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How long do people think the N64 has left to live?
With games like Perfect Dark, Zelda: The Continuing Sage, Turok 3, A Resident Evil game, Top Gear Rally 2, and a bunch of other wicked games this year. How long will the N64 live for? Specially with the PS2 and Dolphin on the horizon how much longer can the N64 last?
Cooky
Speaking of weak, Poke-ndo (the company formerly known as Nintendo) has brought forth another entry to the Poke-palooza. Pokemon Stadium is an N64 rehaul of the original Pokemon, offering better graphics and straight up matches. Instead of static images, you can watch the Pokemon duke it out in rendered detail. Included are a whole gauntlet of challenges, Gym Leader Battles, multiplayer options, and several Mario Party-esque mini games.
The selling point of Stadium (here on out, I'm referring to the game as Stadium; one can only say Pokemon so many times before their head starts to hurt) is that it's an extension of the Game Boy game. By using the nifty transfer pack included with each copy, you can take your Gameboy Pokemon and bring them to your N64. There's even a way to reorganize the Pokemon in your Game Boy. Those of you without the Game Boy game will have to settle for the "rental" pokemon included with Stadium. Functional, but it's just not the same as using the Pokemon you've raised.
According to that wacky and mean Pokemon cartoon, Pokemon speak by saying their names. Despite their limited vocabulary, this speech impediment serves to give the Pokemon personality. Shamefully, I find this funny. Funnier still is why these trademark voices were left out of Stadium. Instead of hearing Jigglypuff sing its little song or PoogleyDoogleyPuss (note: fictitious Pokemon. Cannot be caught...or can it?) shout its wicked battle-cry, you get the same beeps and noises found in the Game Boy game. How hard would it have been to stick those voices in?
And you know what else they should have put in? Subtitles. Loads of subtitles, including such quaint phrases as "Who's your daddy?" and "Say my name!"
But instead, you get an irritating announcer. Really irritating. For example, you take a step away from the game to, say, write a game review. The announcer starts shouting, "Hurry up trainer!" "What's the matter, trainer?" I'll tell you what's the matter... there's no pause button! And I'm stuck listening to the lousy announcer and re-mixed Pokemon music over and over. Urrarrgh! Thankfully, you can turn that damn announcer off.
Despite the lack of voices, the Pokemon still exhibit personality in spades through the character graphics and animations. These aren't the most jaw-dropping graphics out there, but they perfectly capture the look of the individual Pokemon.
Better still are the animations. The Pokemon bounce around, leer at one other and dance in cartoon quality animation. They even have cute death animations! Unfortunately, in contrast, the backgrounds are empty and boring.
The focus of Pokemon's one player Game Boy game has always leaned more on the side of exploration and catching Pokemon. Once you've developed a high level Pokemon like Mewtwo, there's a tendency to just use that to blow away your opponents. On the Gameboy, the game becomes a rote level building exercise.
But in Stadium's many challenges, your Pokemon don't have that level advantage; your digital opponent's Pokemon will always have higher levels. Matches become less about statistical advantages and more about understanding the skills and weaknesses of the different Pokemon. By re-centering the game on its original elemental "paper-rock-scissors" system of checks and balances, the game becomes focused on strategy and gains a lot of depth.
For instance, you have to fight a Raichu. Rock-type Pokemon are strong against electrical Pokemon. But this Raichu has been equipped with a surf attack, allowing him to easily kill off rock Pokemon. Figuring out how to approach the problem with the right selection of Pokemon and the right moves during the game is the crux of Stadium's strategy.
But after awhile, despite the many challenges, it just feels like more of the same. Am I replaying this Gym Leader over and over because it's fun, or just because I want the all-hallowed status of Pokemon Master?
A partial attempt at adding something different is the 9 button mashing mini games. Despite their simplicity and similarity, these games are fun. Where else can you find a game devoted to sushi? You control a Lickitung using its big tongue to grab at the sushi floating by. The Lickitung cry like little schoolgirls when they accidentally consume wasabi. And all the while, the computer yells out unintelligible Japanese phrases. Good, weird stuff.
Stadium should be thought of as an add-on to the Game Boy games. If you don't have the Game Boy version, you are missing out. Stadium complements the Game Boy versions, offering you a different angle of the Pokemon gameplay. The problem is that it becomes repetitious.
After you've seen all the pretty animations and fought through your fair share of challenges, there's nothing more to it - unless you play Pokemon religiously. Only then will you keep playing the multiplayer battles, go back through the challenges, and find yourself logging hours at the mini games. It goes without saying that if you hate Pokemon, stay far, far, far away from this one. Poke-fanatics, on the other hand, will look past the many weaknesses and love this game.
You control your character from a third person point of view, with "semi-auto targeting" - just face in the direction of your enemies and shots tend to head towards them. During the many times you need more accuracy (like to take out a sniper), just hit the top right button and switch into a first-person aiming reticule. Getting used to any one control scheme does take time. While the controls aren't perfectly tight, with enough play, they'll become almost second nature.
A key point to aiming is that the hairpins of the targeting system change from green to red when bearing down on an enemy. You may not always be able to see those insects or aim that easily while avoiding gunfire, but having that visual guide helps significantly.
Ammo management is also highly stressed. You start out with limited weapons and only so much ammunition. You must find ammo backpacks to increase the capacity of your weapons. Early on, this forces you to get skilled with good aiming, rather than blind shooting.
Once you reunite your characters, you can revisit old stages with the different characters. Revisiting stages is actually mandatory; in order to proceed to the final stages, every Tribal must be found. Like the Jingos of Banjo Kazooie, Tribals are scattered about the level, waiting to be rescued. While it does stretch the replayability limits of each stage, having to collect every single Tribal does provide a challenge. A somewhat tedious challenge, but challenge nonetheless.
The multiplayer mode has a somewhat tacked-on, last minute feel, even though it does allow several modes of play and a healthy number of options. Basically, you're not buying the game for its multiplayer, but it's an adequate diversion with a pal. And if you just want some wacky fun, select the Targeting mode game for two players and try to control both targets (a controller in each hand) yourself.
More interesting than multiplayer is the Cooperative mode. During the one player game, you can put together a robot named Floyd. When Floyd is complete, a second player can control Floyd and help out in the main game. Very cool.
Early on there isn't much graphical "oomph," but once you get deeper into the game you'll be impressed. The whole fields of reflecting glass floors in Mizar's Palace and the stunning cut-scenes look beautiful. While there are some bothersome frame rate problems, setting the game on wide-screen mode makes everything run significantly smoother, resulting in a better game.
In the early stages of developement, Juno and Vela were super deformed - short, squat, and cute. Somewhere along he way, Rare did a rehaul and upped them into the lanky teenager period. Like every video game girl, Vela gets the Britney Spears/Lara Croft boob treatment...not to sound like a woman's activist, but I'm getting a bit tired of enormous computer busts, particularly when coupled with that residual "cute" look.
The game leans heavy on its Starship Troopers influence, and Juno and Vela really don't have much character outside of squishing bugs. But I did like Lupus. Anytime you strap heavy artillery to a puppy's back means sure-fire hi-jinks.
Musically, Jet Force Gemini tries to evoke its John William's movie influence and actually manages to get some pretty good music out of the N64. It goes for a more operatic feel than the generic video game techno, and all in the beauty of Dolby Surround sound. Sound effects are well done and immerse you in a world of screaming ant drones, whizzing lasers, and squealing Tribals.
Starting out, you really have to settle into Jet Force Gemini - learning the not-quite-perfect controls, figuring out multiple exits, and dealing with some blurrier graphics takes time. Once you get into the swing of things, everything begins to gel together. The tedium of going back and searching for Tribals is countered by the pure fun of running around tearing through giant bugs with lasers. Jet Force Gemini isn't nearly on par with Goldeneye or Zelda, but as a pure search-and-destroy, it has its moments.
You remember the last-a party I threw? Dat was some-a fun, eh?
Remember what happened to Luigi? I'm-a not gonna let him drink
that much-a wine ever again...
Anyway, dat last-a party was such a success that I decided to
throw another one! And guess-a what?
You're Invited!
So come-a one, come-a all to the biggest bash since we took away
Al Capone's baseball bat. We got da drinks, you bring-a da dice.
Just-a make sure not to tell Yoshi. Dat sunuvabitch messed up-a
my carpets last-a time.
Sincerely,
Don Mario
In retrospect, I should have just thrown the invitation away. I mean really, after the last party, I should have known better. I didn't have much fun at all. And that stupid Donkey Kong kept talking and talking.... ach... like a backyard gossip, that monkey. On the other hand, I couldn't show disrespect to Don Mario. I've heard that simply not RSVPing can lead to various "ailments" caused by mysterious "accidents" involving hired "goons." What was I to do?
I hoped for the best, of course. I hoped that Mario would have read my review of his last party. I hoped that he would have taken to heart some of my gripes. I hoped he would have corrected some of his mistakes... and I ain't just talking about more plastic cups and different flavored potato chips.
But like the heads of all those who dare oppose him, my hopes were dashed to the rocks and thrown into the sea. Mario Party 2 makes only slight improvements over the original, and in the end suffers from many of the same issues that crashed his first shindig.
First, the basics. You play as one of 6 familiar Nintendo mascots in what is essentially a board game. You roll dice and move around a game board collecting coins, with the ultimate goal of acquiring stars. You frequently engage in a wide assortment of mini-games that help boost your coin total. At the end of a pre-determined number of rounds, a winner is declared. Aside from a few other bells and whistles, that's all there is to it.
The crux of the game lies in the mini-games, and Mario Party 2 ups the ante with 44 new ones and 20 updated ones for a total of 64. For the most part, the new games are actually pretty fun and well designed. I have some issues with the control in a few of them, but these are minor. Overall, the mini-games offer a wide variety of amusing diversions.
Another addition is the use of items during your game. These can either be bought at certain spaces on the board or won in single-player mini-games. The items can help you in a variety of ways, from the Mushrooms that allow you to roll several times at once to the Magic Lamp that takes you directly to the next star.
The big problem with Mario Party 2 is the same one that plagued the original. This is a game of luck, not skill. The roll of the dice determines most of what happens, which is (obviously) random. Even if you kick but in the mini-games, you can easily lose the game by virtue of bad luck with the dice. Likewise, you can be losing by a ton and suddenly race from behind to win in a heartbeat just by landing on the right square at the right time.
Part of the reason for this is the somewhat poorly balanced game board spaces. One in particular, Boo, allows you to steal coins or stars from your opponents. This can turn a game around in a matter of seconds, to the dismay of the sudden loser and the unearned joy of the winner.
Some may argue that this is primarily a kid's game, and the fact that the game relies on luck over skill will appeal to children. These people are collectively on crack. I played Mario Party 2 more times than I care to admit, and let me assure you that there is nothing more irritating than dominating a game for 19 turns only to lose in the final round because someone happened to roll a 9. I'm a well-adjusted twenty-something, yet I came one broken blood vessel away from throwing a pre-pubescent tantrum. I can't IMAGINE what that would be like for an 8 year-old seething on the brink of a sugar rush gone awry.
To make matters worse (they can get worse?), you still cannot start a game with fewer than four players. If you try to play by yourself or with a friend, the computer will take charge of the other two/three players. This means you'll find yourself staring blankly at the screen as the computer takes its turn.
This can be a long staring session, particularly when the computer lands on a single-player mini-game space. It will commence playing the game by itself.... and there's absolutely no way to skip it. You'll first press Start, to no avail. You'll then press A and B, but nothing will happen. You'll finally throw the controller at the screen. Oh yes, you will. Now imagine playing this game by yourself and having to sit through three computer-controlled players every single turn, each of which could conceivably land on a single-player mini-game. I swear, it's like one long bathroom break.
Thankfully, you can always scoot over to Mini-Game Land to partake in the mini-games without having to deal with the board game. But the mini-games just aren't much fun when taken out of the context of the main game. Only the most hardcore patry-goers will have the patience to open up new modes and features.
As a party game, Mario Party 2 does offer some fun, provided you have four real-life people to play with. However, the luck factor is guaranteed to drive at least one of you ballistic. The new mini-games are nifty, but fail to truly liven up the party. Now can someone give me a ride home? Mario made me drink too much Campari.
This is what I was saying to myself before I had this game, but when I got it Isaaw it in a whole new light, it is not a copy it is a game all of its own, it has good graphics gameplay, nice smooth soundfxand plenty of cheats,this a fun game, I can not say it has got lots of atmosphere,or that it is as good as Goldeneye, but it is sure up to a good standard.
I think that the makers haven't tryed to make it something it couldn't be and that is a good thing, it means that you are going to get a good steady game out of it at the end
This game caused me a few problems near the beginning but when you get that is not a goldeneye type game and see it as whatvis you can master the game.
This game is also value for money, I brought my copy for ten pounds a few months ago.
This is deffinatly a game for the books.
Here are some cheats that I ghave got along the way.
Small Rocket Launcher w/ Thirty Rounds:
R, L, Left C, Right C, Down C
Turbo Mode Code:
Up C, Z, Up C, Z, Up C
9mm Gun w/ 30 Rounds:
Press R, L, Down C, Up C, Up C
7.65 Silencer w/ Thirty Rounds:
Press Up C, L, Right C, Left C, Up C
Uzi W/ 30 Rounds:
Press Right C, Left C, Right C, Down C, R
Total Kids:
Down C, Up C, R, L, Z
Invinciblity:
R,Z,C-Down,R, C-down
Infinite Ammo:
C-up,Z,C-left,Z,L
BIG FEET:
Down C, R, Z, Right C, Left C
BIG HEAD:
Down C, R, C Up, L, Left C
GIANT HEAD:
Down C, L, Up C, Right C, L
Press R, L, Down C, Up C, Up C
Mission Impossible a cheap copy of goldeneye or a game all on its own?
This is what I was saying to myself before I had this game, but when I got it Isaaw it in a whole new light, it is not a copy it is a game all of its own, it has good graphics gameplay, nice smooth soundfxand plenty of cheats,this a fun game, I can not say it has got lots of atmosphere,or that it is as good as Goldeneye, but it is sure up to a good standard.
I think that the makers haven't tryed to make it something it couldn't be and that is a good thing, it means that you are going to get a good steady game out of it at the end
This game caused me a few problems near the beginning but when you get that is not a goldeneye type game and see it as whatvis you can master the game.
This game is also value for money, I brought my copy for ten pounds a few months ago.
This is deffinatly a game for the books.
Here are some cheats that I ghave got along the way.
Small Rocket Launcher w/ Thirty Rounds:
R, L, Left C, Right C, Down C
Turbo Mode Code:
Up C, Z, Up C, Z, Up C
7.65 Silencer w/ Thirty Rounds:
Press Up C, L, Right C, Left C, Up C
Uzi W/ 30 Rounds:
Press Right C, Left C, Right C, Down C, R
Total Kids:
Down C, Up C, R, L, Z
Invinciblity:
R,Z,C-Down,R, C-down
Infinite Ammo:
C-up,Z,C-left,Z,L
BIG FEET:
Down C, R, Z, Right C, Left C
BIG HEAD:
Down C, R, C Up, L, Left C
GIANT HEAD:
Down C, L, Up C, Right C, L
will there be a return of the jedi?
The awnser is yes there is it will be brought to us by the same team that brought us rouge squadron,this game is co developed by Lucas arts and factor5
I found out that the key moments in the film are going to be in the game, but most of it will be made up by the makers.I have seen screen shots of this on the nintindo website and the graphics are better than the phantom menaces on the pc.
YOu will take the role of someone called LT.Gavyn sykes in his quest to save the planet from the evil Trade federation, inthsi game there is several diffrent ships that you can take control of,(just like rouge squadron)inc a stolen trade federation gunboat, and agile N-1 starfighter and a stap.
All of the ships will have there weakness and there strenths.
I have heard thatb the levels willl range from the streeys to the mountains,
Aparantly there will be air to air battles and also ground to ground battles.
They have promised to have a wide difffaclty range.
This enables extremly goood players to have fun and to make the game not to easy,I think (haveing seen the screen shots that this will have the gameplay of Rouge Squadron and graphics ten times as good as before.
Revenge is an excellent game in its own right and quite different from War Zone. It all depends on what you expect from a wrestling game. Revenge is geared towards the hardcore wrestling fan who catches every Monday Nitro and shells out for every pay-per-view event, and the game captures each venue beautifully. War Zone is more accessible to the everyday gamer and familiarizes you with the world of professional wrestling. This is evidenced through War Zone's full wrestler bios, in-game commentary, and crowd noise like you've never encountered in a video game before.
Revenge features over 60 wrestlers, each with multiple outfits to choose from (caveat emptor: Not all 60 characters are full-fledged WCW wrestlers. Looks like the programmers took a page out of War Zone and included some of their own custom creations.) The characters' bodies look a little disjointed and not as smooth as those in War Zone. It looks as if someone animated those little wrestling action figures you can get in toy stores. There's very little body-size differentiation and almost all the wrestlers have huge world-class bodybuilder physiques (yes, Hogan got the biggest arms in all of video games, but so did everyone else in his weight class).
Veterans of WCW vs. nWo will pick this game up intuitively, but for the rest of you, the controls take a little getting used to. Instead of complex D-pad and button combinations, most of Revenge's moves come from short or long presses of the A-button followed by another button combination. For example, to do a vertical suplex, you would press and hold the A-Button to get your opponent in a 'strong' grapple, then press down and B to do the move. All the wrestlers work off the same button combinations, but they'll do different moves.If the above example is Wrestler A's move for a suplex, Wrestler B might do a power bomb instead with the same combination. So you can see the move variety is little more limited than War Zone as well as being more random.
Life is measured by a "spirit" meter which depicts "a wrestler's mental state and adrenaline." Pulling off lots of moves without getting pummeled will cause the meter to gradually turn red. The redder the color of your meter, the more powerful you are and the closer you are to pulling off a special move. At the other end of the spectrum, if your meter starts turning blue, you're in trouble and dangerously close to getting pinned. I found the whole spirit meter thing to be wholly subjective according to the game's wishes. Several times I've thrashed an opponent in the first 1:30 of the match, with his meter reading "danger" and mine at max, but the computer wouldn't let me pin him until the match went to 4:00 or more. The life, pain, and hold meters in War Zone are a lot more intuitive and objective.
Realism factor: Ahh....this is where Revenge really shines. All the wrestling venues are accurately reproduced and look absolutely fantastic. Fog and multi-colored lights surround each wrestler as they make their grand entrance into the ring, followed by the necessary and wondrously colorful pyrotechnics. Wow, THQ really did their homework on this one. It's as if you're actually watching the event live. The crowds still look like a bunch of cardboard cutouts, but that's nit-picking. War Zone graphics pale in comparison.
Also gone are the tedious "Grudge Matches" that were all over War Zone. Instead, if you're kicking the computer's butt badly, a random run-in will occur. Some characters such as Sting make an awesome entrance (he glides down majestically from the ceiling, baseball bat in hand) while others merely run into the ring. If you're not careful, the two computer-controlled opponents will team up on you for some BIG moves. Makes single-player games a bit more fun and a lot less tedious than War Zone.
Revenge's detailed motion-captures look fantastic, although the characters move a little slower than in War Zone. The biggest offender is the vertical suplex move, where your character will hold his opponent in the vertical position for a full five seconds before slamming him to the mat. It's great for show-boating and dramatic effect, but it sucks when you pull off the move by accident and you only have three seconds left before a ring-out DQ. You'll find yourself mashing buttons and screaming "Just drop that mofo already!" ... but to no avail. The smaller graphical details also enhance the authenticity of the game, with unconscious players twitching on the mat and with "hurt" opponents grabbing the small of their back in mock pain.
Computer AI may not be the best in the biz, but offers some great variation that War Zone lacks. Computer opponents sometimes "play 'possum", lying on the mat as if they were unconscious. So you jump off the top rope to finish him off and just before your elbow smash connects, he kicks up his feet and all of a sudden the punisher becomes the punished. Too sweet. Great for catching your friends off guard and turning the momentum in your favor during multiplay.
One of the best parts of War Zone is the sound - the crowd gets to be the 12th man (for lack of a better term) and the in-game commentary is great. No one would ever mistake the sounds in Revenge, however, for a real wrestling match. The music really makes playing the game tedious. How bad is it? Try this experiment. Invite one of your guitar-playing friends over while you play your all-time favorite game with the sound off. Then tell your friend to start mashing out heavy metal glam-rock chords. We'll see if that remains your favorite game or not. The music drowns out almost every other sound in the game and makes what would otherwise be pleasure into a chore. I didn't know Motley Crue was the official band of the WCW!? Luckily, the music can be turned off in the options menu and I wholeheartedly recommend that you do so.
Options abound in Revenge. Compete for any one of five authentic WCW belts including U.S. Heavyweight, Cruiserweight, Tag Team, World Heavyweight, and TV title in any one of six regular TV and pay-per-view venues. Modes include Exhibition, where you can practice your one-on-one or tag-team tactics; Special Match which includes a 4-40(!!!) man Battle Royal as well as two-on-one Handicap matches; and a Costume Change where you can change outfits for all the wrestlers, making custom color creations and also edit the names. However, this last option feels like a last-minute, half-assed attempt by the developers to come up with something like War Zone's fabulous Create Player mode.
As expected, the true power of Revenge lies in multiplayer, brotha. Just as fun as War Zone, but with all the kinks worked out. Changing partners in tag-team action is as easy as facing your partner and pressing C-Up, much easier than in War Zone. Also, the C-Right button allows you to target different opponents in multiple-wrestler matches. The computer in War Zone is extremely stubborn in which opponents you could fight in the Royal Rumble. Now, you're free to decide for yourself.
Revenge is a simpler game than War Zone. When I won my first title belt, I did nothing but mash buttons as fast as I could and hoped for the best. Trying the same tactic on War Zone will only succeed in getting you booed out of the ring. The better of the two games really depends on the type of gamer you are. If you want to recreate every wrestling event and you also like some serious button-mashing, pick up Revenge. You two are a match made in heaven. However, if you're into a little more finesse and methodical gameplay as well as an all-encompassing experience (top-notch graphics and sound), you can't go wrong with War Zone. As for my personal pick, I'd have to say that Revenge will probably be sitting around my room collecting dust until I get tired of War Zone.
Mortal Kombat 4, the game that finally brought the series into 3D, has just been released for the Nintendo 64 and the PlayStation. Even though it is in 3D, it contains tons of similarities to its 2D counterpart. Although it may not be original, and certainly not revolutionary, it is some good fun - and is definitely better than Mortal Kombat 3 (an utter piece of garbage).
Graphically speaking, Mortal Kombat 4 is a treat - particles, flying blood, decapitations, and special moves look better than they ever could have in the dimension of the past. Most of the characters you remember from Mortal Kombat 1 and 2 (in my opinion, 2 was and still is the best) are back, along with with many of their original fatalities and special moves (anyone remember Sub Zero's head rip move?).
The characters are detailed and animate smoothly, amazingly looking much like they did in the arcade. The Nintendo version has smoother backgrounds than the PSX version, and the polygonal characters are a bit faster. On the other hand, because of the cartridge format, the N64 game lacks all of the video clips. The graphics aren't arcade perfect, but they definitely come close.
Control is rock solid. When you tell your character to do a jump kick followed by a punch to the male anatomy, your character executes it perfectly. You just have to be able to press the bizarre button combinations to be able to do them. The aforementioned head rip-off fatality is achieved by pressing forward, back, forward, down, and then run, block, and punch all at the same time. These tricky hand coordination tests can be aggravating, but they give the game some depth - mastering all the button combinations could take you months.
This is hugely important considering the blatantly poor control found in Mortal Kombat 3. Characters have their own combos, no longer are there tons of combos that every character can do (although there is still one... sigh).
The story, in case you cared, is as dumb and convoluted as the all the other Mortal Kombat stories. There is a tournament, you're in it, yada yada yada. Been there done that. But then that's never been the point of Mortal Kombat (and people wonder how a movie about it - with the same lack of plot - could fail?).
The most obvious addition (other than the 3D graphics) is the inclusion of weapons. Each character has their own special weapons that they can pull out by using a special move. Lose your weapon and your opponent can pick it up and use it against you! While the weapons are fun, they don't really change the game much.
Just like all previous Mortal Kombats, this one is loaded with cheats. There are tons of different costumes, secret characters (Goro, Noob Saibot), and other wacky anomalies for you to experiment with. These may seem alluring at first as something that adds depth to the game, but in all honesty these codes really don't do anything that adds to the value of the game.
In essence, this is the Mortal Kombat you have played before. If you didn't like it before, you won't like it now. The gameplay mechanics are identical to all of the previous Mortal Kombat games. Sure, it isn't new, but it still manages to be fun.
Infinite health: at the load game screen press down, down, down, down, left, left, left, left, L, R, R, L, top-C, bottom-C.
Yet still the chances of getting an A rating are not to easy. So how about these? To instantly get 4th Survivor (normal mode) at the load game screen press up, down, left, right, left, left, right, right, L, R, top-C, right-C, bottom-C, left-C.
And how about 4th Survivor (tofu mode), at the load game screen press up, down, left, right, left, left, right,, right, L, R, top-C, left-C, bottom-C, right-C. And there you have a complete set of codes (and don't even think of attempting 4th survivor without infinite health... it is impossibly hard!!!
Improve primary attack
Grab the power up items [they are smal and grey]to increace the
power of your primary, long range attack you can carry up to two
of them.If you are looking to improve the power of your item based
attack pick up another of the same item- the number in the cornser
of the icon will increace, showing the increace of strenth in
strenth.3x power is the maximum.
play as Henery
First finish the entire game using Cornel, then save the game to
the controler pack once the credits have finished. there is also a
spare costume availuble for henery, after you have found two
chrildren with him in the game.
Play as Reinhardt
Once you have earned Henry, finish the game with him , then save
the game to the controler pak after the credits have finished .You
will now be able to play the game with reinhardt when you start a
new game.
Simon's Quest Status Password Thorn Whip, Holy Water OFIC M5YX
XD4C Q3AA Dracula's Rib, Chain Whip, Blue Crystal OFIT M5QX 1P5S
QBQA Previous items plus Dracula's Heart SZMH QXE1 5PXW UESE
Previous items plus Dracula's Nail, Flame Whip and Red Crystal
TIRH DYDZ 4O5V 81B1 Previous items plus Ring and Cross MLIE WUCW
VNKU SCBC All items PSPR VRBV U2DT RFIZ Start the game with all
items MLIT WVCW T3KU SFZC Dracula RIG7 NVFX E45V 07BT Dracula, in
under 5:12:00 EXKM WSUW 532U UWBG Dracula (second ending) OYZY
UQAU R12S SMIA Dracula (third ending) C1DF O26D L1KN
SWJK