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Last Updated November 03, 2001 09:53:21 PM

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Videogame Source : GameBoy Advance

Advance Wars

Graphics

7.0

Sounds 6.0
Replay 10.0
Gameplay 9.0
Overall 9.1

Review by JR Clone

In one fell swoop, Advance Wars has outdone all the rehashes of Super Nintendo “greats” on the Game Boy Advance (Mario Kart: Super Circuit, Castelvania: Circle of the Moon, Super Mario Advance, etc.).

Advance Wars is engaging, highly addictive, and, perhaps most importantly, fresh. A war strategy game on a portable system is certainly uncommon, and although Advance Wars is one of many in the “Wars” series of games, this is the first installment to be published outside of Japan.

A completely turn based game, playing Advance Wars is more akin to a chess match than a heated battle in Command & Conquer. While the majority of strategy games gain their complexity from a plethora of units, buildings, and special weapons, Advance gains its complexity from its impeccably laid out, seemingly simple gameplay.

Like chess, Advance Wars takes a day to learn, but a lifetime to master.

There are a total of (about) 15 different units, each unit has 10 HP, and the two main objectives: capture the enemy’s HQ or rout the enemy’s forces.

Three Keys To Victory

The strategy comes in with the different types of units. Battle copters, for instance, work wonders against artillery, but bring a team of fighter jets in there and those copters are history. The fighter jets may wipe out other air units with extreme prejudice, but bring in some anti-air cannons and the fighters won’t even have a chance. The AA machine guns have no problem dispatching airborne units, but a burly medium tank renders the AAs helpless. Medium tanks will cut through most land units like a knife through butter, but a battleship can reduce the tanks to nothing with one blast of its cannons. A battleship is a highly effective weapon with its long-range attacks capable of destroying land and sea forces, but one submarine is all it should take to submerge the mighty destroyer. Of course, I could get into all the nitpicky details, but this is a review, not an FAQ…

Precision positioning on the map plays a key role to success in Advance Wars, as the different types of terrain can adversely affect movement. Placing divisions of your army in illogical, inopportune places will soon result in a severe spanking from the enemy.

Along with manipulating the terrain and the types of units, the third aspect of Advance Wars lies in the selection of your commanding officer. Each CO has their own special ability and special strengths, so choosing Drake the ol’ sea dog over Sami the peppy infantry specialist can drastically change the flow of the game.

So, once you come to grips with these three concepts, you can begin to understand the rich strategy of Advance Wars. Placing units in the right places, strategically capturing bases, and finally moving in for the kill is a refined skill that can only be gained with experience. Experience is certainly one thing that Advance Wars brings to the table in exorbitant amounts.

First, you progress through the campaign mode, the “story mode” of Advance Wars, really just a thin plot to lure gamers in to even deeper in. After this, it’s time to get serious.

Coins earned in the campaign mode are used to purchase various maps, at least a hundred of them, in order to fully hone your Advance Wars skill. If somehow, you complete the glut of pre-designed scenarios, there is a custom map creator in order to create your dream battle. Is this the deepest handheld title ever? It’s very likely.

The only problem with Advance Wars is that the AI is…well…kinda stupid. The computer opponents each seem to fall for the same tricks over and over again, and they have incredibly rigid programming. Rather than programming effective AI, the designers seemed to content to instead put you against an opponent that always seems to be better armed, better positioned, and too defensive. The AI will always blindly chase certain types of units over and over again, only to be duped when capture their HQ with a unit that isn’t as high on their “priority list”. Fortunately, with multi-player action readily with just one Advance Wars cartridge, a human opponent should always be readily available when the computer programmed COs seem a bit predictable.

As far as the package Advance Wars come in, the game’s designers put effort to make sure there was some style to liven up a game that could easily be seen as drab. The overhead map on which the battles will take place is crisp, clear, and colorful. The graphical highlights of Advance Wars are the battle animations (well, they’re practically the only animations in the entire game…but they look pretty good), which ensue immediately after ordering your forces to attack the enemy. With many of the newfangled Game Boy Advance games using grainy “3D” visuals (i.e. Mario Kart Super Circuit), Advance Wars is a sharp, smooth visual ride.

Advance Wars sounds about as well as a war strategy game could be expected to. Generic, army type music and explosions make up the aural experience in Advance Wars. Surely nothing exciting, but the lackluster audio has practically no impact on Advance Wars at all.

The Bottom Line

Some are sure to get bored of Advance Wars faster than others, but for those who stick around, the sheer breadth of Advance Wars should keep even the most obsessed gamer content. Challenging scenarios, various rankings, easy multiplayer hookup, and a virtually limitless number of maps has given Advance Wars the title of the deepest handheld title I’ve ever played.

The somewhat underwhelming visuals and sound are nevertheless well done, and the simplistic AI still offers up a challenge with the advantages Advance Wars’ designers have decided to bestow upon these thick opponents.

Hopefully you don’t have many social or job-related obligations in the near future…9-

.:. JR Clone

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