt is a video game for the Nintendo Entertainment System (NES) game console system in which players use the NES Zapper to shoot ducks on screen for points. The game was developed and published by Nintendo, and was released in 1984 in Japan. The ducks appear one or two at a time, and the player is given three shots to shoot them down.<br />
<br />
Duck Hunt was one of the two original pack-in titles for the first release of the game system (the other was Gyromite). The game was not often reviewed, but given positive reviews from players of the game.<br />
<br />
In Duck Hunt, players utilize the Nintendo Zapper Light Gun that must be plugged into their NES consoles, and attempt to shoot down either ducks or clay pigeons in mid-flight. Duck Hunt was also released as an arcade game in 1984, and is included in the PlayChoice-10 arcade console.<br />
<br />
The game has three modes: one and two-duck variations on the above formula, and a third mode called &quot;clay pigeon shooting&quot;. The clay pigeons are much smaller sprites than the ducks, and, in later rounds, require faster reaction time to shoot down than in comparably numbered duck modes. In Vs. Duck Hunt, Clay Shooting mode appears as the second round with the first round being the two duck variation (the arcade version never had one duck). Also, in the arcade version of Duck Hunt, the dog appears in the clay shooting round when players miss the clay pigeons. In the NES version, the dog only appears in the duck shooting modes.<div style="clear:both;"></div> ]]></description>			<pubDate>06 Feb 2007 01:16:42</pubDate>		</item>		<item>			<title>IronSword: Wizards &amp; Warriors II</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/ironsword/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/2/2f3ef1f681a5fe43689918d294205ec6_sq.jpg" title="IronSword: Wizards &amp; Warriors II Image" /> Ironsword: Wizards and Warriors II is the second video game in the Wizards and Warriors trilogy for the Nintendo Entertainment System. It was developed by Rare and first released in 1989 by Acclaim. The hero of the series, Kuros, must face off once again against the evil wizard Malkil, who has taken control of the four elementals of the world - wind, water, fire and earth.<div style="clear:both;"></div> ]]></description>			<pubDate>06 Feb 2007 01:26:51</pubDate>		</item>		<item>			<title>Kid Icarus</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/kidicarus/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/c/c099639403d6782fceeb88fe76418541_sq.jpg" title="Kid Icarus Image" /> The all time classic, Kid Icarus.<br />
<br />
In Kid Icarus players take on the role of Pit, who is on an epic, Metroid inspired, quest to save Angel Land from the evil Medusa and, in a Zelda style, save the goddess of light, Palutena.<br />
<br />
Kid Icarus was one of the first games to feature multiple endings based upon how it was completed. <br />
<br />
Kid Icarus has been re-released for download on the Wii as of 2/12/207.<div style="clear:both;"></div> ]]></description>			<pubDate>07 Feb 2007 05:15:08</pubDate>		</item>		<item>			<title>Dr. Mario</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/drmario/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/8/816b3e80d2b63556a57919fb055c0dd7_sq.jpg" title="Dr. Mario Image" /> Dr. Mario is an arcade-style puzzle video game produced by Nintendo. It was originally released for the Nintendo Entertainment System and Game Boy in 1990. Its gameplay is often likened to that of Tetris. In this game, Dr. Mario throws vitamins that the player must align in order to destroy the viruses that populate the playing field (designed to resemble a medicine bottle). It is also a confirmed title to be available on Wii's Virtual Console.<br />
<br />
A puzzle game similar to Tetris, Dr. Mario features Nintendo mascot Mario as a doctor. Play consists of dropping two-sided vitamin capsules into an eight-block-by-16-block playing field populated by viruses of three colors (red, yellow, and blue).<div style="clear:both;"></div> ]]></description>			<pubDate>08 Feb 2007 09:18:54</pubDate>		</item>		<item>			<title>The Legend of Zelda: Link's Awakening</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/linksawakening/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/b/bfa12e9ceb62d15378d010aa58c936c6_sq.png" title="The Legend of Zelda: Link's Awakening Image" /> Link, after setting sail for new experiences and adventures, finds himself caught in a squall at sea. Helpless in spite of his valiant efforts to last through the storm, he is overwhelmed by vicious waves and lightning... <br />
<br />
Some time later, a gentle girl named Marin discovers him washed up on Toronbo Shores.. the beach of Koholint Island. She finds a way to get him home and takes care of him until he finally awakens. Marin and her father, Tarin, explain to him where he is, and after he sets out to reclaim his sword, he encounters a mysterious owl... The owl cryptically warns Link about the perils this island faces should the Wind Fish be disturbed from his slumber, and thus Link decides he must do something to save them.<br />
<br />
This owl guides him throughout the rest of his journey, slowly helping him uncover just what exactly is going on. Link learns that, unfortunately, in order to save the islanders he had grown to love, and to set himself free, he must also end a dream, a romance that he might not want to... To save all those people he had come to know and cherish from the Wind Fish's Nightmares, he would also have to end the illusion that caused them to exist in the first place. <br />
<br />
It's a heart wrenching choice to confront, one that Link no doubt regrets with every deep ache of his very soul.. but the only alternative was to let the Nightmare take over and destroy everything.. This was the only fate he could offer them... <br />
<br />
A tragic, touching tale that is told in the simplest way, Link's Awakening is a dream that I'll always hold dear to my heart...<div style="clear:both;"></div> ]]></description>			<pubDate>08 Feb 2007 11:34:05</pubDate>		</item>		<item>			<title>Metroid II: Return of Samus</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/metroid2/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/e/e07452356c39a0c9b8efb067c883389c_sq.jpg" title="Metroid II: Return of Samus Image" /> After the events on planet Zebes (alternately known as 'Zebeth'), the Galactic Federation decided that the Metroids must be eradicated to prevent anything similar from happening in the future. The danger was simply far too great. An extermination squad was sent to the Metroids' homeworld: SR388. Mysteriously, they were never heard from again...<br />
<br />
Samus Aran was considered the only one capable of completing this mission, and so she was called on once again, to wipe out the entire Metroid species by herself. In spite of the disturbing disappearance of the special squad sent in before, Samus ventures into the depths of SR388 alone, collecting upgrades to her Power Suit and hunting down these dangerous, yet curiously fascinating, creatures.<br />
<br />
However, the Metroids aren't simply the floating green parasitic jellyfish she encountered before... No, here in their home world, they grow beyond that and evolve into far more unnerving and powerful creatures, becoming increasingly tougher to kill. These creatures are defined by the stages of their evolution: Alpha, Gamma, Zeta, and Omega. Finally, the source of all Metroids, the Queen, lurks at the climax of the game.<br />
<br />
Thoroughly scouring the murky depths of SR388, finding herself frequently lost in it's maze-like catacombs, and barely struggling her way out of some frightful close encounters with the Metroids, Samus clearly has her work cut out for her. However, with the help of conveniently hidden Missile and Energy Tank expansions, as well as the Varia Suit and arm cannon upgrades (the Ice Beam in particular was helpful - those savvy with the series will understand why!), she manages to battle through this challenge and arrive at the Queen Metroid... A massive, freakish monster that is so advanced in her mutated evolution she barely even resembles her own offspring...<br />
<br />
The Queen, outraged at Samus for destroying her children, bursts through a wall and -eats- Samus! With some quick thinking, Samus curls into her Morph Ball and sets off as many bombs as she can inside the beast's stomach. After being consequently expelled out in result (and likely covered in some sort of mucus or slime), she's immediately attacked again! Narrowly scraping the surface of death, Samus leaps away from the lashing maw of the Queen, and frantically plugs her with every Missile she's got.<br />
<br />
After suffering enough concussive blasts, the Queen is reduced into nothing but withering ash... Victorious, Samus makes her way through the giant tunnel the Queen had occupied during the battle, and heads for the planet's surface, where her ship waits for her. But wait.. what is this pulsing mass in the dark..? An.. egg..?<br />
<br />
Samus witnesses the birth of the last Metroid as it breaks free of it's shell... The hatchling is immediately drawn to Samus - yet, it doesn't attack her. In an alert, confused analysis, Samus decides that since she was the first thing it saw after being born, it must see her as it's mother..! The little hatchling eats through obstacles in Samus' path as she treks for her ship to finally leave SR388, exhausted, her mission complete. Seeing this kind of behavior in the creature causes Samus to take the last survivor of the species back with her to the headquarters of the Federation... <br />
<br />
This bizarre turn of events on SR388 results in the next compelling chapter in the franchise: Super Metroid. It's an underrated and misunderstood gem in the series, one that definitely deserves a chance, especially considering that it's the story that defines the rest that follow it. <br />
<br />
Give it a play, you might be pleasantly surprised...<br />
<br />
See you next mission!<div style="clear:both;"></div> ]]></description>			<pubDate>08 Feb 2007 01:39:50</pubDate>		</item>		<item>			<title>Terranigma</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/terranigma/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/1/1122431e15460052f8a376fd240a5b63_sq.jpg" title="Terranigma Image" /> Terranigma is a 1995 action role-playing game for the Super Nintendo Entertainment System developed by Quintet and published by Enix. It is the story of the resurrection of the world (as we know it), and its progress from prehistoric times to the near future.<br />
<br />
Terranigma keeps a constant top-down view of the world. Instead of turn based battles, which were common in most RPGs at this time, Terranigma utilizes a combat system that allows the player to perform different attacks based on whether or not the player is running, in a jump, tapping the attack button, or a combination of the three.<br />
<br />
(source en.Wikipedia)<div style="clear:both;"></div> ]]></description>			<pubDate>08 Feb 2007 03:07:38</pubDate>		</item>		<item>			<title>Magic of Scheherazade</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/magicofscheherazade/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/b/b25aee05e5f865c1e56c9ff7b074dfc5_sq.jpg" title="Magic of Scheherazade Image" /> A little known classic of the NES era, Magic of Scheherazade was created in a style very similar to the original Legend of Zelda.  Th plot was enjoyable, and involved a bit of time travel.  The main difference to the Zelda titles was the implementation of a password system rather than a battery save system.<div style="clear:both;"></div> ]]></description>			<pubDate>08 Feb 2007 05:42:11</pubDate>		</item>		<item>			<title>Star Tropics</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/startropics/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/e/edad1914fc3aa1f93069e02588032ced_sq.jpg" title="Star Tropics Image" /> Nintendo's 1990 title Star Tropics for the NES played in a style similar to the original Legend of Zelda.  However, the weapons (yo-yo, baseball bat, etc.) make it seem more like Earthbound.  The most unique aspect of the game was a piece of parchment that was included with the manual.  It contained a letter from one character to the main character, Mike Jones.  The game actually instructed players to dip the paper in water, which revealed the hidden number &quot;747,&quot; which was required to advance in the game.  This, obviously, posed a problem for anyone who bought the cartridge second hand.<div style="clear:both;"></div> ]]></description>			<pubDate>08 Feb 2007 05:51:38</pubDate>		</item>		<item>			<title>Zoda's Revenge: StarTropics II</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/startropics2/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/e/e7e9ff08013fea8e99e2aea3d11e6454_sq.png" title="Zoda's Revenge: StarTropics II Image" /> This game, from 1994, picked up right where the original left off.  However, the plot take a rather distinctive turn into time travel, which included many historical figures.  The weaponry also changed into historical items based on the time period you were in.<div style="clear:both;"></div> ]]></description>			<pubDate>08 Feb 2007 05:59:35</pubDate>		</item>		<item>			<title>Spy vs Spy</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/SpyvsSpy/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/8/898e309992b5abe060f3201a65289ac4_sq.jpg" title="Spy vs Spy Image" /> Developed from the popular Mad Magazine comic series, the White Spy and Black Spy do battle on your Nintendo Entertainment System in this split-screen action game. Your mission is to penetrate the foreign embassy, obtain the top secret briefcase and leave in time to catch your private getaway plane. Players control their spy's every action as the zany agents in black and white search for items needed to complete the mission. To escape, each spy must acquire a passport, secret plans, keys and money. The search gets more challenging as the number of booby-traps are increased. But remember where you put them -- booby traps can backfire, so be careful to not get caught in your own trap!<div style="clear:both;"></div> ]]></description>			<pubDate>08 Feb 2007 06:02:35</pubDate>		</item>		<item>			<title>Excite Bike</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/ExciteBike/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/5/58bc5190975c4fbaef5c28911dae7145_sq.jpg" title="Excite Bike Image" /> The Nintendo EAD-developed 2D racer was one of the first to stick you on the steep hills of the off-road biking bracket. Forced to worry about overheating and launching off each jump at just the right angle, players were privy to a very unique and demanding gameplay experience. Not only that, but it also offered up a rare create-a-track mode. Not only has this highly respected classic endured the test of time, but it went on to see a warmly received 3D follow-up, Excitebike 64.<div style="clear:both;"></div> ]]></description>			<pubDate>08 Feb 2007 07:24:10</pubDate>		</item>		<item>			<title>Yoshi's Cookie</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/YoshisCookie/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/4/4d680c23d01a53a0e46dfdd92d925984_sq.gif" title="Yoshi's Cookie Image" /> Mario and Yoshi are baking cookies but they're about to fill the cookie jar. Now, the two must arrange the matching cookies horizontally or vertically to eliminate them from the jar. When all of the cookies are gone, you move on to the next level, which is a little more difficult. If the jar starts to overflow, the game is over. After you make it through all 100 levels, you can challenge a friend to a game. Satisfy your sweet tooth with YOSHI'S COOKIE.<div style="clear:both;"></div> ]]></description>			<pubDate>08 Feb 2007 07:29:13</pubDate>		</item>		<item>			<title>Super Mario Bros. 2</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/supermariobros2/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/a/abc0e1264d27292cb8c06545637e3442_sq.jpg" title="Super Mario Bros. 2 Image" /> Super Mario Bros. 2 was the highly anticipated 2nd installment to the Super Mario Bros. Series for the NES in the US. <br />
<br />
While still a side-scrolling platformer, the game differed greatly from its predecessor Super Mario Bros. and introduced character selection, with each character lending a special ability to gameplay, a brand new set of enemies and bosses new and never seen again to the Mario series, as well as a whole new setting.<br />
<br />
The reasons for this are due to Super Mario Bros. 2 not being based off an actual Mario Bros. game. Super Mario Bros. 2 was first released in Japan and was simply an extension of the original NES title Super Mario Bros. with new and harder levels, but essentially the same in terms of concept, gameplay, characters, and art assets.<br />
<br />
However, Nintendo felt that American gamers would not enjoy the high difficulty the game processed and therefore decided to remake a Japanese title named Doki Doki Panic, swap out the characters with Mario characters, and rename it Super Mario Bros. 2 for a US release.<br />
<br />
The original Japanese version of Super Mario Bros. 2 was later released in the US under the name, Super Mario Bros. All-Stars along with remakes of a few other classic Mario Games.<br />
<br />
This game was featured in Nintendo Power Issue #1 July-Aug 1988.<div style="clear:both;"></div> ]]></description>			<pubDate>08 Feb 2007 08:17:50</pubDate>		</item>	</channel></rss>