Fantastic 4 Gba Game
Advance Wars: Dual Strike review
Advance Wars: Dual Strike is the first official “spin-off” of the series to another Nintendo platform in the US, and Intelligent Systems has struck gold again with a game that keeps with the already successful formula and branches it out with new elements, including dual screen combat. Because it doesn’t go far beyond what’s already been established, the DS game doesn’t make quite as big a splash as the series did originally on the GBA, but that doesn’t mean it’s still not a fantastic game that needs to be experienced. Because it is.
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The Advance Wars series is a turn-based strategy game that’s quick-paced and energetic, and absolutely addictive because of all the little nuances in the game design keeping players on their toes. All the action takes place on a grid map of different terrain, and the spots on the grid affect how your troops handle the battle condition. Across land, sea, and air, you’ll command a growing assortment of troops and vehicles with one goal in mind: victory against the enemy armies.
Even though the game design is a turn-based affair, it does borrow a bit from the real-time strategy genre — in many missions players must earn revenue by controlling buildings within the set territory, and convert those funds into troops to solidify and strengthen the lines against the opposing forces. Missions can last anywhere from a simple couple of moves to several dozen before victory is had by any side, and it’s the player’s mental skills that determine the outcome.
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It’s was a a fantastic single player game on the GBA and remains so on the DS, and it’s enhanced further with multiplayer focus for single and multiple cart users. The wireless battles aren’t much different than what GBA owners got in Advance Wars and Advance Wars 2, but this time players are no longer tethered together by uncomfortably short link cables. Wireless capabilities free up the link so players can spread out and relax while plotting their strategies.
Advance Wars: Dual Strike loves the number two. In past Advance Wars games, the CO (Commanding Officer) of a certain area would determine special abilities of the player during battle. In Advance Wars: Dual Screen, players can have two of these COs at the ready and swap them in and out between turns to change the outcome of a specific turn.
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And though the action in most missions is contained on the lower screen with the upper screen housing all the pertinent information on highlighted troops, in others the action spreads out across both displays of the Nintendo DS. In these dual screen missions, players only assist the action with specific commands instead of fully controlling the strategy. But it still shakes things up in comparison to past games in the Advance Wars series.
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