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superjimmycorn

149 items sold

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Location: AustraliaMember since: 24 Jul, 2007

All Feedback (205)

oz-xpress (14628)- Feedback left by buyer.
More than a year ago
Verified purchase
Good buyer, prompt payment, valued customer, highly recommended.
gruffasports (31024)- Feedback left by buyer.
More than a year ago
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Good buyer, Prompt payment, Thank you for shopping at GRUFFA SPORTS
uniphoneptyltd (27559)- Feedback left by buyer.
More than a year ago
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Great communication. A pleasure to do business with.
uniphoneptyltd (27559)- Feedback left by buyer.
More than a year ago
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Quick response and fast payment. Perfect! THANKS!!
dohpegames (12843)- Feedback left by buyer.
More than a year ago
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Thanks for supporting a small business. Check out our store for more! ������
ssinister_vy (16128)- Feedback left by buyer.
More than a year ago
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Thank you ��
Reviews (4)
25 Nov, 2009
Classic footbball game of 89
This is a 1st gen game for the megadrive. You will like this game if you want to remember the glory days of the system Otherwise you will find it boring.
20 Apr, 2010
Battletoads
Battletoads is a beat-'em-up. And like all other games of the genre, criticisms or praise should be strongly based upon gameplay. Because it is a port of a NES title, only two buttons are required to play. There's attack (which mostly means "punch") and jump. There are certainly a good number of games out there that are able to pull off a complex brawler using a similar control scheme, but with Battletoads, what you see is what you get. The only other options besides "attack" and "jump" are picking up and using weapons, and committing a "dash attack." Another big aspect of games in this genre is variety in enemies, and while there does seem to be a decent amount of enemy types here, they tend to all feel the same. Punch them four times, and then go for the finishing shot. This can become a little repetitive. What keeps Battletoads from feeling stale is its variety of gameplay styles. The game occasionally throws a few specific change-of-view battles at you, and it features several "speed" levels in which you basically attempt to survive a large amount of oncoming obstacles. I found these very welcomed changes in pace/style, but they could also be extremely frustrating.
1 of 1 found this helpful
20 Apr, 2010
drain grates and mailboxes
The premise of Paperboy was to deliver papers to customer's homes. As Paperboy, you were assigned to deliver The Daily Sun newspapers to colored houses that were your customers. Non-subscribers to the Daily Sun had houses that were black. The customers had houses that had signs like “Welcome,� but the non-customers wanted no part of what you were selling, and their houses were covered in signs that said, “Beat it� and “Get Lost,� as well as tombstones that said “RIP PB.� I remember playing Paperboy in the arcades. You had to deliver newspapers to subscribers, but you also had to be careful not to damage the customer's house. Doing so could cost you a subscriber. If you made a perfect delivery, you would earn new subscribers and re-subscribers. However, you could damage a house of a non-subscriber for bonus points, since they didn't affect your subscriber base. There were obstacles to avoid, like cars, drain grates, mailboxes, break dancers, bushes, bombs, cats, dogs, drunkards, fighters and bees. The goal was to make it through the week until Sunday. At the end of each course, there was a bonus level also known as the training course. On Sunday, the stacks of papers become heavier, because Sunday papers are the biggest things among paper subscribers. There were three levels to choose from as you started the game. The difficulty was also adjustable when you select the options menu. Gameplay was presented in an isometric perspective, which is something else that takes a bit getting used to.