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11/18/2001 -- 11/24/2001
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Nintendo GameCube console 
Luigi's Mansion 
No way I thought Nintendo could make a full game out of this tech demo, but they did. Once again, the system controller is designed specifically for Miyamoto's launch game (same as the N64). It works great. The left analog stick controls your walking, whereas the yellow "C" analog stick controls your upper body. It works well. The vacuum is activated with the R trigger, and by tilting the C stick in the opposite direction of the ghost you're trying to reel in, you get extra leverage and sucking power. Catching the ghosts is an interesting challenge. In Miyamoto's world, the ghosts are scared by bright light, so you need to shine your flashlight at them to give them a spook. Once they are scared, their heart appears along with a number, and they are frozen for a second. In this brief amount of time you must hold down the R trigger to begin sucking up the ghost with your Poltergust 3000. The number is a countdown and as long as you keep the vacuum trained on them, the counter will slowly decrease. Some ghosts have big counters so you might find them breaking free from your hold. This is where you need to get that extra leverage. This will decrease the counters very rapidly. Sounds pretty easy, and it is, but it's also lots of fun too : ). As you progress into the game, you will encounter ghosts that will not reveal their hearts to you so easily. The first one of these you'll encounter is in a rocking chair, and you have to wait for him to yawn to nab him. For another you have to open the blinds in the bedroom and allow the cold air to come in and give the ghost a chill. Whatever method it takes, your goal is to remove the ghosts from every room in the entire mansion and locate Mario. You'll know that a room is clear when the lights suddenly come on, and you're rewarded with a treasure box or a key to another room. The game is filled with cool visual effects. This is mainly the glowing of the ghosts, but there are some other more subtle effects you'll find if you play around. My favorite has to be the movement of the sheets or curtains while you have your vacuum aimed at them. If you get close enough and pull back hard, you can remove them, but just the flapping of the cloth is a great thing to watch. One of the game's funniest moments has to be a part where Luigi answers a phone several times. Just a really funny voice. Also, if you press the "A" button while not near an object (you would otherwise shake), Luigi will call out for Mario. The more you do this the more variations of the name he does. Once you finish the game, you unlock the "Hidden Mansion". So far I haven't found out what's different about it yet. I've beaten the first boss, and to me, it's the same. I'm very happy with the music in this title. There's a room with instruments, and eventually they'll play old Mario music.
The game has changed somewhat from it's E3 incarnation. For example, your vacuum had a gauge that would deplete the longer you kept it on. Once the meter emptied, there would be a backfire effect. Another thing that was removed was the timer. There would be a clock on your GameBoy Horror. I suppose that you had until dawn to finish the game or the mansion would vanish or something to that nature. We'll never know. I guess these features made the game too hard.
Wave Race: Blue Storm 
Star Wars Rogue Leader: Rogue Squadron II 
This game, not being a first party title, was available sometime before the actual system launch. This has become something popular over the last couple of systems. Companies just trying to get the jump on each other, I suppose. For a launch title, it's impressive. The ship models are super detailed, but not identical to the models as seen in the Special Edition movies (as I was told constantly at E3). Sound effects are clean, and the game almost runs at a constant 60fps. A good start, but from there it's a mixed bag. Music is both good and bad. There are some missions that use redbook audio, and this is taken directly off the soundtracks, but all the new music is absolute garbage. The music for the title screen alone is horrid. It's too bad you have to hear it every time you boot the game up or lose all your lives. I almost jumped out the window. Thank god there is an option to turn down the music volume for those "bad" missions. I think the musician failed GameCube sound chip 101. The visuals, as stated before, are super detailed. For the surface missions like Hoth, you can see ground troops running all over the place. A really nice touch. Places like Bespin or the Death Stars are littered with buildings. And I'm not talking about a big fat texture used to represent the presence of buildings, but actual 3D structures that you can collide with. Sure you can see the cut-off point on the Death Star, but it's still convincing. Same as the music, the missions are also a mixed bag. Any mission that's straight forward is fine, but later on you will have missions that simply ask too much of the player, or are overly difficult. The first Star Destroyer mission, while cool, is insanely hard. It's like every single gun emplacement on that thing is trained on you. I think that you shouldn't have to find the secret power-ups hidden in each of the game's missions to complete the game, but so far I've needed everyone I've found. I can understand making the game difficult so that you can't finish it in one sitting, but man, I think I was stuck on one mission for a week or more. It's just that they don't make everything obvious. In a particular mission, you're told via the game's spoken dialog to destroy the SD's hull, but meanwhile your troops get killed and the mission ends. It's very aggravating. This one mission I was having difficulty with at one point I got to crash. Best thing about this was that I had the mission complete, but instead got a black screen of death. Argh! One factor I've found difficult in dogfighting, was trying to actually see the TIE fighters. It's almost impossible because of some of the background scenery. Try to see TIE's, which are colored gray, against the gray Death Star surface. Sure. Well, Factor 5 has addressed this problem, and this is where the Targeting Computer comes into play. Once activated, primary targets become colored yellow, and secondary targets purple. Makes things very obvious. Only problem is, I find myself using the TC all the time. It's too hard to see certain things, and the more you use the TC, the lower your chances of getting a medal are for that mission, and unfortunately the medals are the only way to unlock the game's hidden ships and features besides a passcode. In the end, the game's difficulty can make it unenjoyable. Currently I'm stuck on the final mission. I don't see myself finishing it anytime soon, unless some helpful passcodes come around.
Super Monkey Ball 
Gunbird 
The Game Paradise! 
It's a vertical shooter with an arcade theme. And by that I mean you're fighting against various arcade or videogame type objects. For example one stage all the enemies are 8-bit, another you're inside a UFO catcher, etc. There are several wacky characters to play as, my favorite being the flying pig who's simply called "Pig". :P
Prikura Daisakusen 
Ace Combat 04: Shattered Skies 
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