<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">	<channel>		<title>New Games Tagged 'also, adventure, SNES' on The Great Games Experiment</title>		<link><![CDATA[ http://www.greatgamesexperiment.com/games/recent/?utm_source=feed&utm_medium=rss ]]></link>		<description>New Games on The Great Games Experiment</description>		<image>			<url>http://www.greatgamesexperiment.com/css/logo.jpg</url>			<title>New Games Tagged 'also, adventure, SNES' on The Great Games Experiment</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/games/recent/?utm_source=feed&utm_medium=rss ]]></link>		</image>		<language>en-us</language>		<item>			<title>Super Ghouls 'N Ghosts</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/superghoulsnghosts/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/2/22f12901845da19db232b89dcbc35d59_sq.jpg" title="Super Ghouls 'N Ghosts Image" /> Super Ghouls 'n' Ghosts was unique in the series in that it only came out for the SNES (Super Nintendo).  It was made to counter the market demand for the Genesis Ghouls 'n' Ghosts version.  Whatever the case, Super Ghouls 'n' Ghosts brings the series to a great end, with colorful graphics, surprisingly realistic synthesizer orchestra music, and excellent, captivating game play.<div style="clear:both;"></div> ]]></description>			<pubDate>29 Mar 2007 11:27:50</pubDate>		</item>		<item>			<title>Eye Of The Beholder 2: The Legend Of Darkmoon</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/eob2/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/8/89d84b2e2a3d340fed82c9c80f9fd1ef_sq.jpg" title="Eye Of The Beholder 2: The Legend Of Darkmoon Image" /> In the sequel to Eye of the Beholder, the Archmage Khelben summons the Heroes of Waterdeep, slayers of the Beholder Xanathar, for another mission. Strange things are happening in the forests near Waterdeep, centered around the Temple Darkmoon. People have been disappearing and shallow graves containing human remains have been found. Khelben teleports the party to the forests near Darkmoon so they may find out what kind of evil is working in the towers of the temple.<br />
<br />
Eye of the Beholder II is, like its predecessor, a first-person role-playing game based on the 2nd Edition AD&amp;D rules. It uses the same point-and-click gameplay mechanics and controls as the first game, with only minor changes.<br />
<br />
A starting party consists of four characters, which can be transferred from the earlier game or created from scratch. Characters can reach higher levels and learn new spells, must face new and tough monsters and solve multiple puzzles. Compared to the first game, many more illustrated NPC encounters and cutscenes were added.<div style="clear:both;"></div> ]]></description>			<pubDate>29 Mar 2007 05:29:46</pubDate>		</item>		<item>			<title>E.V.O.: Search for Eden</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/EVOSearchforEden/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/c/c5077b449b21dcf5ac458242c9192805_sq.jpg" title="E.V.O.: Search for Eden Image" /> E.V.O.: Search for Eden is a Super Nintendo Entertainment System game developed by Almanic and published by Enix about a character whose goal is to evolve into the dominant life form on Earth and live in Eden where Gaia, a goddess personification of earth, lives.<br />
<br />
E.V.O. tells the saga of life's evolution on Earth, with a subtext of a creation myth. The player takes the role of one of many billions of life-forms created by Gaia, the nurturing and benevolent daughter of Sol (aka God, personified as the sun). Among the creatures known as &quot;life&quot;, there is a competition to evolve, and the greatest life-form will eventually be granted the privilege of entering the Garden of Eden and becoming the husband and partner of Gaia.<br />
<br />
The story takes place over 5 stages of life's evolution: the Age of Fish, the Age of Amphibians, the Age of Dinosaurs, the Age of Mammals, and finally the Age of Eden.<br />
<br />
E.V.O. is a side-scrolling platform game with role playing elements. Your character has two basic moves: a jump and a melee attack (usually some form of bite), though mammals also have a &quot;kick&quot; option to attack enemies behind them. By eating defeated enemies, players gain &quot;Evolution points&quot; that can be used to modify the creature they are playing as. These improvements include bigger jaws, scales, horns, fins, longer neck, jumping ability, swimming ability, flying ability and more. By evolving, your character gains more hit points, greater speed, stronger attacks, and even certain special abilities such as flight.<br />
<br />
There are also four types of crystals. Yellow crystals give tips and reveal points of the story. Red crystals allow the main character to morph into special powerful creatures that can be recorded in the evolution log so that they may be called upon later via Green crystals. (One notable addition about Red crystals is that the resultant form is quite different depending on the body size of the player at the time.) Green crystals, of which the character may only possess one of at any given time, allow your creature to revert to a past, perhaps more powerful form. Blue crystals grant the player an unusually large amount of evolution points. These points can then be spent on various improvements to customize the main character.<br />
<br />
The game uses a hub system similar to Super Mario World, with each level consisting of a single overhead map from which the player can choose a variety of stages to play. As the player completes stages within the map, new areas are unlocked for them to explore.<div style="clear:both;"></div> ]]></description>			<pubDate>07 Mar 2007 06:50:21</pubDate>		</item>		<item>			<title>Goof Troop</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/gooftroop/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/c/ce48ee82cc912c422fb3f66ba91a198d_sq.jpg" title="Goof Troop Image" /> Goof Troop is an action-adventure game, developed and released by Capcom in 1993 for the Super NES and based on the TV series by the same name. The game can be played in multiplayer mode, wherein one player controls Goofy and the other Max.<br />
<br />
On a great day for fishing in Spoonerville, Goofy and his son Max go out to the sea. While fishing, they see a huge pirate boat, captained by Keelhaul Pete, heading towards Spoonerville with Pete and P.J. kidnapped. Goofy tries to catch up with the boat, but doesn't succeed until the boat lands on the pirate's island.<br />
<br />
Playing as Goofy or Max, the player works through 5 worlds: Spoonerville Island, a destroyed farm, a castle, a hazy maze cavern, and finally the pirate's ship where Pete and PJ are rescued.<br />
<br />
To defend against enemies, players can throw flowerpots, barrels or vases. There exist several items in the game; for example, a bell to bait the pirates. In the multiplayer game, players can bait enemies into positions where the other player can easily kill them. A grappling hook can be used to stun enemies or for collecting health points, represented as bananas and cherries; only one item can be carried by each player. Platers get an extra life for collecting a white diamond, and an extra continue for a red one.<br />
<br />
The game is very puzzle-oriented. By kicking stones which roll until they are stopped by a barrier, Goofy and Max place stones on switches to open doors. They also search for grappling hooks, with which they can stretch a line over an abyss or to wooden shelves to repair a destroyed bridge. In this situation, the items are lost afterwards. In addition, they must search for keys to open the path to the levels' bosses.<div style="clear:both;"></div> ]]></description>			<pubDate>07 Mar 2007 06:39:59</pubDate>		</item>		<item>			<title>Maui Mallard in Cold Shadow</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/mauimallardincoldshadow/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/c/c49001d206dbc62575789aa96c9d0dac_sq.jpg" title="Maui Mallard in Cold Shadow Image" /> Maui Mallard in Cold Shadow, also known as Donald Starring in Maui Mallard in Europe, is a platform game, released in 1996 for the PC, Game Boy, Super NES(SNES) and Mega Drive/Genesis consoles. The game was developed by Eurocom and released by Disney Interactive. The game was one of the first games to be released under Disney Interactive.<br />
<br />
Maui Mallard (played by Donald Duck) is a medium-boiled detective visiting a tropical island when the mysterious Shabum Shabum idol goes missing. Shabum Shabum is considered the island's native guardian spirit, and unless the idol is recovered, the whole island will explode. Maui is put on the case, and his investigations lead him through a creepy mansion to a native village, where Maui is sacrificed and thrown into a volcano as a sacrifice to the native gods. Maui survives the volcano, and the islanders put him through the &quot;test of duckhood&quot;, which Maui passes, gaining the natives' trust. The natives tell Maui that the only one who knows where Shabum Shabum is has died long since, and Maui goes through the land of the dead to escort his soul into rest.<br />
<br />
Besides typical platform game gameplay (running around, jumping from platform to platform), one of the game's most distinctive gameplay features is allowing to switch the player character's form to suit one's needs. The player begins the game as Maui, whose only mean of self-defence is an insect-launching pistol that can launch several forms of bugs, some of them combined for greater effect. However, once the player reaches the second level, Maui transforms into Cold Shadow, his ninja alter ego, who defends himself with short-range attacks using a staff. Cold Shadow's staff is also primarily used to explore the level further, such as climbing a narrow tunnel. After the second level, the player can switch back and forth between Maui and Cold Shadow at will, provided he has enough ninja tokens for the transformation. The amount of ninja tokens Maui or Cold Shadow holds determines Cold Shadow's strength when played as him. Some levels of the game, however, prevent Maui from transforming at all, as Cold Shadow cannot bungee jump on vines, for example, which forces the player to use Maui throughout the level.<div style="clear:both;"></div> ]]></description>			<pubDate>02 Mar 2007 07:45:23</pubDate>		</item>		<item>			<title>Pitfall: The Mayan Adventure</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/pitfallthemayanadventure/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/2/2f9829565425bcb626da95108bd889f6_sq.jpg" title="Pitfall: The Mayan Adventure Image" /> Pitfall: The Mayan Adventure is a video game released in 1994 for the Super NES and Mega Drive/Genesis by Activision. It was ported to the Sega Mega-CD (1994), Sega 32X (1995), the Atari Jaguar (1995), PC (1995), and the Game Boy Advance (2001), with the last one ported by Majesco. Pitfall: TMA was also the first commercial game released for Windows 95.<br />
<br />
In this game, the player takes the role of Pitfall Harry Jr., son of the hero of the original game, who has to find his kidnapped father.<br />
<br />
An extra feature in all versions is the ability to play the original Pitfall! (the Atari 2600 version) after finding a secret doorway. The doorway can be found by looking for something that seems out of place. The Mega-CD, 32X and Windows ports contained extra (and expanded) levels and other enhancements over the earlier versions.<div style="clear:both;"></div> ]]></description>			<pubDate>02 Mar 2007 06:57:03</pubDate>		</item>		<item>			<title>Flashback</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/flashback/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/5/544709986914a6921d23aabd7b88cb46_sq.jpg" title="Flashback Image" /> The year is 2142. You play as Conrad B. Hart, a man who has lost his memory. After barely escaping from hostile aliens, Conrad's bike crashes on an unknown planet. Conrad finds himself in the jungle, and from now on his quest for survival and his lost identity begins.<div style="clear:both;"></div> ]]></description>			<pubDate>06 Feb 2007 03:49:44</pubDate>		</item>		<item>			<title>Clock Tower: The First Fear</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/Clock-Tower-The-First-Fear/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/2/2829010d136a1c993e886752ff2b147f_sq.jpg" title="Clock Tower: The First Fear Image" /> <div class="user_quote"><span class="quote_from">patente101 said,</span><blockquote class="user_quote">I thought a SNES game couldn't be scary. I was wrong. Really wrong. Clock Tower made me scream and made nightmares form in my mind. For almost a month, I checked behind each single door in my house...</blockquote></div>
<br />
<span style="color: green;">The true title of this game is simply &quot;Clock Tower&quot;.  It was released in Japan only, for the Super Famicom (Japanese market equivalent of the SNES).  It was later ported to the Playstation (also in Japan only), and Windows 95, but under the title &quot;Clock Tower: The First Fear&quot;.  Thus it was natural for the sequel to be titled &quot;Clock Tower 2&quot; in Japan, but the North American sequel was entitled &quot;Clock Tower&quot;, since the title had not yet been exploited here.  In keeping with the North American release title, it is the sequel that's listed as &quot;Clock Tower&quot; elsewhere here at GGE.</span><br />
<br />
<br />
We enter the story just as the 15 year old orphan Jennifer and three of her friends are adopted by the reclusive Mrs. Barrows.  Upon arriving at the imposing Barrows mansion in the mountains of Norway, Jennifer and her friends are left alone for a long while and finally the girl sets out after Mrs. Barrows, but runs back in search of her friends when she hears a scream.  The power has gone out, and Jennifer finds herself in the dark and alone.<br />
<br />
As Jennifer, you now must seek out your friends, and save them if you can as you discover the depth of evil at work, witnessing a murder at the hands of the Scissorman, leaving you terrified throughout your ordeal as you try to evade and hopefully, escape.<br />
<br />
Jennifer's adventure will unravel mysteries of the mansion, the murderous evil Barrows twins, and even her own past as she explores the eerie mansion and encountering it's evil inhabitants.<br />
<br />
<br />
<span style="color: blue;">Additional Game Features:</span><br />
<ul class="user_list"><br />
<br />
<li class="user_li">Simply point and click gameplay means you have to use your head and keep your wits.  Choices made throughout the game will sooner or later have consequences.<br /></li><br />
<li class="user_li">Keep an eye on Jennifer's avatar throughout the game.  Her current strength is indicated by the window color and must be managed wisely, and her reactions to what's going on may provide useful hints.<br /></li><br />
<li class="user_li">Sounds and music used sparsely and cleverly, adding to the overall tension and drama.<br /></li><br />
<li class="user_li">Explore the numerous rooms and levels of the Barrows Mansion.<br /></li><br />
<li class="user_li">Intricate story full of mystery and puzzles, with many alternate endings adding to the replay value.<br /></li></ul>
<br />
Developer:  Human Entertainment<br />
Publisher:  Human Entertainment<br />
Released:  Sep 14, 1995 (JP)<br />
<br />
<span style="color: blue;">System Requirements</span><br />
<span style="color: lime;">Windows 95 version information unverified.  Contributions welcome!</span><div style="clear:both;"></div> ]]></description>			<pubDate>26 Jan 2007 06:53:43</pubDate>		</item>		<item>			<title>Final Fantasy II</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/ffiii/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/3/314af78218a989d098db7a318350ca96_sq.jpg" title="Final Fantasy II Image" /> It's not an exaggeration to say that Square Enix's Final Fantasy series of role-playing games rates as one of the strongest entertainment franchises in the world. You'd be hard pressed to name another RPG series that can match Final Fantasy's breathtaking computer-animated FMV sequences, fantastical steampunk environments, gorgeous musical scores, and enormous, pristine worlds that practically beg for exploration. This is the series that introduced the now-trite concept of the airship to the gaming masses, after all.<br />
<br />
All of these elements are truly great, yes, but perhaps the Final Fantasy series' most important innovation has been in storytelling. The characters are believably human (even the nonhuman ones)--they get scared, play jokes on one another, and even get married. Although the world's always on the brink of destruction in Final Fantasy, the path to preventing the catastrophe is usually convoluted and filled with twists and cul-de-sacs, like a great fantasy novel. And the dialogue is consistently top-notch, from the everyday banter around the towns to the villains' soliloquies. The storytelling prowess didn't start with the original Final Fantasy, though. In its day, the game was more comparable in its construction to leading RPGs like Dragon Quest rather than to something completely groundbreaking. No, the revolution that created the rich RPG genre that millions of fans adore today began with the release of Final Fantasy II (Final Fantasy IV, in Japan). Together with Phantasy Star 2, Final Fantasy II invented the modern, story-driven RPG simply by making players care about what happened to their characters. This is why it deserves to be called one of the greatest video games of all time.<br />
<br />
he narrative in Final Fantasy II gripped you and shook you like a rag doll right from the beginning of the game. Your introduction to the protagonist, Cecil, took place on the deck of a military airship that had been ordered to extort a magic crystal from an innocent town (not a very heroic vocation). After his complicity in this war crime, the conscience-wracked Cecil was dismissed from the military and sent on an errand to a nearby town, along with his best friend Kain. Using generic archetypes for characters (like Final Fantasy's White, Black, and Red Mages, for instance) was standard operating procedure in RPGs at the time, but Final Fantasy II went off on a far more interesting tangent.<br />
<br />
You played a washed-up veteran with a tortured past, and the game quickly introduced you to a multitude of characters with different backgrounds, motivations, and abilities. Each character had unique combat abilities that fit together into a cohesive whole, like Kain's jump attack and Cid's peep. Furthermore, every character kept his or her own counsel during the course of the adventure. Some left the party at an important juncture in the story, only to return at an unexpected moment. Other major characters were simply, shockingly written out of the lineup. Was Kain firmly on your side, and, if so, why was he acting so erratically at times? What about Edge, the mysterious ninja? Did the game's chief bad guy, Golbez, really mastermind the evil plan you were trying to defeat, or was there some other, ulterior force at work?<br />
<br />
You simply didn't know the answers, and there was only one way to find out: fly to the moon on a spaceship that looked like a gigantic whale. This memorable sequence was only the most grandiose in a long line of in-game breaks for story advancement, which are now referred to as cutscenes. Some of them, like the noble sacrifice of the Magi Twins, Palom and Porom, were particularly poignant, while the epic-staged battle right before the end of the game was just awe-inspiring. Compared to other Super Nintendo games from 1992, Final Fantasy II was a feast for the eyes and ears. Nobuo Uematsu's gorgeous, haunting MIDI scoring was completely peerless, and the game did a lot of fancy work with the SNES's Mode 7 scaling technology, too. That Meteo attack looked like it hurt.<br />
<br />
In Final Fantasy II, your characters weren't dumb marionettes; they were full-fledged actors and actresses, and they delivered knockout performances. By the time you finished the game, you had developed such an affinity for your band of heroes that you actually wanted to see what happened to them after they defeated the final boss. And the game obliged with a sort of &quot;where are they now?&quot; trailer during the credits, which was another innovation in a game full of novelties.<br />
<br />
The Final Fantasy series has already chalked up a Greatest Game of All Time, and it will surely contribute more entries to the list over time, thanks in part to the quantum leaps Square made in Final Fantasy II. It was with this game that Square assumed the pole position in the console RPG market--a position it has never relinquished. We, and the Kingdom of Baron, are the better for it.<br />
<br />
-- <a href="http://www.gamespot.com/features/6132899/index.html" target="_blank" rel="nofollow">Steve</a> Palley<div style="clear:both;"></div> ]]></description>			<pubDate>15 Jan 2007 09:41:58</pubDate>		</item>		<item>			<title>Earthbound</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/Earthbound/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/8/862b7ff4b34741bce02733bb26af259f_sq.jpg" title="Earthbound Image" /> <div class="user_quote"><span class="quote_from">Nintendo Power said,</span><blockquote class="user_quote">A meteorite crashes near the peaceful town of Onett, and a young boy's life is changed forever in Nintendo's role playing game, Earthbound. Earthbound is different, though, than the average sword-wielding RPG. In what other game can you defeat enemies with a frying pan, call a pizza-delivery man, or ask your dad for money? Need to get some cash? Just jog on down to the local ATM and withdraw some money for that great Yo-yo you saw at the drugstore. Similar to other RPG's like Final Fantasy or Dragon Warrior, Earthbound uses a party-based fighting format, and you pick up new members as you explore both your world and others. Earthbound is irreverent, a little silly, and a must have for RPG fans.</blockquote></div>
<br />
<span style="color: blue;">Additional Game Features:</span><br />
<ul class="user_list"><br />
<li class="user_li">Gameplay employs many traditional elements such as buying equipment, recharging energy, interrogating NPC's, but while taking the player away from the traditional dungeons to a more contemporary era, full of wit and humor aimed at modern life and pop icons.<br /></li><br />
<li class="user_li">Gearing up in modern towns means that you'll more likely find baseball bats, yo-yo's and frying pans than swords!  A wide variety of weapons are available in the course of the game.<br /></li><br />
<li class="user_li">Form parties to explore and battle.<br /></li><br />
<li class="user_li">Battles aren't random, as most enemies are visible.<br /></li><br />
<li class="user_li">Persistent onscreen analogue HP and PP meters assign losses gradually in real time, enabling the player added opportunity to heal or complete a battle.<br /></li><br />
<li class="user_li">Graphically simplistic, but rich in humor and imagination.<br /></li></ul>
<br />
Developer: Ape, Inc. and HAL Laboratory, Inc.<br />
Publisher: Nintendo<br />
Producer:  Shigesato Itoi<br />
Written By:  Shigesato Itoi<br />
Game Designer:  Akihiko Miura<br />
Art Director:  Kouichi Ooyama<br />
U.S. Conversion Director:  Kouichi Ooyama<br />
<br />
Released in Japan August 27, 1994 for SNES as &quot;Mother 2: Revenge of Gigyas!&quot;, and subsequently as a GBA port in June 20, 2003, also only in Japan.  EarthBound was introduced to the U.S. on June 1, 1995 as a stand-alone game for the Super Nintendo Entertainment System.  In Japan, however, its title refers to the fact that it's a sequel to the NES/Famicom rpg &quot;Mother&quot;.<br />
<br />
<span style="background-color: #99CCFF;">It's worth stating that this game has cultivated such fan devotion that there are numerous sites and communities rife with information and trivia regarding Earthbound, so that one can only scratch the surface of available information here!</span><div style="clear:both;"></div> ]]></description>			<pubDate>16 Dec 2006 06:31:05</pubDate>		</item>	</channel></rss>