Last Blade Game by SNK Reviewed by JR jbr23@drexel.edu Size: 32 Megabits Save: Built-in memory (I think) Released: 2000 Works with: NGPC **************************************************************************** Opening Snide Remarks: You would not believe what I had to go through to get this game. After SNK closed its doors in the US and Europe (I blame Pokemon, for what it's worth *See editor's note*), I had to go to Ebay to find a copy. I got the Japanese version. **************************************************************************** Gameplay Descripion: The gameplay is simple; tapping/pressing A and moving the directional pad slashes (weapon attack), B kicks in neutral, parries when you hit towards+B, and throws with back+B (up close). Doubletap toward and then hit B to get an unblockable attack (Power mode) or an overhead (Speed/EX mode) Each character has Power and Speed mode, which affects various attributes (Power does more damage, has an unblockable, SDMs and super cancel, while Speed has chain combos, a "combo special," an overhead, and 2-in-1s.) EX mode has the SDMs, cancels, chain combos, combo special, overheads, and increased damage done to you. Liked: Three modes for each character (EX is secret), while not as different as Slash/Bust in the Samurai Shodown series, provide certain strategic differences. Hated: Not much, but the system took a bit of time to get used to (I had to find out some of the stuff on my own :P). **************************************************************************** Graphics Description: Par for the course for the NGPC: black, white, and another color, head that's 1/3 the total body height, but amazing detail. Gaisei (final LB2 boss) has his four orbs intro, and just like in the arcade, he has no crouch animation! :P Liked: Detail, SD style. What? It's cute. Maybe Akemi-cute ;), but I've never seen Akemi, so I can't tell. (Editor's addition: Oh, Akemi is definately cuter. ;P) Hated: The color scheme. **************************************************************************** Sound/Music Description: Typical beeps and bloops, but it still sounds pretty cool. It seems to reek of that thing we call effort. Liked: Exotic beep music ;) Hated: nothing **************************************************************************** Play Control/Game Design: All the controls work as they should. That's all I can say. Liked: Everything. Hated: Nothing **************************************************************************** Improve: I would put in more characters from the series (Juzoh, Mukuro, Musashi, etc.) RIYL: Samurai Shodown! 2 for NGPC or Samurai Shodown 1 for Game Boy. (Editor Addition: Not to mention Samurai Shodown! 2, and 3 for GB!) **************************************************************************** Final Words: If SNK hadn't decided to pull out of the US and Euro markets, games like this would have at least ensured its continued viability. I will never understand why they chose to do what they did, but I will still do what I can to get their games, as they rock. :) Also, imagine the possibilities for boardwalk T-shirt vendors with Amano, who drinks AND smokes (He's like a Japanese Sandman), and Kaede, who has what looks vaguely like a pot leaf on the back of his shirt. They do that stuff all the time, do the vendors. ;) **************************************************************************** Score Gameplay: ***** Graphics: ****1/2 Sound/Music: ***** Play Control/Game Design: ***** Personal Opinion: ***** Total: 24.5 stars (if not for the 3-color design, it would have been cool). Final Score: 99% **************************************************************************** Currently Known Codes: Nope. Editor's Note: I blame SNK of Japan. For not getting SNK USA/Europe the $$$$ support it needed. Or maybe it could have been that SNK didn't order enough beanies for E3 and started handing out bad styrofoam blocks?