<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">	<channel>		<title>This Month's Most Viewed Games Tagged 'casual, Pocket, Gameboy' on The Great Games Experiment</title>		<link><![CDATA[ http://www.greatgamesexperiment.com/games/views/month/casual/Pocket/Gameboy/?utm_source=feed&utm_medium=rss ]]></link>		<description>This Month's Most Viewed Games Tagged 'casual, Pocket, Gameboy' on The Great Games Experiment</description>		<image>			<url>http://www.greatgamesexperiment.com/css/logo.jpg</url>			<title>This Month's Most Viewed Games Tagged 'casual, Pocket, Gameboy' on The Great Games Experiment</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/games/views/month/casual/Pocket/Gameboy/?utm_source=feed&utm_medium=rss ]]></link>		</image>		<language>en-us</language>		<item>			<title>Pokemon Silver</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/PokemonSilver/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/b/b197e2a3da959d85ee33bcc6c5e476dc_sq.jpg" title="Pokemon Silver Image" /> More specialized Pok&Atilde;&fnof;&AElig;&rsquo;&Atilde;&sbquo;&Acirc;&copy; Balls were introduced in this game. For example, a Lure Ball is more effective if used against a Pok&Atilde;&fnof;&AElig;&rsquo;&Atilde;&sbquo;&Acirc;&copy;mon caught with a fishing rod, and a Friend Ball will make a Pok&Atilde;&fnof;&AElig;&rsquo;&Atilde;&sbquo;&Acirc;&copy;mon more comfortable and friendly to its trainer much quicker. To obtain these balls, Apricorns must be picked from special plants found throughout Johto, and Kurt in Azalea Town will fashion these into the different balls based on their color. However, Kurt can only make one ball at a time, and players must wait until the next day for Kurt to finish the ball. Although these specialized Pok&Atilde;&fnof;&AElig;&rsquo;&Atilde;&sbquo;&Acirc;&copy; Balls and Apricorns were not in future generations, there were other specialized balls.<br />
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The game introduces shiny Pok&Atilde;&fnof;&AElig;&rsquo;&Atilde;&sbquo;&Acirc;&copy;mon, i.e. Pok&Atilde;&fnof;&AElig;&rsquo;&Atilde;&sbquo;&Acirc;&copy;mon which have a different coloring than normal Pok&Atilde;&fnof;&AElig;&rsquo;&Atilde;&sbquo;&Acirc;&copy;mon of their species, and which appear very rarely (estimated to be a 1/8192 chance). In this second generation of games (though not the third generation which followed on GBA), these Pok&Atilde;&fnof;&AElig;&rsquo;&Atilde;&sbquo;&Acirc;&copy;mon often have better stats than regular non-shiny Pok&Atilde;&fnof;&AElig;&rsquo;&Atilde;&sbquo;&Acirc;&copy;mon, but can never get the maximum stats for that species. There is one exception to the shiny Pok&Atilde;&fnof;&AElig;&rsquo;&Atilde;&sbquo;&Acirc;&copy;mon system: A Red Gyarados can be found at the Lake of Rage. Since it is part of the storyline, it is impossible not to encounter this Pok&Atilde;&fnof;&AElig;&rsquo;&Atilde;&sbquo;&Acirc;&copy;mon.<br />
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The Pok&Atilde;&fnof;&AElig;&rsquo;&Atilde;&sbquo;&Acirc;&copy;rus (Pok&Atilde;&fnof;&AElig;&rsquo;&Atilde;&sbquo;&Acirc;&copy;mon virus) was introduced. The virus is even rarer (About a 1 in 32768 chance) to get than a &quot;shiny&quot; Pok&Atilde;&fnof;&AElig;&rsquo;&Atilde;&sbquo;&Acirc;&copy;mon, and raises the amount of stats that the player&Atilde;&fnof;&Acirc;&cent;&Atilde;&cent;&acirc;&euro;&scaron;&Acirc;&not;&Atilde;&cent;&acirc;&euro;<div style="clear:both;"></div> ]]></description>			<pubDate>19 Feb 2007 05:30:57</pubDate>		</item>		<item>			<title>Pokemon Gold</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/PokemonGold/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/3/38405d8f214f06e5d7bd8df60339c1ea_sq.jpg" title="Pokemon Gold Image" /> Pok&Atilde;&fnof;&Acirc;&copy;mon Gold and Pok&Atilde;&fnof;&Acirc;&copy;mon Silver are two Game Boy Color enhanced video games for the Nintendo Game Boy. Released in 2000, these games started the second generation of the vastly popular Pok&Atilde;&fnof;&Acirc;&copy;mon video game series. These games feature a new region called Johto, 100 new Pok&Atilde;&fnof;&Acirc;&copy;mon and many more additions. They are also backwards compatible with the first generation of games (Pok&Atilde;&fnof;&Acirc;&copy;mon Red, Blue and Yellow).<br />
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Check out the group for <a href="/group/pokemon" class="game_link">Pokemon Fans of the World!</a><div style="clear:both;"></div> ]]></description>			<pubDate>19 Feb 2007 05:17:46</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>Rampage World Tour</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/RampageWorldTour/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/2/2a378dc4a5b538ef4bc72a2a96273bf3_sq.jpg" title="Rampage World Tour Image" /> Rampage World Tour was a reinvention of the original arcade classic; created for Midway Mfg. by the original designers, Jeff Nauman and Brian Colin and the crew at Game Refuge Inc. <br />
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The game follows George Lizzy and Ralph as they smash and fight their way through hundreds of cities around the Globe. This update game added dimension to the characters andadvanced the storyline, but stayed true to the user-friendly &quot;there's no wrong way to play it&quot; gameplay mechanic of the original.<br />
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Though incredibly violent, the game treats all interaction with a cartoony, blood-free, tongue-in-cheek approach that keeps the action light-hearted and appealing to players of all ages.<br />
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This &quot;Sequal&quot; has spun off a number of additional &quot;Rampages&quot; on a number of platforms .. but many feel that RWT was the best of the lot.<div style="clear:both;"></div> ]]></description>			<pubDate>12 Jun 2007 11:06:40</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 />
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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 />
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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 />
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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 />
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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>Super Mario Land</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/supermarioland/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/e/e298c3af79528a146e5ccad8c97006d1_sq.jpg" title="Super Mario Land Image" /> Super Mario Land is the first Super Mario game for the Nintendo Gameboy. In the game Mario has to save Daisy, who has been captured by the evil Tatanga.<div style="clear:both;"></div> ]]></description>			<pubDate>09 Feb 2007 09:05:03</pubDate>		</item>		<item>			<title>Super Mario land 2</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/MarioLand2/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/3/30a0d86d2349f4a9ec29236854b7535c_sq.jpg" title="Super Mario land 2 Image" /> Super Mario Land 2: 6 Golden Coins (&atilde;&sbquo;&sup1;&atilde;&fnof;&frac14;&atilde;&fnof;&lsquo;&atilde;&fnof;&frac14;&atilde;&fnof;<div style="clear:both;"></div> ]]></description>			<pubDate>12 Feb 2007 07:35:34</pubDate>		</item>		<item>			<title>Pokemon Red</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/PokemonRed/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/e/e56a1f48ea4ea4c75b7fb492f6c0d16e_sq.jpg" title="Pokemon Red Image" /> Pok&Atilde;&fnof;&Acirc;&copy;mon Red and Pok&Atilde;&fnof;&Acirc;&copy;mon Blue are the first two installments of the Pok&Atilde;&fnof;&Acirc;&copy;mon series of role-playing video games, released for the Game Boy in Japan in 1996. They are two of the best-selling video games of all time. Set in the fantasy world of Kanto, the game's stories follow the progress of the central character in his quest to master Pok&Atilde;&fnof;&Acirc;&copy;mon battling. Both games are independent of each other but feature largely the same plot and, while both can be played separately, it is ideal for the player to refer to each in order to complete the game.<br />
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Pok&Atilde;&fnof;&Acirc;&copy;mon Red and Blue have subsequently been remade for the Game Boy Advance into Pok&Atilde;&fnof;&Acirc;&copy;mon FireRed and Pok&Atilde;&fnof;&Acirc;&copy;mon LeafGreen. These, being advanced generation games, serve to allow the player to obtain all of 386 then-available Pok&Atilde;&fnof;&Acirc;&copy;mon species created by the franchise.<br />
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Check out the group for <a href="/group/pokemon" class="game_link">Pokemon Fans of the World!</a><div style="clear:both;"></div> ]]></description>			<pubDate>19 Feb 2007 04:31:54</pubDate>		</item>		<item>			<title>Pokemon Blue</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/PokemonBlue/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/d/d6142bdb089031346b99c826386cde8c_sq.jpg" title="Pokemon Blue Image" /> At the beginning of the games, the player can choose Bulbasaur, Charmander or Squirtle as their starter Pok&Atilde;&fnof;&Acirc;&copy;mon from Professor Oak. After that choice, they cannot catch the other two starters or their evolutions in the wild or by trading with in-game NPCs, so, to complete the Pok&Atilde;&fnof;&Acirc;&copy;dex, the player must link games and trade with other players in the real world. The basic story is to become the best trainer in all of Kanto; this is done by raising Pok&Atilde;&fnof;&Acirc;&copy;mon, defeating Gym Leaders for Badges, and eventually challenging the Elite Four, the greatest Trainers in the land.<br />
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The player has a childhood rival, the grandson of Professor Oak. This character's default name is the color of the version owned (i.e. in Red version, the character's default name is Red). If one plays Red, the rival is Blue. He will repeatedly battle the player at certain points in the game to test the player's Pok&Atilde;&fnof;&Acirc;&copy;mon; being defeated is an indication for the player to level up his or her team. He will always choose for his starter a Pok&Atilde;&fnof;&Acirc;&copy;mon that has a type advantage over the player's chosen one; for example, if the player chooses Squirtle, he will choose Bulbasaur, a Grass-type Pok&Atilde;&fnof;&Acirc;&copy;mon, giving it an advantage over Water-type Squirtle.<br />
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Check out the group for <a href="/group/pokemon" class="game_link">Pokemon Fans of the World!</a><div style="clear:both;"></div> ]]></description>			<pubDate>19 Feb 2007 04:44:23</pubDate>		</item>		<item>			<title>Tetris (GB)</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/tetris/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/c/c15c9059bc624a10083bfe9d6fea0595_sq.jpg" title="Tetris (GB) Image" /> Tetris, tetris, tetris. Nothing beats the original good ol' Nintendo Gameboy Tetris!<div style="clear:both;"></div> ]]></description>			<pubDate>02 Jun 2007 02:41:14</pubDate>		</item>		<item>			<title>Joust</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/joust/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/1/1f202cb50374f352c29203d429968be0_sq.png" title="Joust Image" /> Joust's simple controls, and the fact that it was one of the few games two players could play together, helped make this arcade game a hit.<br />
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You play a knight mounted on an ostrich.  You must use your lance to joust against wave after wave of enemies.  The only controls you have are to flap your wings and to move left and right, making it quite easy to get into the game.  You may defeat an opponent by colliding with them with your lance higher than theirs.<br />
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When you beat an enemy, they drop an egg.  If you let it hatch by not collecting it, it will spawn a tougher enemy than the one who dropped the egg.<br />
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Other dangers include a lava pit at the bottom of the screen, a lava troll which tries to drag you into the lava pit, and a very tough-to-beat pterodactyl which appears if you take too long on a level.<br />
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<strong>Designer:</strong> John Newcomer<br />
<strong>Released:</strong> 1982<div style="clear:both;"></div> ]]></description>			<pubDate>13 May 2007 09:11:30</pubDate>		</item>		<item>			<title>Mortal Kombat 4</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/MK4/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/b/b16043063c127e8e2915669cbec1c885_sq.jpg" title="Mortal Kombat 4 Image" /> Early on, the development team at Midway decided to make a 3D Mortal Kombat to capitalize on the rising popularity of 3D games at the time. Midway decided to develop its own hardware, named &quot;Zeus&quot; from scratch however, resulting in development delays (a large amount of the game was tested on two dimensional hardware using pre-rendered characters).<br />
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As revealed in later interviews, programmer Ed Boon was particularly concerned with maintaining the gameplay feel of a 2D game but with 3D graphics. He at first was worried that there was some intrinsic property of 3D graphics that would make this impossible. Essentially, the major gameplay difference between 2D and 3D fighting games of the time, was that up to that point all 3D fighting games had attempted to somewhat simulate realistic martial arts. One of the reasons this was done was to take advantage of the fluid keyframed and motion captured animation that was now possible using 3D models. For example, in Virtua Fighter, a real martial artist was filmed performing the moves, and this movement was imposed on the 3D model in the game. Thus, while a punch in a 2D game might be a rapidly responding move with two frames of animation, a punch in a 3D game might have a delay between when the button was pressed and when the opponent was hit, owing to the realistic animation.<br />
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This delay however fundamentally changed the gameplay experience. Boon eventually decided to use the non realistic 2D rates of animation and movement, simply imposed onto 3D graphics. Thus the gameplay experience is nearly identical to the 2D versions of Mortal Kombat. While this was attempted before with the Street Fighter EX series, that series used more complex animation which did change the gameplay somewhat. Some critics however, were disappointed that Mortal Kombat 4 did not play like other popular 3D games of the time.<br />
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This game introduced 8 new characters, weapons, and a limit inducer to stop people from having unlimited combos<div style="clear:both;"></div> ]]></description>			<pubDate>10 Feb 2007 12:17:05</pubDate>		</item>		<item>			<title>Yoshi</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/Yoshi/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/2/2c967e6666ec4654dfbeccd287dec5d2_sq.jpg" title="Yoshi Image" /> Yoshi, known as Yosshi no Tamago (Yoshi's Egg) in Japan and Mario &amp; Yoshi in Europe, is a video game released for the Famicom/Nintendo Entertainment System and the Game Boy.<div style="clear:both;"></div> ]]></description>			<pubDate>13 Feb 2007 05:46:34</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 />
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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 />
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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>california games</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/caligames/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/5/59c342858ea3e0cac2834ad69081bf8a_sq.jpg" title="california games Image" /> California Games is a 1987 Epyx sports video game for many home computers and video game consoles. Branching from their popular Summer Games and Winter Games series, this game consisted of some sports purportedly popular in California.<br />
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The game sold very well, topping game selling charts for winter months. It also got very positive reaction from reviewers. Many consider California Games to be the last classic Epyx sport game. After this game, the staff in Epyx changed.<div style="clear:both;"></div> ]]></description>			<pubDate>30 Jun 2007 11:38:02</pubDate>		</item>		<item>			<title>Mortal Kombat 3</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/MortalKombat3/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/b/b680e30759188e787a9f9bafc27e6553_sq.png" title="Mortal Kombat 3 Image" /> Mortal Kombat 3 is the continuation of the Mortal Kombat series, offering 15 playable Characters and new moves and fatalities. It is this game that Johnny Cage offically died, that a new Sub Zero arose to avenge his brother, and the appearance of the 3 cyborgs<div style="clear:both;"></div> ]]></description>			<pubDate>09 Feb 2007 07:04:54</pubDate>		</item>		<item>			<title>Wario Land</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/WarioLand/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/c/cd34b613626f0c5b7ff18c1f28d1c38e_sq.jpg" title="Wario Land Image" /> Wario Land: Super Mario Land 3 is a platforming video game developed by Nintendo on the Game Boy in 1994. It is the first video game to feature Wario as both a playable character and the main character, as well as the first appearance of Captain Syrup and her Brown Sugar Pirates, a common villain of Wario's. Despite the Super Mario Land 3 subtitle, Mario has very little to do with this installment in the series.<div style="clear:both;"></div> ]]></description>			<pubDate>12 Feb 2007 07:57:43</pubDate>		</item>		<item>			<title>Wario Land 2</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/Warioland2/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/9/93168afaffa2416b18a80aaef41caa21_sq.jpg" title="Wario Land 2 Image" /> Wario Land 2 is a video game released for the Game Boy in 1998. It was the last first party title made for the Game Boy and was later remade to take advantage of the Game Boy Color hardware. Both versions of the game can be enhanced in Super Game Boy, but in the later version, the save file must be deleted if a Color or Super save is in it before playing the other one. In this game, Wario has to recover his treasure from Captain Syrup and her Black Sugar Gang (formerly the Brown Sugar Pirates).<div style="clear:both;"></div> ]]></description>			<pubDate>12 Feb 2007 11:24:45</pubDate>		</item>		<item>			<title>Wario Blast Featuring Bomberman</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/WarioBlast/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/d/d7cfc763c587ec8c6a7b9c29f05872cb_sq.jpg" title="Wario Blast Featuring Bomberman Image" /> Wario Blast: Featuring Bomberman! is a Game Boy game published in 1994 by Nintendo and developed by Hudson Soft. It is a crossover between Nintendo's Wario franchise and Hudson's signature Bomberman franchise, though it is much more of a Bomberman game than a Wario game (though Wario got top billing). The game was released in Japan as Bomberman GB and did not feature Wario. The Bomberman GB released in America was the Japanese Bomberman GB 2.<div style="clear:both;"></div> ]]></description>			<pubDate>13 Feb 2007 01:31:40</pubDate>		</item>		<item>			<title>Pokemon Green</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/PokemonGreen/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/c/c609e2d1e25c72556f5cbb7b3e48b358_sq.jpg" title="Pokemon Green Image" /> In Japan, Pocket Monsters was first released as Pocket Monsters Aka (&quot;Pocket Monsters Red&quot;) and Pocket Monsters Midori (&quot;Pocket Monsters Green&quot;) while Red and Blue were released in North America and elsewhere. In Japan, Pocket Monsters Ao (&quot;Pocket Monsters Blue&quot;), with improved graphics as opposed to the older first-generation games, was released after the original Aka and Midori. It contained Pok&Atilde;&copy;mon that could be found in places not originally in the Aka and Midori versions. An example is that Ditto was added to the Rock Tunnel and Lickitung could be caught in the wild. Also, Unknown Dungeon was totally redesigned, and its layout was used by the Red and Blue versions.<div style="clear:both;"></div> ]]></description>			<pubDate>19 Feb 2007 04:52:49</pubDate>		</item>		<item>			<title>Pokemon Yellow</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/PokemonYellow/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/e/e96804d93c99bba8057bcfaeff56935f_sq.jpg" title="Pokemon Yellow Image" /> Pok&Atilde;&copy;mon Yellow: Special Pikachu Edition is the fourth game in the Pok&Atilde;&copy;mon video game series in Japan, and the third in North America and Europe. It was released on the Nintendo Game Boy and features Super Game Boy and Game Boy Color enhancements. The game follows Pok&Atilde;&copy;mon Red, Blue and Green versions. Yellow, like the other 8-bit Pok&Atilde;&copy;mon games (Red, Blue, Gold, Silver, and Crystal), is not compatible with the newer Advance generation games.<br />
<br />
The game was released in Japan on September 12, 1998 and is known as Pocket Monsters Pikachu . It was released in North America on October 1, 1999 and was called Pok&Atilde;&copy;mon: Special Pikachu Edition by Nintendo. In both regions, the games are often referred to by fans as simply Pok&Atilde;&copy;mon Yellow, Pok&Atilde;&copy;mon Yellow Version, or Pok&Atilde;&copy;mon Pikachu. The name (and Pikachu on the cover) is due to the fact that Trainers get Pikachu as their starter Pok&Atilde;&copy;mon (like Ash Ketchum did in the animated series). The game was very successful; it became the top-selling handheld game for weeks and entered the Guiness Book of Records in 2001.<div style="clear:both;"></div> ]]></description>			<pubDate>19 Feb 2007 04:59:45</pubDate>		</item>		<item>			<title>Killer Instinct</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/killerinstinct/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/3/3bc962d4b5c418e20ef4e5ec55cdaaf3_sq.jpg" title="Killer Instinct Image" /> Killer Instinct is a fighting game by Rare and Nintendo. Initially released in arcades in 1994, and claiming to use an &quot;Ultra 64&quot; hardware engine. The game received a high profile launch on the Super Nintendo, as well as on the Game Boy. It led to a sequel, Killer Instinct 2.<br />
<br />
Unlike many other fighting games, especially its contemporaries, Killer Instinct takes place in a modern/futuristic setting. Ultratech is a very powerful company which organizes a tournament called Killer Instinct. Along with regular participants, experimental creatures created by Ultratech also fight in the tournament. Ultratech also discovers a technology to make bridges between dimensions, and to also release from his dimensional prison a two-headed monster called Eyedol, an ancient warrior that was locked away along with his rival.<br />
Developed using SGI computers and 3D modeling software from Alias, Killer Instinct was considered a graphical leader when it was released. It featured animated backgrounds that were pre-rendered movies which changed angles depending on the character location. This technique causes the backgrounds to have an unprecedented three dimensional look &acirc;&euro;&rdquo; a look far better than was possible at the time in real time 3D rendering. <br />
<br />
Killer Instinct plays like many other typical fighting games, in which the player controls a character in order to beat an opponent in a one-on-one encounter. The game borrows Street Fighter IIs attack set (a weak, medium and strong attack for punches and kicks, respectively), but also is inspired by Mortal Kombats graphic violence and finishing sequences. There are several features that distinguish it from other franchises: A double energy bar; Automatic combos; Finishing moves; Ultra Combos; Combo Breaker.<div style="clear:both;"></div> ]]></description>			<pubDate>02 Mar 2007 12:42:09</pubDate>		</item>		<item>			<title>Batman Forever</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/batmanforever/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/1/1242347b34903b3c8f9bd4625fe9e7c5_sq.jpg" title="Batman Forever Image" /> Batman Forever is a beat 'em up game based on the movie of the same name. The Super NES, Sega Mega Drive, and Game Boy versions were developed by Acclaim Studios London and published by Acclaim Entertainment the Sega Game Gear and PC versions were developed by Probe Entertainment. The player plays as either Batman or Robin. There is also a fighting game mode called &quot;training mode&quot; where the player can play as Batman, Robin, or any of the enemies found throughout the game against either a computer-controlled opponent, against a second player, or cooperatively against two computer opponents.<br />
<br />
Unlike most beat 'em up games, Batman Forever's controls are largely based on move lists and key sequences more common in fighting games. Some gadget moves involve moving away from the enemy right before pressing a punch or kick button, which creates problems since the game only keeps the players facing enemies if they're close enough to each other. Those moves would often just turn the player around and cause the move to not execute at all, and while most are close-range abilities anyway, this presents a more major problem with Robin's Heat Gun, which would appear to be intended as a long-range projectile attack to complement Batman's Electric Pellet.<br />
<br />
The gadget list is selected by the player each level, with three standard gadgets for each character and two gadgets selected from a list. There are also four hidden &quot;blueprint&quot; gadgets.<br />
<br />
The Super NES and Genesis/Mega Drive versions of the game present very glaring differences. The two most prominent ones are the constant load screens (where the game will display &quot;HOLD ON&quot;) on the Super NES version, and the much more forgiving controls on the Genesis version. Many reviewers cite such difficulty with the Super NES controls that they couldn't even figure out how to use the gadgets, even with the move list in the manual. The PC version is the same as the SNES and Genesis versions but has superior graphics.<div style="clear:both;"></div> ]]></description>			<pubDate>02 Mar 2007 04:25:01</pubDate>		</item>		<item>			<title>Mortal Kombat</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/mortalkombat/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/c/c16930ec3f2c7502298b027ef975b725_sq.png" title="Mortal Kombat Image" /> Mortal Kombat was the first entry in the famous Mortal Kombat fighting game series by Midway, released in arcades in 1992. It was later picked up by Acclaim Games for the home version, then later returned to Midway. It centers on the first Mortal Kombat tournament and the ultimate defeat of the evil Shang Tsung by the monk Liu Kang.<br />
<br />
Versions of the original Mortal Kombat game appeared on several different formats, most notably the Sega Mega Drive/Genesis and Nintendo's SNES. When the first game in the series was released for the SNES in North America, Nintendo of America had a strict &quot;Family Friendly&quot; policy towards the content of the games released on their systems which required the removal of graphic violence, religious imagery and themes, mentions of death, sexual themes, and other sensitive subjects. Hence, the first Mortal Kombat game on the SNES had the blood recolored gray in an attempt to pass it off as sweat, and the various Fatality moves were graphically changed to be less gruesome. The SNES version was graphically superior to the Mega Drive/Genesis port, but all violence was censored.<br />
<br />
The game was a response by Midway to Capcom's successful Street Fighter II, which spawned a number of fighting games. However, it used a distinctly different fighting system from the Street Fighter formula, which was used in all subsequent sequels until Mortal Kombat: Deadly Alliance. The controls consisted of five buttons arranged in an &quot;X&quot; pattern: a high punch, a high kick, a low punch, a low kick, and a block button, as well as an eight-way joystick. If the two fighters were standing next to each other, hitting any of the attack buttons would result in a modified strike: a low punch turned into a throw, a high punch turned into a heavy elbow, headbutt, or backhand, and either kick turned into a knee strike. Crouching and hitting either punch resulted in an uppercut, which was the most damaging attack of the game. Jump kicking and crouch-kicking were executed in a similar fashion to Street Fighter, although leg sweeps and roundhouse kicks were performed by holding away while pressing the appropriate kick button.<br />
<br />
The blocking in Mortal Kombat I by itself greatly changed the flow of fighting in comparison to contemporary games which used Street Fighter conventions. Characters do not block while retreating or crouching, but only block when the block button is pushed. Even then, characters take (reduced) damage from any hit while blocking. However, successfully blocking moves is simple &acirc;&euro;&ldquo; a crouching block can successfully defend against all moves, even aerial attacks such as jumpkicks &acirc;&euro;&ldquo; and blocking characters give very little ground when struck rather than sliding backwards. This style of blocking rewarded dodging to avoid damage but also made counterattacks much easier after a successful block, and the ultimate result was an environment which rewards a more furtive playing style than contemporary games.<br />
<br />
Another of the game's innovations was the Fatality, a special finishing move executed against a beaten opponent to kill them in a gruesome fashion. For example, one character (Sub-Zero) would grasp a defeated opponent by the head, then rip out the head and spine while the body crumpled to the ground in a pool of blood.<br />
<br />
Finally, Mortal Kombat also changed the way special moves were performed. Street Fighter (and many other fighting games) performed most special moves in fractions of circles (usually full, half or one-quarter) on the joystick followed by a button press (such as a quarter-circle forward, plus punch). Mortal Kombat was the first to introduce moves that did not require a button press (such as tap back, tap back, then forward), and only a few of the special moves required circular joystick movement.<div style="clear:both;"></div> ]]></description>			<pubDate>02 Mar 2007 07:14:32</pubDate>		</item>		<item>			<title>Donkey Kong(Gameboy)</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/DKGameboy/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/1/1e19f7ccc9debc18915a068cea5d1cb1_sq.jpg" title="Donkey Kong(Gameboy) Image" /> Donkey Kong is a platform game developed by Nintendo for the Game Boy handheld video game system, which also contains puzzle elements. Donkey Kong is loosely based on the 1981 arcade game of the same name and its sequel Donkey Kong Jr. The game is also known as Game Boy Donkey Kong (as seen in the title screen), and also Donkey Kong '94 (the promotional title before release) to differentiate it from the 1981 arcade game. Like in the original arcade and NES version, the player takes control of Mario and must rescue Pauline from Donkey Kong (who are both given updated character designs for this game). Donkey Kong Jr. also appears in the game and serves as a hindrance to Mario's progress.<div style="clear:both;"></div> ]]></description>			<pubDate>11 Feb 2007 09:46:05</pubDate>		</item>		<item>			<title>Donkey Kong Country</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/DKC/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/4/4d8a82877c3554a7435e8f52f459e065_sq.jpg" title="Donkey Kong Country Image" /> Donkey Kong Country is a video game developed by Rare and Nintendo, featuring the popular arcade character, Donkey Kong. It was released for the SNES and Super Famicom in 1994. It has recently been ported to the Virtual Console on the Nintendo Wii.<br />
<br />
It was produced by Tim Stamper. This was the first Donkey Kong game that was not produced or directed by Shigeru Miyamoto .<div style="clear:both;"></div> ]]></description>			<pubDate>12 Feb 2007 01:59:14</pubDate>		</item>		<item>			<title>Donkey Kong Land</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/DonkeyKongLand/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/e/e8be84072415c1605596c2501ba3a62d_sq.jpg" title="Donkey Kong Land Image" /> Donkey Kong Land is a video game developed by Rareware for the Game Boy. It was released in 1995. Unlike the other games in the Donkey Kong Land series for the portable, this is not a port but in fact a completely original follow-up to the first Donkey Kong Country. This time, a bitter Cranky Kong, jealous of all the success Donkey Kong and Diddy Kong have had from DKC, states that the only reason their first adventure was such a big hit was because of all the fanciful graphics and sound. He challenges that they'd never cut it on an 8-bit system, and then proceeds to get King K. Rool to steal the banana hoard once again. There were several gameplay mechanics that were changed to better suit the Game Boy. For example, only one character was displayed at one time because of the smaller screen, while the second one would teleport in when players needed him.<div style="clear:both;"></div> ]]></description>			<pubDate>12 Feb 2007 02:22:43</pubDate>		</item>		<item>			<title>Donkey Kong Land 2</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/DKL2/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/e/ef6a1cb07b7119346b4201878918ec9d_sq.jpg" title="Donkey Kong Land 2 Image" /> Donkey Kong Land 2 was the 1996 sequel to the Game Boy hit, Donkey Kong Land. The game was later followed by Donkey Kong Land 3. Produced by Rareware and published by Nintendo, it was enhanced for the Super Game Boy with different shades of color, as well as a 16-bit banana border on the edges of the television screen. Like the original, it came packaged in a banana yellow cartridge. The game's name is often abbreviated DKL 2.<div style="clear:both;"></div> ]]></description>			<pubDate>12 Feb 2007 02:34:27</pubDate>		</item>		<item>			<title>Donkey Kong Land 3</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/DKL3/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/0/0046f3190a9fb2e56922d9761435f9bc_sq.jpg" title="Donkey Kong Land 3 Image" /> Donkey Kong Land III is the third and final entry in the Donkey Kong Land trilogy of games for the original Game Boy. It was developed by Rareware and distributed by Nintendo. Like the other games in the series, DKLIII served as the portable follow-up to the bigger SNES Donkey Kong Country game that preceded it. In this case, DKL3 is both a port and a partial follow-up to Donkey Kong Country 3: Dixie Kong's Double Trouble!. Also like the other games in the DKL series, DKL3 was enhanced for the Super Game Boy and was packaged with a &quot;banana yellow&quot; cartridge.<div style="clear:both;"></div> ]]></description>			<pubDate>12 Feb 2007 02:42:56</pubDate>		</item>		<item>			<title>Mario's Cement Factory</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/MarioCement/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/d/d738a419361c12a9f2c4f8891c75731a_sq.jpg" title="Mario's Cement Factory Image" /> Mario's Cement Factory was a game made in the 1980's for the Game and Watch handheld series. The game was released in the Game &amp; Watch widescreen and tabletop versions, as well as the Mini-Classics series in 1998 (a set of four Game &amp; Watch games ported to small keychain-bound handhelds). It was also released as part of the Game &amp; Watch Gallery series for the Gameboy.<div style="clear:both;"></div> ]]></description>			<pubDate>13 Feb 2007 04:03:06</pubDate>		</item>		<item>			<title>Marios Picross</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/MarioPicross/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/9/99b6c9d95614d42b2d4b396a3406c43c_sq.jpg" title="Marios Picross Image" /> The Mario Picross game for the Game Boy and Super Famicom is a collection of paint by numbers logic puzzles involving a grid with numbers for every row and column which refer to the amount of marked squares within the grid.<br />
<br />
Since paint-by-numbers puzzles were popular in Japan but not North America, releasing the game in the US was a gamble, and ultimately not a very successful one. It is perhaps the most obscure Mario title to date, and is not usually classed as a true Mario game. Learning from their failure, Nintendo of America did not release the sequels of the game, Mario's Super Picross and the Game Boy sequel Mario's Picross 2 in North America.<div style="clear:both;"></div> ]]></description>			<pubDate>15 Feb 2007 01:17:00</pubDate>		</item>		<item>			<title>Faceball 2000</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/faceball2000/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/b/b8f76689cd249fd05578452df97e5960_sq.jpg" title="Faceball 2000 Image" /> Faceball 2000 is the first networked first person shooter for the Nintendo Game Boy. It used the Satellite connector to link up to 16 players in a game where the goal was to tag as many opponents as possible within the time limit. Participants had a happy-face appearance that belied the aggressive game play; in fact it received a Parent's Association award as the best non-violent game at the 1991 CES. There was also a single player mode where  players had to solve puzzles and eliminate bots to complete levels. It won best Game boy game at CES 1991 as well. A SNES version released in 1992.<div style="clear:both;"></div> ]]></description>			<pubDate>01 Jun 2007 04:31:49</pubDate>		</item>		<item>			<title>Star Wars Return of the Jedi</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/swreturnofthejedi/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/f/f4ad2f12fe05ca4081b9bd2dee18c64c_sq.jpg" title="Star Wars Return of the Jedi Image" /> You select your character from the movie (Luke Skywalker, Han Solo, Princess Leia, or Chewbacca) before each level, as each one has different abilities, and go try to beat levels based on the movie's scenes brandishing lightsabers, blasters or crossbows, etc. depending on your choice of character.<br />
<br />
Gameplay consists of standard platform action spiced up with some slightly different (gameplay-wise) sequences. Race to Jabba the Hutt's palace in a speeder, fight your way through Jabba the Hutt's minions before killing Jabba himself, control speeder bikes and the Millennium Falcon, and much more.<div style="clear:both;"></div> ]]></description>			<pubDate>11 Jun 2007 07:36:19</pubDate>		</item>		<item>			<title>Gameboy: Tony Hawk's Pro Skater 2</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/tonyhawksproskater2gb/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/9/97a89b61e30c716470f9c80377749686_sq.jpg" title="Gameboy: Tony Hawk's Pro Skater 2 Image" /> Tony Hawk lends his legendary name to this skateboarding game for the Game Boy Color. Perform his signature move, the 900, or play with other pro skaters in a variety of game modes. The half-pipe allows you to rack up points by executing as many tricks as possible before time runs out. Battle against the computer or one-on-one against a friend's copy of the game by using a Game Link cable (sold separately). Tournament mode allows you to climb the rankings as you compete with a number of other skaters in a race. Pick up tapes and pull off stunts to rack up points while you collect special items for a turbo boost ahead of the competition.<div style="clear:both;"></div> ]]></description>			<pubDate>12 Jun 2007 01:33:05</pubDate>		</item>		<item>			<title>Daffy Duck</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/DaffyDuck/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/e/ee15ceb05133cde3112500e2543988c2_sq.jpg" title="Daffy Duck Image" /> Based on Duck Dodgers in the 24 &Acirc;&frac12; Century, Daffy Duck: The Marvin Missions ably captures the look, sound and attitude of the cartoon. As the title character, players must brave five missions of outer space adventure, using a blaster and other guns (freeze, bomb, antimatter and the like) to blast away at a constant onslaught of alien creatures. Special guns are purchased with money obtained from fallen enemies. In addition, Daffy can execute a super hilarious Nutty Attack, which sends him jumping and bouncing all over the screen, flailing his fists and feet and pummeling anything and everything. The biggest drawback to the game is the annoying, sometimes frustrating way Daffy jumps back every time he fires his gun. Still, this is a game fans of Warner Bros. animation will go loony over.<div style="clear:both;"></div> ]]></description>			<pubDate>12 Jun 2007 01:56:05</pubDate>		</item>		<item>			<title>Ishido</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/Ishido/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/4/4b2c639e605e28e76fd602a9a4b7b290_sq.jpg" title="Ishido Image" /> &quot;Ishido, the first game Accolade ported to the Sega Genesis, is, despite its name, not an ancient Japanese pastime. Rather, it was developed in 1990 as a type of tile matching game. First released for MS-DOS and Macintosh, Accolade was able to produce a version for the Genesis through reverse-engineering. (If you'd like to know more about how reverse-engineering works, start here).<br />
<br />
All versions of the game have now fallen out of print, and the Macintosh version has been made freely available by its programmer.&quot;<br />
<br />
   - Cool Copyright<br />
     http://www.coolcopyright.com/cases/chp7/segaaccolade.htm<div style="clear:both;"></div> ]]></description>			<pubDate>22 Jun 2007 01:49:36</pubDate>		</item>		<item>			<title>Survival Kids</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/survivalkids/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/6/60ae6ba29b32cba3662d2cc6279e812f_sq.jpg" title="Survival Kids Image" /> <div style="clear:both;"></div> ]]></description>			<pubDate>31 Jul 2007 02:48:03</pubDate>		</item>		<item>			<title>Army men</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/Armymen/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/b/bb9d07f6c9f1c57d9e468d1462c4eb1b_sq.jpg" title="Army men Image" /> <div style="clear:both;"></div> ]]></description>			<pubDate>03 Jan 2008 06:28:53</pubDate>		</item>		<item>			<title>ttt</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/ggg/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/4/43aac80389bc7375be9880e4f8a425d1_sq.jpg" title="ttt Image" /> <div style="clear:both;"></div> ]]></description>			<pubDate>08 May 2008 07:12:55</pubDate>		</item>		<item>			<title>Gameboy Camera</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/GameboyCamera/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/6/6fb39bbb93134f84eb2d408bc77d3e1c_sq.png" title="Gameboy Camera Image" /> <div style="clear:both;"></div> ]]></description>			<pubDate>11 May 2008 01:51:37</pubDate>		</item>	</channel></rss>