100+ Avatars, Virtual Fishing & Old-School Second Life Nostalgia

HIGH Easy to pick up and play.
LOW A lack of overall depth.
WTF Scoops the Clown.
TRANSCRIPT:
Hi everyone. Eugene Sax here with another review from GameCritics.com.
The Spirit Lift is a roguelike deckbuilder that takes inspiration from haunted houses and creature feature films of the early ’80s and ’90s. A group of high school seniors get separated from their group on a field trip to a spooky hotel and get sucked into The Spirit Lift, where they must fight through 13 floors of terror in order to get back home.
Once a run begins, players take their group of teens through the cursed hotel floors in order to make it to the Penthouse and defeat the evil creature there. Each floor is different, with the theme depending on the boss that will be found at the end of the section. Every door along the way might hide cards or gear to help with the run, gold to buy cards from a shady wolf lurking around, or enemies trying their best to gobble the players up.
In combat, cards are played each turn to defeat enemies. Enemies telegraph what they will do when the player ends their turn, so using that information to plan out moves before enemies act is crucial. Unlike others in the genre, I have yet to find a card in Spirit Lift that actually serves as “defense” — there are no shields and no blocking. Options seem limited to attacking or debuffing enemies, which leads to a quick gameplay loop as it’s all-offense, all the time. That said, this speed is helpful in avoiding the maximum of 13 turns per battle — I haven’t found out what happens if a player uses up all of those turns, but I can’t imagine it’s good. Whether players win or lose a run, there will be points awarded that they can use for things like more starting health or starting with more gold on future runs.
There’s not much to the formula beyond what I’ve just described, so there’s not much depth in The Spirit Lift. There’s not much enemy variety, either. In my runs I’ve seen basic versions of bad guys, slightly healthier versions, and versions that do more status effects. There are some one-off enemies that introduce a new gimmick, but the well of new ideas seems to dry up fast.
What really kills the Spirit Lift, though, is the grind. It’s not the worst I’ve seen since each run is fairly short, maybe taking an hour to hit the final boss of the run, but the lack of variety is felt quickly.
On the plus side, players will eventually unlock five additional characters past the starting three after a few runs. Some are better with straight attacks, while others are better at buffing or damage-over-time, but they all tend to play fairly similar to each other. This means that after only a little while, The Spirit Lift has shown its entire hand.
That could be disappointing for players who love to dig deep into an experience like this, but despite how shallow it seems, I find that the spooky haunted house vibe is charming, it’s easy to grasp some of the powerful combinations quickly, and learning the full array of monsters allows players to quickly strategize each encounter.
The Spirit Lift won’t be a game for everyone, but there’s joy to be found for players who might like a smaller bite.
For me, The Spirit Lift gets 7.5 loops of elevator music out of 10.
Disclosures: This game is developed and published by prettysmart games. It is currently available on PC. This copy of the game was obtained via publisher and reviewed on the Steam. Approximately 8 hours of play were spent playing the game, and multiple runs of the game were completed. There are no multiplayer modes.
Parents: This game is not currently rated by the ESRB. However, it’s safe to say that it has fantasy violence as players use cards that represent items like guns, baseball bats, and tennis rackets to attack horror monsters. No blood, no foul language, just creepy atmosphere.
Colorblind Modes: Colorblind Modes are not present.
Deaf & Hard of Hearing Gamers: This game offers subtitles, but subtitles can not be altered and/or resized. There are no audio cues needed to play. The game is fully accessible.
Remappable controls: Controls are not remappable, and there is no control diagram. Movement is controlled by pressing WASD on the keyboard, or by using the mouse to click on the arrows on screen. Mouse is used to control everything else (card selection, selecting options in events, etc),
The post The Spirit Lift Video Review appeared first on Gamecritics.com.
Being a collector can mean many things. Most associate physical media collecting with geeks surrounded by bookshelves of video games that will never get played. Others will hold five PlayStation games in their hands and feel just as much pride in their collection, however small it may be. We hold on to our discs and cartridges even today, as they hold the memories of our experiences. In some cases, an actual memory card holds the record of an actual beautiful memory associated with the game. Whether it's the game that had a best friend coming to your house every day over a blistering summer or the game that finally got your parent to enjoy your favorite hobby with you, only a physical copy will hold those memories.
Displayed below are artifacts held dear by our SUPERJUMP writers, and the memories they contain.

I present my copy of the Wii version of The Legend of Zelda: Twilight Princess. I remember my first experience with this game. I was at the house of one of my mom's friends as a kid, and I didn’t have too many people to hang out with at the time. I was just eating some party snacks or something, and upon entering the living room, they had a copy of Twilight Princess just sitting on their Wii. Immediately, I was sold by the foil art cover. Being a PlayStation kid, I had no idea what The Legend of Zelda even was at the time, but I had only ever seen two other boxes that looked nearly as good as this one: Kingdom Hearts and Kingdom Hearts 2, my favorite games ever at the time.
My family had a Wii that they had bought, hoping that it would get the kids up and moving (still a highlight of that console and something that the Switch has mostly left behind). I went to my dad and practically begged him for a copy of Twilight Princess, which he insisted that I would have to pay for myself. I used a collection of roughly 1,200 US nickels that a grandparent had given me at the time. I felt bad about this trade for a number of years. But as I grew older, I never gained an appreciation for coin collecting, so the only regret I still have over this is paying back my dad in a rather annoying currency.
I was so excited to actually have the game in my hands as I eagerly popped it into my Wii. I played through the opening village and admittedly ran into a problem. Like many others at the time, I was too confused by the opening village area to actually trigger the events to go on the rest of the adventure. In my defense, you have to get a cat to follow you by fishing and then get it to chase you around; It was cryptic for a child. I put it down for a while, but eventually my dad came to me and mentioned how we went through such a hassle trading nickels for a game that I didn’t even play. This got me to actually sit down and play through the rest of the game, and I’m glad I did. The Legend of Zelda: Twilight Princess is the greatest Nintendo action RPG I’ve ever played, and I doubt that I’ll ever trade it away.

It can be incredibly challenging to name your favorite game when someone asks you to do so. In theory, this is something that could always be changing. If you’re a massive fan of the Zelda franchise, you know there will always be the next one coming, and it has a chance of supplanting your past favourite. But when someone asks about your most important game ever, well, that’s something else. We’re talking not just preferences, but something more meaningful and tangible, something that is part of your gaming history.
Historically, I’m a Nintendo nerd. Raised on Hylian princesses, Italian plumbers, and Kongs called Donkey, I had an incredible upbringing in the gaming world.
So it’s a huge surprise, even to me, that perhaps my most important game is, in fact, Virtua Tennis on the Dreamcast.
I was Nintendo through and through. I always got to play on my friend’s Mega Drive, but at no point did I ever consider it superior to my SNES. Then SEGA threw a curveball and released the futuristic (for its time) Dreamcast. Incredible 3D graphics, amazing CD-quality sound, access to the internet, and still my favourite little thing, the VMU.
Being the underfunded young man I was when I bought the Dreamcast, I wasn’t able to pick up many games. I obviously had to buy the Blue Blur in his first mainline 3D outing in Sonic Adventure, but outside of that, I didn’t have anything else.

Thankfully, there was the Official Dreamcast Magazine (ODM) here in the UK, and for the first time as a gamer, I was able to play demo discs. As an owner of the N64, I was always jealous of other console users with their demo discs from magazines, and now here I was, doing it myself; incredibly exciting times for this Nintendo fanboy.
ODM issue 17 gave us Dream On Volume 18, consisting of two videos of upcoming games and four demos for me to enjoy: Sega Extreme Sports, Dave Mirra Freestyle BMX, Ducati World, and, most bizarrely, my most important game, a demo of Virtua Tennis.
As with a lot of SEGA games at the time, it was a port of their arcade version from 1999, but it now allowed multiplayer madness in the home. I didn’t have a clue about this or the arcade version at the time, and I didn’t care; I was just excited to play something new that wasn’t Sonic.
And play I did; I enjoyed choosing one of the then-famous players and seeing who I felt was more accommodating to my play style. I enjoyed playing a best-of-three sets with the computer, and I absolutely loved playing with and dominating my friends.
Just to prove how incredible the VMU was, as you played the game, there would be a little matchstick equivalent of the game happening on the screen of the VMU. Who needed a massive TV with incredible graphics when you have a tiny pocket-sized one that does the same damned thing?

This demo of Virtua Tennis was exciting, fluid, and just simply fun. It wasn't overly complicated and was so easy to just jump right into, even if you were a novice. This game kept me engaged with the Dreamcast; it kept the system alive while I saved up for an actual new game or waited for something for my birthday.
It seems bizarre that this bite-sized demo, of all things, I consider to be my most important game, but I see it as something that truly opened up my gaming mind to things outside of just Nintendo. It taught me that even the simplest of things can be engaging and provide hours of smile-producing fun.
To this day, I always make sure to get the latest system from each company so that I can play all games from across all the systems. Although Nintendo had my heart from the early days, SEGA stole it from them right at the end.
Eventually, I was able to get Shenmue, and my word, did this really make the Dreamcast my most beloved console of all time. But whereas Shenmue made me fall in love with the Dreamcast, it was this small demo of Virtua Tennis that made me fall in love with gaming beyond Nintendo.

I was declared a traitor by my brother and cousins when I bought myself a PlayStation back in the early 2000s. We were a Nintendo family; how dare I turncoat for a competing console?!
It wasn’t a desire to forsake Nintendo that drove me towards buying a PS1, for I would always love them. It was a desire to have something of my own. The Super Nintendo and N64 belonged to my older brother, and he would regularly exercise his dictatorship over their use. Being seven years younger, I could do little to stop him.
I eventually saved up enough money from my paper route and made the leap. I bought a PS1, Crash Bandicoot, and Final Fantasy 7. I had never experienced a game like FF7 before, so ripe with deep narrative and heavy themes, somewhat beyond what my eleven-year-old brain could fully comprehend.
There was a story here far beyond saving the princess/realm/universe, complete with characters whom I bonded with over dozens of hours. It felt like I had discovered a vital element that I was missing before. I needed more!
I immediately became hooked on RPGs, especially Final Fantasy. I devoured FF8, then FF9. When I saw Final Fantasy Tactics in the store one day, I bought it without a second thought.

And once again, a veil was lifted from my adolescent brain, revealing to me an incredibly detailed medieval fantasy world of political intrigue, class warfare, treachery, and sacrifice. Characters had their naivety laid bare, their values challenged and demonstrated through combat. Systems of government and economics were exposed and torn apart through sharp rhetoric. Again, I could not grasp the full depth of its arguments, but it felt profound even then, as if the lessons buried within were relevant to life and I could hopefully decode them someday.
All of this was built upon the most foreign game design I had ever encountered. Every game I had picked up until then felt intuitive, even if I blasted through tutorials. With youthful hubris, I reckoned myself smart enough to figure this game out quickly.
Boy, was I WRONG.
Why were my attacks missing so often?!! Why couldn’t I move my character as far on this grid as the enemy could? Did that guy just destroy my armor? What the heck!!! I gave the protagonist the same birthday as me, but why in the world did that matter?
I shelved FFT for a few months, frustrated after being confronted with my own naivety and defeated so soundly in Dorter Trade City time after time.
But it had a hold on me, pulling at me to give it another shot. So I resolved to take the time to learn. Thus, a lifelong love of this game was born, and I learned a lesson about my own capacity. I hadn’t realized that a game could teach me more about myself.

I got my best friend to try it out, and he enjoyed it just the same. In future sleepovers, I would bring my PS1 over and we would play FFT literally all night, trading the controller in 3-hour shifts. The person not playing would either catch up on sleep or help the other as a consulting tactician.
I would go back to play FFT every few years and found that each time the story and its themes hit me in a new way. Even today, as I’m playing through the recently released Final Fantasy Tactics: The Ivalice Chronicles, I’m taking screenshots of lines of dialogue that feel FAR too relevant to today’s political atmosphere and class inequality.
When I think back, attempting to pinpoint what games were pivotal in stoking my love of storytelling and desire to write, FFT is chief among them. FF7 may have opened my eyes, but FFT opened my mind and continues to do so today.
Young PJ would be happy to know that I finally understand everything that this wonderful game offers and all that it has given me.
More than any of the latest, increasingly expensive gaming tech, Atari has been responsible for rekindling my love for video games and their rich history. The launch of the + Platform really opened the door for both lapsed gamers and newcomers to connect with Atari's history. Both the 2600+ and the 7800+ consoles are designed to play nearly all cartridges right out of the box. Not only the old cartridges that are out in the wild, but even modern homebrew releases from publishers like Atari Age. Atari themselves have even been commissioning and publishing new releases, not just reprinting their legacy software but even brand new ports, such as the recent 7800 port of Tiger-Heli.

For me, the + Platform really opened up a whole new world of gaming and game collecting, and being able to play these ancient cartridges on hardware that connects with ease is just one of the coolest gaming alternatives. One of my favourite things to do is to go out and hunt for Atari cartridges, and I've done this every chance I can get when exploring Melbourne or visiting any city in Australia. I'm often amazed to find some really good hauls in the most unlikely spots, and more often than not, I can get them at a pretty good price. If you're going to a retro game shop, chances are that the business owner will know what the games are worth, and so you want to head into pawn shops and thrift stores that are not gaming-specialised, where you are likely to find a random haul of old games that they'd rather get rid of quickly. Oh, and you can always count on your local Rotary Club op shop to give you the best possible deal on games!
In my many hunting adventures, I've stumbled upon some really rare Atari games, especially when it comes to the North American releases that were released much later in the lifecycle of the original 2600 VCS console. One of my favourites is this copy of HERO, an adventure platformer that was truly ahead of its time. It was like Metroid before Metroid was even a thing. I was on a trip to Sydney and about to board the train to the airport to catch my return flight, when I suddenly had this weird hunch to check out a random pawn shop in Chinatown.
I'm glad I listened to my sixth sense because the secondhand jewelry shop had a random assortment of cartridges tucked away in a corner. I think the owner was surprised that I was interested in buying these, and so I paid nearly nothing for them. My haul from there included the aforementioned HERO and lesser-known 2600 ports of Rampage and Double Dragon. HERO in particular is quite expensive and hard to find in Australia, and so it's the thrill of discovering these hidden gems in the wild (at a great price!) that makes Atari game hunting one of my favourite travel pastimes.
As a child, my favorite type of video games (and the only ones I played) were platformers. I (and my parents) staunchly opposed “Traditional” video games, which I (and my parents) believed to be filled with violence and kissing and swearing—but most importantly, they cost money, and required downloading something to the computer! How frightening.
Browser platformers were different. Platformer games had none of the violence my parents might object to, required no downloading, and were free to play. As such, I essentially had free rein. I adored tackling the various Flash games on Nick Jr.’s website, along with Playmobil and Lego platformers as well. I became a skillful manipulator of the arrow keys and spacebar, conquered my fears of patrolling enemies, and rejoiced in my ability to get all (or at least most) of the points in each level—whether they be gears, bricks, or panda toys.

Over the years, I aged and moved on. Flash got discontinued. I got a Steam account. I would still dream sometimes about my old platformers, but I didn't touch a platform game for years. Then came the chance to review Monochrome Heights, released on Steam on October 7th, developed by Patrick Knisely’s company, One Frog Games.
Patrick Kniseley had previously worked in a variety of creative industries, such as puppetry, podcasting, sketch comedy, and many others, before releasing his debut, Monochrome Heights. The game was billed as “Traditional tough-as-nails platforming meets a novel phase mechanic where players must swap between black and white to avoid hazards and land on platforms.” I was greatly intrigued, especially by footage of the demo.
When I picked up Monochrome Heights to review for SUPERJUMP, I thought it’d be a throwback to my early gaming days, and the skills I picked up years ago would come in handy now. I forgot one key thing:
I’m terrible at platform games.

The reason I haven’t touched a platform game in years is that I have money and a computer and freedom; freedom to play Minecraft and Grand Theft Auto and Thief, freedom to play games that have three dimensions and voice acting, and above all else, no challenging jumping from here to there.
Monochrome Heights is a fantastic game, with such a simple yet fun twist: Aside from traditional platform mechanics and hazards, a primary mechanic of the game is phasing. The player can phase between black and white, allowing them to stand on similarly-colored platforms—they simply go right through the color they are not currently in. By phasing from black to white, protagonist Happy can scale obstacles, dodge enemies, and avoid traps.
The themes of the game are rich and timely, tackling matters like transhumanism, consciousness and self-awareness, and the place of robots in society. The plot itself revolves around a robot, Happy, trying to stop another robot, Layla, who sees liberating robotkind as a worthy goal in a world ravaged by climate change. To stop the enemy, Happy must ascend Layla’s tower, using phasing powers while avoiding enemies and encountering other robots along the way.

The plot is fascinating and the gameplay challenging. But I am terrible at platformers. I struggled with Adobe Flash games made for young children, and Monochrome Heights is “Tough-as-nails.” The game itself is fantastic. It requires considerable rewiring of the brain to acclimate to the simple notion that “Robot=black, robot stand on black, fall through white; Robot=white, robot stand on white, fall through black.” Nevertheless, once I started to get the hang of it, it became immensely satisfying.
I was able to beat the second level. I was phasing from black to white in mid-air, zipping back and forth, then dying and taking things slowly—both options suggested by the game: “Tight, simple controls that allow players to blaze forward with speed and momentum, or take it slow and patiently progress.” Watching Happy forge through platforming challenges that had stumped me ten minutes prior was like an injection of dopamine into my soul. Wait, is the soul affected by dopamine? There’s one for the metaphysicists.
The nearly two-hour-long soundtrack, by video essayist and composer Bent Neatley, is sublime. Even as I racked up triple-digit deaths each level, the soundtrack was there, gassing me up and encouraging me to move along. Each level had its own leitmotif that imbued it with charm and kept things fresh.
In terms of complexity, the story itself isn’t the stuff of the Mahabharata, but it was still quite engaging. Happy has a mysterious relationship to the archnemesis Layla, and Layla’s motives are not entirely black-and-white. Each named robot has its own unique, equally simple and cute design—even Layla, who boasts a mop of black hair. (Hair? Do robots have hair? Can robots have hair? Should robots have hair?)

The game has a singular flaw that stands out to me: If Happy phases while touching the opposite color, Happy dies and gets reassembled at the nearest checkpoint. On numerous occasions, Happy must jump from one black square to one white square above. On such occasions, the blocks are spaced so far apart that it requires near-pixel-perfect timing to get on top of the platform above without dying. While I could easily move on from all the other frustrations, Happy’s jumping skills in that department irked me. (Can robots train and upgrade their skills at the robot gym?)
The challenge actually made me nostalgic in a way. Once I realized what I was in for and tempered my frustration, I felt a sort of fondness for my archnemeses of childhood: The Snappity-Snap Fish in Wubbzy’s Underwater Adventure; the heated vents in Junkbot; Francine in Prankster Planet 2. This was what I had been training for the whole time: To stop Layla.

In the end, Monochrome Heights is a fantastic platformer, a satisfying debut for One Frog Games. The next planned game by OFG, Detective Mane, is a cozy mystery revolving around the theft of a parallelogram, investigated by the eponymous lion, Detective Leonardo Mane. Patrick Knisley and his studio are going places, unlike me, trying to play Monochrome Heights.
For myself, I am forced to paraphrase Charles Farrar Browne: “For people who are good at the kind of video games like Monochrome Heights, Monochrome Heights is just the kind of video game such people are good at.”


Sometimes I enjoy playing games that are just perfect to relax. And since I was a bit under the weather lately, I needed an amazing casual game to play. So, in today’s article, I’m going to give a quick overview of some casual games I played during my time under the weather. Maybe I’ll do a more in depth review of these games later, but now… I quickly want to touch upon them. If you know any great casual games I should try, give me a comment on this article, and who knows… Maybe in the next article, they will appear. But, you can also leave a comment with your thoughts and/or opinions on the content of this article and/or the games.
Tropix … Your Island Getaway

In Tropix… Your Island Getaway, you have to play several classic mini-games like a bubble popper, mahjong, blowing, a word making game, Sudoku…

You earn sand dollars to decorate your island. If you fill up the fun, comfort and food bars, you can go on the next island and unlock more mini-games.
I used to play this game quite a lot when I was a child, and I enjoyed it quite a lot. My sister and I tried to be the fastest to finish a mini-game set or get the highest score.
I recently rediscovered this game. It’s a great one to quickly play a few rounds of the mini-games and the theming of your island getaway is very nicely done.
While writing this article, I have discovered there is a sequel to this game. I’ll for sure try out that game and maybe mention it in another article. But, if you enjoy solid mini-game collections that are quite relaxing and charmingly made, I’d highly recommend to give Tropix … Your Island Getaway a try. I recently also bought a Nintendo DS copy, and I’m comparing it to the PC version. And that sounds like a fun future article so hold tight.
Sally Salon

Gamehouse wiki – Bigfish games
A big subgenre in the casual game scene are the time management games. One of my favorite time management games is Sally’s Salon. In this game, you run your own beauty salon, and you have to make your clicks matter. Since, the order matters.
It’s both a management sim and a puzzle. The further you get in this game, the more hectic this game becomes.

This screenshot explains quite a lot of the basic mechanics of the game. You have to move your clients to the right stations and preform the action at the set station. The faster you guide them through the salon, the higher their pay at the end will be.
Also, you can earn back hearts by choosing the things they like. You lose them, by choosing the things they dislike or letting wait for too long. Also, you can hire staff with your profit to automate some tasks since otherwise it really get hectic in the later levels.
This game can become a bit repetitive in long play sessions. The PC version can also be very picky with hitboxes. But overall, it’s pretty fun. The sequels are a lot of fun too. I have played Sally’s Spa and Sally’s Studio. The other games in the series I haven’t played.
Fiber Twig

There are a lot of casual games where you need to fill in a certain shape and don’t let the conveyor belt at the bottom get filled. But Fiber Twig does a unique twist on the genre. In this game, you have to connect tree branches, and you can only continue if the light energy doesn’t escape.

This game is a true puzzle game. It’s also a high risk/reward game. Since, you can’t see the rest of the level. So, is it wise to save certain pieces, or should you use them right now?
Also, power ups are quite rare. So, undoing mistakes or filling in dead ends… Use your power ups wisely.
It’s a game that looks boring if you only judge it on the screenshots, but it gets quite intense and enjoyable to play. The charming theming and lore give this game a unique quirk that gets my hooked very time I boot the game up.
Shopmania

Shopmania is also a game like Fiber Twig, where you have to place all the items from the belt to the playing field. But the twist in this game is that you have to keep things like color, shapes and other things in mind.
The idea is, that you work for a super mega store to buy medicine for your sick hamster. And in this store, the employees shop for you. So, you have to fill the customers their carts.

If you fill the cart with the item that the customer is thinking off, you get bonus cash. If you fully fill the cart, bonus cash. All items the same color? Well, bonus cash of course.
The more profit a certain line brings, the more you can upgrade for a bigger cart. This brings in more money but also more risk. Since, it gets tricker to get those combos and bonuses going to reach the higher and higher quota. Oh, and three items going into the shredder, and it’s game over for that level.
The story is quite silly and I love the theming. Even just writing about this, I hear the sound effects of this game in my head.
Final thoughts
Honestly, playing these casual games while I was under the weather felt like reconnecting with a simpler time. Whether it was racing my sister in Tropix, strategizing my way through Sally’s Salon, getting absorbed in the puzzles of Fiber Twig, or smiling at the quirky humor in Shopmania, each game brought back a small but meaningful spark. It reminded me that sometimes, it’s okay to slow down and just enjoy a bit of playful chaos or quiet thinking.
I could go on for quite a while about other relaxing games I’ve discovered over the years—but I’ll save that for another article. Who knows, maybe the sequel to Tropix will make an appearance next time. Thank you for reading and spending this little slice of time with me. If you have your own favorite casual games or thoughts to share, feel free to leave a comment. I always enjoy hearing what others are playing.
Until next time—take care, and may your sand dollars stack high and your cart combos never break.
And with that said, thank you so much for reading this article. I hope you enjoyed it as much as I enjoyed writing it. I look forward to welcoming you back in a future article. Until then, have a wonderful rest of your day, and take care.


When I was younger, I was always convinced that the first Tomb Raider game got a sort of remake on the Game Boy Color. It makes a lot of sense in my mind, since the title of the game was Tomb Raider. And in the same time period, Indiana Jones and the Infernal Machine also got a port to the Game Boy Color. That game was an interesting remake in 2D. Now, we are not here to discuss an Indiana Jones game, so let us focus on the Tomb Raider games.
I do not always do research before I start playing a game. This game is one perfect example. I just started the game up, expecting the story starting with a rendition of the Ice Caves. But, to my surprise, the game started up different.

The actual subtitle of the game is The Nightmare Stone. On the box-art, we just got Tomb Raider as a title. On the box-art, we see that Lara is running away from an erupting volcano and behind her, you see several skeleton enemies. The bottom section is reserved for company logo’s like Eidos, Core Dynamics, the licensor Nintendo, and the publisher THQ. We also got the “Only on Game Boy Color” triangle in the left corner.
The game was released in June 2000. On June 7th, North America, Europe got it on June 28th and the UK two days later. Only Australia got the game a little bit later. Their version got released on July 18th. Nowhere on the box-art, the game got the subtitle The Nightmare Stone. The game just released as “Tomb Raider” in North America and released as “Tomb Raider: starring Lara Croft” in all other regions. This is a practice also done with the other Tomb Raider games. It would have been easier if they just added the subtitle, to make conversation easier.

The critics gave Lara Croft is first entry on the Game Boy Color very high praise. Various gaming magazines and websites gave this title 8 or 9 out of ten. The average score of this title is 79% on the aggregator GameRankings. One of the lowest scores I could find was by a German magazine named 64 Power in their June issue, giving it a three out of 5 or 60%.
Since Core Design developed this game, it will not be a surprise that you find a lot of developers on this game also worked on the main Tomb Raider games. This game was developed by people who knew how a Tomb Raider game should play. In this title, Lara is hunting after the Nightmare Stone. This stone is in possession of a treasure hunting group who wants to use it to release the evil god Quaxet, a factious god in the Mayan mythology.
Playing through this game, you really want to play through a Tomb Raider game. Of course, there are some big differences since the game got released on a handheld. The most obvious difference is that the game is in 2D. There were only a handful of 3D Game Boy games, and most of them did not involve jumping.
Another significant difference with the main line Tomb Raider games is that this game plays a lot slower. The controls are more limited on the Game Boy Color, and more action-packed gameplay could not really be implemented, per se without it becoming really clunky.

Speaking about the controls, it takes some time to get used to. I mostly played platformers or adventure games on the Game Boy, and I was so used to push the A button to make my character jump. But Lara jumps with the up arrow in this game. Not only that, if you want to climb up ledges, you need to hold B. Which is the button you use to run. If you are moving left or right and press B, Lara starts running. When Lara is running, and you press the jump button, Lara jumps in the direction she is running. This gives you a hint how to jump a gap when standing still. You have to press B first before the jump button to jump over a gap.
This control scheme is quite ambitious since there is no real tutorial in game explaining the controls. You do not have a training or testing level in Lara’s home. The manual explains these things quite well, but if you bought your copy today from a garage sale without the manual, I would advise you to look for it online. The control scheme is something that you will not really expect from a Game Boy game.
Earlier, I mentioned that this game has a slower pace compared to the main line Tomb Raider games. That was intentional. If you start running everywhere, you will find that this game will be quite harsh and brutal. There are several pits and gaps that either eat a good chunk of your health or kills you right away. Enemies are also hidden everywhere, and their damage can be unforgiving.
You cannot save where you want in this game, since the save crystals from early Tomb Raider console games return in this game. Learning where the save crystals are important. It is the only way you can save, and it is you respawn spot when Lara losses all her health. The save crystals are not close to each other, either, so I was always happy to find one.
If you do not really know the controls, it can feel a bit like trial and error. For example, I did not know that when you are running and jump, Lara will land further than from a standing jump. I did not expect this mechanic to be in the Game Boy Color games as well. Other things like dynamite being able to use to explode walls, which is something I’d have loved to get explained to me.
Overall, visually, this game is extremely impressive. Once everything starts clicking together, and you get used to the controls, this game is a hidden gem on the Game Boy Color. When you know what you are doing, this game takes around 4 hours to play through. For a first playthrough, I would say that you can finish this game in roughly 15 hours.

The game must have been quite successful since a year later we got a new adventure in the same engine and style. Eidos tried to get this game released around the time the first Tomb Raider movie released. Tomb Raider – Curse of the Sword, released in late June in North America and in August in Europe.
This time, the game was not released by THQ, but by Activision. Most of the team who worked on the first Game Boy game also worked on this title. Because this game got a shorter development time, this game is shorter compared to the first Game Boy Color game. If you know what you are doing, this game can be beaten in two and a half hours. For a first playthrough, I estimate that it will take 8 to 10 hours.

The sequel got the same reception from critics when it released. This game still shows off impressive visuals for the Game Boy Color. Remember that the Game Boy Color is an 8-bit system, and these two Tomb Raider games had such fluid animations that it looked next-generation. Did you know that there are over two thousand animation frames per game to make the animation work? Lara’s model is also forty-eight pixels, making her one of the most detailed characters on the Game Boy Color.

Personally, I feel like both games are amazing entries into the Tomb Raider series. While they play quite different from their console and PC counterparts, both are an amazing adventure through various locations. You still must solve various puzzles and platform your way around. In Curse of the Sword, you even have a chase sequence on the rooftops.
When I look with a critical eye at these two games in 2024, I would say that the lack of a tutorial for the controls really hurts the game. Also, some people might be put off from the difficulty level of this game. These games have some really difficult sections. Use the save crystals well! Otherwise, you might lose a lot of progress. And if I am really nitpicky, I could say that some areas would benefit from a map screen. But the levels are a bit too complex for those and with the small Game Boy Color screen, the map might not be even readable. Thankfully, there are various sources online, like Stella’s Tomb Raider site (tombraiders.net) that have amazingly drawn maps.
When you read this, you might think that beating these games without a walkthrough is almost impossible. But do not worry. These games are quite linear and straight forward. I rarely got stuck in these games by not knowing what to do next. Most of the time, I did not know I was able to perform a certain action or how to solve a certain puzzle.

The streak of releasing a new game every year continues in November 2002. The Game Boy Color was on its way out, and the next title was released on the Nintendo Game Boy Advance. For this title, Ubisoft Milan was tasked with creating a new game. That is because the main team was working on the sixth main title, Angel of Darkness. Tomb Raider – The Prophecy was released to mixed reviews. It released in early December in Japan.

This game played quite different compared to the Game Boy Color titles and played more as a top-down isometric puzzle platformer. If I am very honest, this is the gameplay style I expected more of the Tomb Raider series on the Game Boy. It is mainly because I associate Tomb Raider more as a top-down game on handhelds than it being a 2D side view game. The Game Boy Color version of Indiana Jones and the Infernal Machine showed me it was possible to have a game like that on Game Boy Color.
The story of this title is about the Tome of Ezekiel. In this tome, a story is told about three magical stones that bring great power. She faces a big cult by the name of Teg-du-Bhorez. The game takes about 6 hours to complete on a first playthrough. If you really know what you are doing, this game can be beaten in 2 hours and a half.

Honestly, for a portable Tomb Raider adventure, I really enjoyed this one. It is a rather underrated gem in my opinion and really can be quite exciting to play. Especially since the formula really works this way on the Game Boy Advance. The big issue is that reviewers compared it too much to the mainline series, which is quite unfair to do. What I can agree with, is that this game can feel a bit repetitive at times in terms of puzzles and level mechanics. But it is way less repetitive compared to the Game Boy Color titles, since a lot more puzzle solving like statue placing is used.

The final Tomb Raider title on the Game Boy line of platforms came in 2006. After the very mixed reception to Angel of Darkness, the IP was given to Crystal Dynamics and Tomb Raider Legend was born. Talking about that, can be an entire article in itself. But, to close off this article, I want to quickly focus on Tomb Raider Legend on the Game Boy Advance. I know there is a port to the Nintendo DS, but I do not have any nostalgic memories for that one. I do have nostalgic memories for the Game Boy Advance port.

Now, let me tell you, the Game Boy Advance port was rough. The game went back to the style in like the Game Boy Color games. Yet, it also tried to do intractable doors. I can totally understand why reviewers back in the day were extremely negative about this game. Especially, since the console and PC versions of this game were such a blast of fresh air in the series.
Still, why did I beat this title 100% three times? Because, it had a certain charm. You could find various secrets in the game to unlock secrets like concept art or even cheat codes. But you were not able to see if you got all treasures in a level. The jumping and swinging controls were a bit awkward, yet you had very forgiving checkpoints.

There are a few things that stick with me to this day, the fact that the final boss is rendered a joke in this version. Just mash the attack button and you easily win. No matter the difficulty. Also, the mini-games and exploring Lara’s home were fun distractions as well. Moreover, I want to thank all the pizza boys who delivered me pizza during the writing of this article, like in the credits of this game.
And with that, I want to wrap up this brief nostalgic look into the 4 Tomb Raider titles on the Game Boy Color and Advance. My name is NekoJonez and if you enjoyed my writing and want to read more of my work, you can find me over at: https://arpegi.wordpress.com. I want to thank you all for reading my article, and I hope you enjoy the work of the other writers in this magazine. But for now, I am out! I hope to welcome you in another article but until then, have a great rest of your day and take care!
Editorial note: This article has been written for a gaming magazine. Did you find this article interesting? Then you should read the other articles right here. Thank you so much Dominus for letting me publish an article. There are various articles about Ultimate Underworld Retrospective – Sin God – The Making of the Wipeout logo design – …

