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		<title>8-Bit Samurai</title>
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		<title>Spore == Creature Creator/Game == 2 Part Entry</title>
		<link>http://www.joplinglobeonline.com/znewsblog/samurai/index.php?entry=entry080911-074119</link>
		<description><![CDATA[<a href="javascript:openpopup('images/spore_header.jpg',504,126,false);"><img src="images/spore_header.jpg" width=484 height=121 border=0 alt=''></a><br /><br /><b><i>Spore Review</i></b><br /><br />What would it be like to have the power to create and mold an entire civilization from insignificance to galactic domination?  Play Spore and you&#039;ll have a good idea.  You start out as a microscopic life form, able to swim around and eat.  As you eat you get bigger and stronger and eventually you can call a mate.  Upon finding him/ her you will see small burst of hearts, knowing that you have found the one.  As you  know after finding that one, children usually follow, only you get to choose how the evolution of the next generation of your species turns out.  Adding a bigger mouth, faster swimming abilities or improving a few other areas you can increase your chances of survival.  You&#039;ll do this about five or so times before you&#039;re out of the first stage of life.  Then it&#039;s on to land.  Once you&#039;ve chosen your legs and other defensive and offensive traits, you&#039;re off to make friends or not.  I found it easier to start with eating everything in sight.  While it will eventually improve your brain size and other attributes, you will quickly realize that you&#039;re on a path of destruction.  As you eat more and more meat, your life path will become carnivorous in nature.  The opposite if you eat only plants or, you&#039;ll have a more balanced nature if you eat both.  At some point though, say if you&#039;re a meat eater and you eat a plant, you&#039;ll throw it up.  So choosing the right path or just realizing where you&#039;re headed is important part of how your species will turn out millions of years from the present.  Not to go into too much detail, after this part of life is through, you&#039;ll come to the tribal stage, then become an actual civilization, and then on to conquering space.  Not only will you eventually be able to continually evolve your race, you get to create vehicles and clothing as well.  I can tell you how I did and what kind of creature I became, but that&#039;s not the point of the game.  The point is that you don&#039;t know what you&#039;ll get.  Every choice you make alters your future, if only a tiny bit.  Having that kind of control seems like if would be tedious, but Spore has some very intuitive controls that make evolving your creature and interacting with your environment very easy.  The game also features some nice animations that lend a spark to the creatures personalities.  You might not say Spore is a looker, but what it offers is nice.  The before mentioned animations are smooth and clearly well thought out, and all of the environments that you roam in are seemingly big.  Another positive that the game manages is that you can scout around and never find the same creatures in the same spot doing the same thing.  Spore is an unusual game that you might think is just another Sims game in disguise.  True you do control another entity, but instead of performing tasks so mundane as taking a shower, you&#039;re molding a creature from literally and idea into an advanced civilization, which makes for a much better, more ambitious and ultimately more fun game.  Plus, if you&#039;re online, you can share, and merge games so that others can see what you&#039;ve done and created, making the game a much richer experience.  If you&#039;re still not convinced, at least download the free Creature Creator demo and make your own creation.  It&#039;s just a taste of what Spore can offer, but what&#039;s there is really tasty.<br /><br /><b><i>Spore Creature Creator</i></b><br /><br />What difference could webbed feet make in life?  An unusual question, no doubt, but an important one for this week’s game.  Starting as a single celled organism, Spore lets you evolve your creature through five stages of “maturity”, you could say, until you are ready to take control over the universe.  Sounds pretty grandiose, and it is, but it will take some hard work and dedication to your new digital baby.  But, unlike the actual game Spore, which I will review next week, we’re going to check out the Spore Creature Creator.  You can download a demo of this at the Spore website (which has limited functionality) or go to the store and pick up the full version for $10.  Either way you’re going to get a good feel for how some aspects of the actual game works, create creatures that you can save and load into the game, and in general have quite a bit of fun.  Unlike the actual game, which starts you out as microscopic organisms, the Creature Creator let’s you build a creature right off the bat.  Starting off with a blob like body, you can rotate, increase and decrease size, and lengthen and shorten every single aspect of your new creation.  The tools that you have to work with are very intuitive and being able to tweak everything so much, you can make just about anything you want.  From start to finish, my first creature took me about 20 min to complete.  I started off by making my body more upright and lengthening out the neck.  I found some massive jaws and made the bottom jaw wider and bigger, giving my creature a huge under bite.  Then I added some mammal looking eyes, and cocked them down a bit to make them look meaner.  Once that was done, I added two sets of arms, and a pair of legs.  I opted to leave the hands the way they were, but gave my creature some better feet with claws.  Next I added a whole lot of spikes, horns, and other dangerous and pokey elements.  Each of them I tweaked just a bit, and the two horns on his head I curved out to look like Impala horns (the animal not the car).  Then it’s on to color.  You can color your own creature however you want, but I chose to pick a reddish, pre-made color scheme from the library.  Once you’re satisfied with you new creation you can take him or her for a spin.  Your creature is put into a small area and your tools change from creature design to creature controls.  These range from survival options like mating calls and roars to silly ones such as dancing or moods.  When you select one your creature will appropriately carry out your command, and be convincing about it too.  No matter how important or unimportant each option is, they all will play a vital role in making your creature dominant.  After seeing your first creation come to life, you’ll want to make more and better creatures.  Maybe having three mouths would make eating easier, maybe having eyes all over the body could make it easier to see other creatures coming, or maybe having bright colors an feathers could help attract a mate.  These are all things that have to be considered to make your creature successful and figuring them out is a ton of fun.  Spore Creature Creator will give you a good glimpse, albeit a very tiny one, into what you can expect from Spore.  Next week we’ll look at Spore for the PC and grow a microscopic, single celled organism into a futuristic space-colonizing race. <br /><br /><a href="javascript:openpopup('images/spore_2.jpg',504,383,false);"><img src="images/spore_2.jpg" width=484 height=368 border=0 alt=''></a><br /><br /><a href="javascript:openpopup('images/spore_3.jpg',504,384,false);"><img src="images/spore_3.jpg" width=484 height=369 border=0 alt=''></a>]]></description>
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		<author>webadmin@joplinglobe.com</author>
		<pubDate>Thu, 11 Sep 2008 12:41:19 GMT</pubDate>
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		<title> :::::::::::: Game Genie == Intro/Workings/Hacking == 3 Part Entry :::::::::::: ::::::: Plus Retro Import Game Review: Gundam Wing: Endless Duel ::::::: </title>
		<link>http://www.joplinglobeonline.com/znewsblog/samurai/index.php?entry=entry080724-194947</link>
		<description><![CDATA[<a href="javascript:openpopup('images/game_genie_header.jpg',504,342,false);"><img src="images/game_genie_header.jpg" width=484 height=328 border=0 alt=''></a><br /><br /><i><b>Part I</b></i><br />Let&#039;s face it, anyone who has played a video game has cheated at one time or another.  There&#039;s something about having all the door keys or the best power-ups right off the bat that makes me smile.  Why spend hours earning when you can have it right now?  Playing Super Mario Bros. 3 with my Game Genie was a highlight to any day.  And then games got more sophisticated.  Soon, you could enter cheats through button presses of the control pad.  No longer did I have to play a game without cheats, waiting to either buy the cheating peripheral for the system or for new codes to arrive in the newest copy of Nintendo Power.  From the start I have the power to cheat, and sometimes it outweighs the want to play the game normally.  For instance, Grand Theft Auto IV had me and about six million other people drooling to play it the first week it came out.  Once I sat down with it, all I could think about was how I needed to spawn a helicopter, fly to the top of a skyscraper, spawn a motorcycle and then jump off.  I could literally spend hours doing that and similarly related stunts.  But what about the game?  Did hundreds of the world&#039;s most talented artists, programmers and writers collaborate to make a game just so I could jump a motorcycle off a building?  Probably not.  Nintendo battled Galoob in court about that when the very first Game Genie was released.  Obviously the Big N lost, but I  can see where they&#039;re coming from.  Still, the cheating devices are curios yet justifiably fun items.  Game Genie, Gameshark, Code Breakers, Action Replay; the names and how you use them have changed over the years but the goal has always been the same.  Since cheating is a big part of gaming, I am doing a three part series on the subject.  Next time we will delve into the history and workings of cheating devices and find out why making a game easier for you isn&#039;t exactly easy to do.  Finally, we will attempt (perhaps with a hacksaw) to make some homebrew modifications to a SNES Game Genie, hopefully having a desirable effect.  Stay tuned.<br /><br /><i><b>Part I of Part II</b></i><br />Ever wondered how a cheating device works?  In this, part two, of my cheating series, we&#039;ll take a look at the inner workings of a Game Genie cheating device.  Back in th early 90&#039;s, the original NES Game Genie was released.  Having obvious up front benefits (and a few not so obvious design flaws), it sold like wildfire.  Allowing players to cheat, have invincibility, skip levels, add lives, etc... it was no wonder people loved it.  How it works, was a matter of some copyright resulting a defeat in court for Nintendo.  What the Game Genie does is allow the player to enter codes before starting a game.  These codes are then patched together with the existing code of the game, resulting in various effects. Maybe it gives you invincibility, maybe it crashes the game, but whatever the result is, you are temporarily altering the game&#039;s code.  Hence, is a Game Genie changing the original copyrighted material of the game or not.  Regardless, the NES Game Genie did have one long term drawback.  The way that it was designed, attaching the game cartridge to the Game Genie and then slid into the NES deck would not allow the lid of the NES to close.  Over time this forced the 72-pin connector (the slot that holds the game cartridge in place) to widen.  Eventually, and I&#039;ve found it to be true myself, the game will have to have the Game Genie present to play the game because the slot is too wide and the cartridge cant make a connection with the machine.  Having put this as simply as I could think to say, I have left some out.  There&#039;s quite a bit of boring and math oriented opertaions that go on, which will can be looked at <a href="http://tuxnes.sourceforge.net/gamegenie.html" target="_blank" >here</a>.<br /><br /><i><b>Part II of Part II and Part III</b></i><br />Finishing up my Game Genie entries, as promised my friend and I have used a hacksaw and converted a once dusty SNES Game Genie into an import game adapter. How you may ask?  Simply put, Japanese Super Famicom games won&#039;t play on an American Super Nintendo because of two protruding tabs.  These tabs prevent the game from sliding into the slot of the SNES.  Once the plastic tabs are removed, you can play any Japanese game on your American SNES. By choosing to modify the Game Genie instead of the SNES (which you can do instead), you won&#039;t take the chance of ruining your console, and it&#039;s a much easier procedure to do. Now all you need is an import game and you&#039;re good to go.  Luckily, I have a very supportive friend that remembered a very cool game that I wanted to play many years ago.  So, blowing the plastic shavings off the Game Genie and inserting it into the SNES, I slid the never released in the US, Gundam Wing: Endless Duel into the top slot of the Genie and presto!  The game started right up.  Some breif cinematics later, we were choosing which giant robot to pit against each other. The game played great and since no booklet came with the game we found there were plenty of moves and cheats on the web.  What can I say?  The Game Genie has opened up a whole new library of once unacessable games.  What&#039;s next? I have some researching to do, that&#039;s for sure. I have read that this tab removal trick can work on the N64 as well... I&#039;ll leave off this entry with the most appropriate thing I can think to say.  In the words of John &quot;Hannibal&quot; Smith of the A-Team &quot;I love it when a plan comes together&quot;.  Check back next week when we get back on track with the retro review of the never released state-side, Gundam Wing: Endless Duel for the SNES.<br /><br /><i>Special thanks to Aaron for the idea and the game, and thanks also to Berry for loaning me his SNES because like a dork, mine is in it&#039;s original box on a shelf.</i><br /><br /><i><b>Gundam Wing: Endless Duel Review</b></i><br /><br />Last week we successfully converted a SNES Game Genie into an import game converter.  The never released in the US, Gundam Wing: Endless Duel was our game of choice, and as it turns out, was a good one.  If you’re new to the whole Gundam thing, here’s the story in a nutshell.  In the future space is colonized, there’s an organization that lords over the colonies.  A handful of scientists have broken away from the bad guys side and in turn created Gundams, highly advanced and very large robotic fighting suits that a group of young boys have been chosen to pilot.  They are given the task of defeating the bad guys so that there might be peace once again.  I’m really not sure if the game’s story follows exactly the same plot or the same motivation behind it because all the writing is in Japanese.  However, what you can pick up on real quick is that there are giant robots that apparently need to fight each other.  You start off with a few options (which are suprisingly written in English).  You can choose the story mode which lets you fight through all of the players until you get to the final boss or choose versus or trial modes.  Versus allows you to fight a round against the computer or a friend while trial mode lets you fight against a never ending supply of opponents. Each opponent gets more difficult as you progress, so it really becomes an endurance test.  Once you select a mode you’re ready to choose a fighter.  Each Gundam has different abilities, strengths and weaknesses.  There is a gauge at the bottom of the screen that tells you how strong your Gundam is in several categories, i.e. weapons, speed, etc.  I’ve found that it doesn’t matter too much after you get good with a fighter but when you first start out there are definitely easier Gundams to work with.  I’ve always liked Wing Zero and Tallgeesee Gundams, and while Wing Zero is the easiest to pick up and I think the most fun, the Tallgeese took some getting used to.  There are nine Gundams to choose from in story mode and you can also play as the final boss Epyon in trial and versus modes with a cheat code.  Gameplay is similar to Street Fighter in terms of performing moves and the general fighting stile.  An interesting feature of the game is the ability to fly and in some cases float or hover. Each Gundam has the ability to jump once and then boost into the air higher using thrusters on their backs.  This allows for some arial combat as well as fast and efficient ways of getting close or even behind your opponent.  It also balances out each Gundam, with the exception of Epyon, having giant guns.  You can fire your guns at will and quite rapidly for that matter, so if it weren’t for your ability to fly, you’d never be able to get close to a trigger happy opponent.  Graphically speaking, for a SNES game it looks good.  The Gundams are animated well and are brightly colored.  Since it is a 2D figher, you have the side to side scrolling, but with the aforementioned flying, the game also scrolls vertically, making it one of the first fighters to use that feature.  The stages are also well drawn and you’ll notice some familiar places if you’ve ever watched the cartoon.  The only real issue I have with the game’s looks is that most of the stages don’t really seem to give the Gundams a good sense of how big they’re supposed to be.<br />Gundam Wing: Endless Duel is a great fighting game that unfortunately was never released in the US.  However, if you have a Super Nintendo, a Game Genie and a hacksaw then read above to find out how you can play import games with your plain old SNES.  And if you need a Japanese game to try out, Gundam Wing: Endless Duel is a great first choice.<br /><br /><object width="425" height="350"> <param name="movie" value="http://www.youtube.com/v/hptIxblAzgA"> </param> <embed src="http://www.youtube.com/v/hptIxblAzgA" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object><br /><br /><a href="javascript:openpopup('images/GG_collage.jpg',504,576,false);"><img src="images/GG_collage.jpg" width=484 height=553 border=0 alt=''></a><br /><br /><a href="javascript:openpopup('images/GW1.jpg',565,380,false);"><img src="images/GW1.jpg" width=484 height=326 border=0 alt=''></a><br /><br /><a href="javascript:openpopup('images/GW2.jpg',568,383,false);"><img src="images/GW2.jpg" width=484 height=326 border=0 alt=''></a><br /><br /><a href="javascript:openpopup('images/GW3.jpg',571,386,false);"><img src="images/GW3.jpg" width=484 height=327 border=0 alt=''></a><br /><br /><a href="javascript:openpopup('images/GW4.jpg',571,381,false);"><img src="images/GW4.jpg" width=484 height=323 border=0 alt=''></a><br /><br /><a href="javascript:openpopup('images/GW5.jpg',573,380,false);"><img src="images/GW5.jpg" width=484 height=321 border=0 alt=''></a><br /><br /><a href="javascript:openpopup('images/GW6.jpg',570,351,false);"><img src="images/GW6.jpg" width=484 height=298 border=0 alt=''></a>]]></description>
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		<author>webadmin@joplinglobe.com</author>
		<pubDate>Fri, 25 Jul 2008 00:49:47 GMT</pubDate>
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	<item rdf:about="http://www.joplinglobeonline.com/znewsblog/samurai/?entry=entry080707-210822">
		<title>Lego Indiana Jones - Wii</title>
		<link>http://www.joplinglobeonline.com/znewsblog/samurai/index.php?entry=entry080707-210822</link>
		<description><![CDATA[<a href="javascript:openpopup('images/lego_indiana_jones.jpg',504,612,false);"><img src="images/lego_indiana_jones.jpg" width=484 height=588 border=0 alt=''></a><br /><br />Somehow, it seems, that if you have a theme, whatever it is, and mix it with Legos, you can never go wrong.  In this weeks game, Lego once again teams up with Lucas Arts and puts on a uniquely fun and entertaining ride with the Indiana Jones movies.  Appropriately titles Lego Indiana Jones: The Original Adventures, you get to be Indiana Jones, except a whole lot smaller and made of plastic.  In fact you can play a multitude of characters from the Indy universe, once you unlock them.  The game takes you through the first three movies, Raiders of the Lost Art, Temple of Doom and The Last Crusade.  Each movie is broken down into six parts and generally play out familiar events found in the movies.  Now, realizing that Nazism might not be the best for young children, scenes dealing with that kind of subject matter were changed for the game.  However, the changes are a good fit to the game and are often quite funny.  For example, after the boulder chase in Raiders, Belloq is waiting for Jones to hand over the golden idols head.  In the Lego version, Indy first tries to bribe Belloq with C-3P0’s head from Star Wars.  Aside from the story changes, the game play is as solid and easy to pick up as the Lego Star Wars games.  Indy has his whip and can pick up weapons left behind by enemies, tools to fix things, and can build and ride vehicles.  The Wii controls like a normal controller would, you can flick the remote to use Indy’s whip, but it’s easier to use buttons.  The graphics look pretty good, all of the animation was smooth and the environments were easy to recognize from the movies.  The only problem I had on the Wii was that sometimes, in bigger places, the game would show some slowdown.  Other than that, the sound was superb, and you should have no doubt that you’re playing an Indiana Jones games because all the scores are there.  If you get stuck, Indy can receive some help via a friend in co-op play, since the computer’s friendly AI is kind of terrible.<br />Lego Indiana Jones is a fun and funny game that anyone can appreciate.  There’s tons of secrets hidden away, so playing through just once won’t do.  If you’ve missed out on the Lego Star Wars games, then try Indy, it’s the most polished of the games, and if you still don’t get a chance to play it, Lego Batman is coming up right around the corner.]]></description>
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		<author>webadmin@joplinglobe.com</author>
		<pubDate>Tue, 08 Jul 2008 02:08:22 GMT</pubDate>
	</item>
	<item rdf:about="http://www.joplinglobeonline.com/znewsblog/samurai/?entry=entry080623-215207">
		<title>Devil May Cry 4 • PS3/PC</title>
		<link>http://www.joplinglobeonline.com/znewsblog/samurai/index.php?entry=entry080623-215207</link>
		<description><![CDATA[<a href="javascript:openpopup('images/dvc4header.jpg',830,178,false);"><img src="images/dvc4header.jpg" width=484 height=104 border=0 alt=''></a><br /><br />If there ever was a hack and slash game that was as stylish as it is fun, Devil May Cry stands alone.  With the fourth installment of the series having been out for the PS3 and Xbox360 since February, PC owners can get their hands on a copy in a couple weeks.  This time around you will be playing as Nero, another demon hunter, who looks oddly similar to Dante.  You’ll play through about half the game with Nero and half with Dante.  Nero brings to the table the Red Queen, his sword and the Blue Rose his pistol, as well as his powerful demon arm.  Some have said that Devil May Cry 4 is cool but repetitive.  Whoever says that isn’t trying.  Sure you can go through the game hitting the same buttons over and over, or you can figure out how to string tons of hits together while taking out multiple enemies.  On top of that when you switch to Dante halfway through, you start with a new character, and all his moves.  Speaking of moves, Nero’s demon arm, or devil bringer is quite the weapon.  Use it to bring enemies close to you so that you can slam them into the ground.  Nero can also “charge up” his sword using a cool little animation of grinding gears attached to his health bar.  Now, the puzzle parts do get boring at times, especially now that Heavenly Sword has set a new hack n’ slash standard.  Forgoing the random and repetitive puzzles, you have literally hundreds of enemies to plow through to accomplish your goal.  It would have been nice to see that kind of challenge in Devil May Cry 4, but for what it is, it stays true to its own formula.  So, which version is better?  While the Xbox and PS3 versions are almost identical in audio/visual presentation the PC version, if you have the rig to do it, gives you some additional visual tweak options.  Any version will give you outstanding graphics, and similarly to the PC, the PS3 will copy files to the hard drive saving you some pesky load times.  As far as game play goes, once again, all versions shine.  It is cool to play it on the PC with a PS3, 360 or similar controller, but overall the PS3 version feels like the better button layout.  On the other hand, most PC controllers allow you to configure any action to any button you like, giving you endless button layout options.  All three have online leaderboards, the same unlockable content and achievements.  If I had to choose, I’d go with either the PS3 or PC version.  The PS3 has the less loading times (it takes a 20 minute initial set up though) while the PC might have a graphical edge, taking advantage of both DirectX 9 and 10.  You’d have to have a pretty good system to play it on though, and I’m betting that it’ll cost more than $400. The 360 version is no slouch, but there are these tiny differences that make the other two versions possibly better.  You might as well get the PS3 version, it has awesome graphics, smaller load times, and I like the controller set up better.   Having said that, you&#039;re gonna have a great time with any version you choose.  Devil May Cry 4 is simply a fun game with over the top everything, and you can&#039;t go wrong with that.<br /><br /><a href="javascript:openpopup('images/dmc4pc1.jpg',504,377,false);"><img src="images/dmc4pc1.jpg" width=484 height=362 border=0 alt=''></a><br /><br /><a href="javascript:openpopup('images/dmc4pc2.jpg',504,387,false);"><img src="images/dmc4pc2.jpg" width=484 height=372 border=0 alt=''></a><br /><br /><a href="javascript:openpopup('images/dmc4pc3.jpg',504,387,false);"><img src="images/dmc4pc3.jpg" width=484 height=372 border=0 alt=''></a><br /><br /><a href="javascript:openpopup('images/dmc4pc4.jpg',504,399,false);"><img src="images/dmc4pc4.jpg" width=484 height=383 border=0 alt=''></a><br /><br /><a href="javascript:openpopup('images/dmc4pc5.jpg',504,398,false);"><img src="images/dmc4pc5.jpg" width=484 height=382 border=0 alt=''></a>]]></description>
		<guid isPermaLink="true">http://www.joplinglobeonline.com/znewsblog/samurai/?entry=entry080623-215207</guid>
		<author>webadmin@joplinglobe.com</author>
		<pubDate>Tue, 24 Jun 2008 02:52:07 GMT</pubDate>
	</item>
	<item rdf:about="http://www.joplinglobeonline.com/znewsblog/samurai/?entry=entry080528-210242">
		<title>Comix Zone - Sega Genesis - Wii VC</title>
		<link>http://www.joplinglobeonline.com/znewsblog/samurai/index.php?entry=entry080528-210242</link>
		<description><![CDATA[Vanilla and chocolate syrup. Popcorn and movies. Ketchup and fries.  Some combos are hits from the start.  In a nerd&#039;s world there are a handful of things that you could combine to make an ordinary item much better.  In Comix Zone, mixing a video game with a comic book does just that, making an ordinary game unique.  You are Sketch Turner, comic book artist and soon to be the &quot;chosen one&quot; in a super cliche and cheesy story involving lightning, drawings coming to life, and you fighting for survival.  It&#039;s goofy, but how else is a human supposed to be turned in to a comic book hero?  I mean gamma rays would have just combined his DNA with that of the book&#039;s molecules turning him into some sort of paper man thing, and not to mention that it&#039;s been way over done... anyhow, according to all the ways to become a superhero, lighting was probably the best and quickest way to tell the story.  Getting back on track, you have some basic self defense moves: punching, kicking and jumping as well as having the world of a comic book at your disposal.  What I mean is Sketch can tear the paper of the pages to reveal hidden items, or to create weapons out of the paper to use against enemies.  However, doing so takes away some of your health since tearing the pages also destroys the comic world that you are stuck in.  The other interesing concept that the game features is that the stages are broken up into panels, just like a comic book.  Jumping in and out of frames allows you to progress throught the levels, or pages of the comic.  The look of the game is obviously comic book inspired, featuring a post-apocalyptic, statue of liberty fallen, toxic waste lined future.  Despite having a bleak description, everything is brightly colored and all the characters and villans are well animated and look appropriately hand drawn and overly muscular.  Having come out towards the end of the Genesis&#039; life the game features some of the best graphics you will find on the system, including some cool water effects.  The music is decent and actually features bands like Danzig and Lords of Acid, which are appropriate for this game.  Also, included with the Genesis copy of the game was a music CD featuring the game&#039;s soundtrack.  <br />The final judgement is that Comix Zone is a cool game.  Some people might disagree and say that it&#039;s a ho-hum game glued together with a gimmick.  I&#039;ll admit that there&#039;s not a whole lot to the fighitng mechanics, or the story, but the unique way that the game is presented shows that somebody was actually thinking about doing something different.  In my book that makes up for a lot.  You can play it on the Genesis, like I did, or you can download it of the Wii via the Virtual Console.  Either way you&#039;re bound to have a good time, especially if your a fan of either videogames or comic books.<br /><br /><a href="javascript:openpopup('images/ComixZone1.jpg',504,389,false);"><img src="images/ComixZone1.jpg" width=484 height=374 border=0 alt=''></a><br /><br /><a href="javascript:openpopup('images/ComixZone2.jpg',504,384,false);"><img src="images/ComixZone2.jpg" width=484 height=369 border=0 alt=''></a>]]></description>
		<guid isPermaLink="true">http://www.joplinglobeonline.com/znewsblog/samurai/?entry=entry080528-210242</guid>
		<author>webadmin@joplinglobe.com</author>
		<pubDate>Thu, 29 May 2008 02:02:42 GMT</pubDate>
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