Extreme Bullrider Review

Many of Headgames Publishing, Inc.’s titles have gotten a bad rap, often deservedly so, but their Extreme Bullrider is actually quite the fun little game and should be credited as such. It has many limitations, and it’s not very advanced graphically, but overall the experience of playing Extreme Bullrider is more likely to leave you with a smile than a grimace.

The character selection is very basic, but it’s cute: you simply enter the player’s name and then pick from a group of stock photos that aren’t really photos, but polygonal imitations of thumbnail snapshots. No complex background information, no celebrity riders, just you and up to seven other people.

Once you sign in there’s a nice selection of settings to choose from for optimizing the game on your system. The developers were even thoughtful enough to include some preconfigured settings for getting the best frame rates or for the highest visual quality. The Help screens throughout the game are simple to access and well designed, too.

Extreme Bullrider’s music was of the cozy, undistracting sort — all twangy and fiddley. I felt the same way about Don Gay’s jokey-voiced, southern-drawled announcing. His kidding around and his input about each of the bulls, combined with the sound effects (the bull bucking in the stall, the creaky gate being thrown open, the whistle every time your rodeo clown runs through a cowpie) really add to the ambience and serve well to pull you into the game. Another nice touch was the record keeping. Again, very simplistic, just names and scores, and the bulls/clowns these scores were obtained with, but well done and clearly laid out.

The last secondary aspect of the game worth commenting on are the arenas. Six are provided, ranging from Butler, New Mexico to Junction, Montana, and while there’s nothing specifically unique to them to indicate that they’re representations of real-life arenas, they do add a nice variety of setting to the game. Ultimately, however, when you’re playing you don’t have much time to focus on anything other than the bulls/clowns.

For the bull-riding part of the game, you can choose from ten different bulls to ride on, all ranked in difficulty from one to three diamonds. The control design for staying on the bulls is an original one: you use your joystick, keyboard or mouse to keep a blue cone in the center of a target above your rider’s head, as the bull’s gyrations pull the cone toward the outer circles.

Despite the original design, this target system actually takes you one step out of the ambience, and, considering your rider gets thrown if you let the cone go beyond the middle circle, only one circle was needed, and not the multiple concentric circles of the target, which tend to pull the eye away and blur the actual location of the cone.

Fortunately, once you’re comfortable enough riding the bulls, you can turn this visual aid system off and try to stay on the bucking bulls by moving your controller in the opposite direction of the one your rider is sliding in. Be forewarned, though: staying on bulls rated two or three diamonds for the requisite eight seconds without visual aids is darn near impossible. To make it easier for you, the game includes multiple camera angles from which to view the action, including a first-person view.

I found the default view, a third-person, three-quarter view to be the best. After you’ve either ridden for eight seconds or been thrown, your score pops up and an instant replay runs. I didn’t like that you had to press a key to keep turning the instant replay off after every ride; it slowed the action down. Also, I didn’t feel there were enough control features to make sense of the scoring.

You can press a button to spur the bull, which then supposedly bucks more wildly, theoretically gaining you a higher score if you can keep your rider on the bull, but I spurred one of the easier bulls constantly from the start and it didn’t seem to make it much more difficult to stay on, nor did it increase my score.

Extreme Bullrider’s bullfighting portion would make most game critics cringe primarily because the rodeo clown you control (again, you can pick from ten different clowns, with one-, two- or three-diamond difficulty) runs like he (or she — there’s one female clown) is on a track. Arms are swinging feet are flopping, but the clowns’ backs are stiff and they can only run in straight lines, which makes them look somewhat robotic.

The saving grace to this portion of the game is the variety of things you can pick up in order to score points, from lassos to boots to harmonicas. As for the bulls, they wander around a little stupidly and slowly, but every now and then they’ll charge you. Unfortunately, the clown and bull footprints are a little off, so it’s hard to time jumps, and the bulls don’t have to actually hit you in order to knock you down.

Despite the simplicity of both the bull riding and the bullfighting, I found Extreme Bullrider to be an addictive game. I played much longer than I needed to to complete this review, which, beyond all words, says to what degree I liked this game. Whereas in most cases I would’ve liked more features and options, I was happy to head back into these arenas only for the sake of trying to get a higher score.


Thumbs up on the simple design and layout of the game, the bright colors, and the creative snapshots and clown outfits. But the graphics engine is darn awful: the bulls are nowhere near as intimidating or speedy as in real life, though they’re each uniquely colored and still somewhat fun to watch.


Well selected and implemented, Extreme Bullrider’s music and sound effects did a lot to pull me into the game. The crowds cheered, the bulls mooed, each of the items that the rodeo clowns picked up made different sounds, and sounds were used to indicate different things in the game, such as when time is running out or when your score takes a hit because your clown has run through a cowpie.


Overall, the game is cute. Sure it’s a bit simple, but it’s an original idea and the developers managed to make a sport that’s probably more complex than it looks, fun and easy to play. There were no noticeable bugs and no major annoyances.

Replay Value

I do have to admit that the replay value is limited, but not as much as some might expect. Like I mentioned earlier, I was happy to head back into the arenas to take a shot breaking the records and seeing my name in lights. The game is easy enough to move around in, and provides ample variety in terms of locales, bulls and clowns that the average player would probably want to play through each option at least once. Once you get that far, however, there’s not much left to do in the game.


Here was a case where there wasn’t that much documentation provided, but not much was needed, so it was okay. Working off the jewel-case insert and the in-game instructions, I was fine. I like it when, knowing there’s not much to a game, it’s developers put in some real effort to make what is there easy to use and fun to play.

Conker’s Pocket Tales Synopsis

Help Conker the squirrel save his girlfriend, Berri, from an opportunistic acorn in this Zelda-inspired adventure. The game is played from an overhead perspective as you scurry along the ground and gather clues to the whereabouts of your friend. Conker begins the game in Willow Woods before venturing out to such foreboding areas as Vulture Ville, Krow Keep, Mako Islands, Claw Swamp, and the Aztec Temple. Since Conker must deal with enemies like spitting Venus flytraps, charging mushrooms, and angry crows, he’ll need some assistance. A chestnut-powered slingshot can take out enemies from a distance, while acorns can be found to add energy to Conker’s life meter. Before you can access new areas, you’ll first need to speak with the acorn people, who will offer some hints or items to help in your journey. Collectibles include eight blue presents, four party invitations, multiple keys, and hidden red presents. Conker can also use torches to light up spooky caves, a saw to cut through trees, a pickaxe to smash boulders, and a mask to swim in deep lakes. Each world concludes with a boss character, from the slithering Hssstamean to the smelly skunk Honker.

Bomberman Quest Review

Bomberman Quest by Electrobrain for Game Boy Color is a fun little action/RPG. It’s a pretty big break from the usual Bomberman fair, but it’s a departure in a good way. However, not only do you get an RPG but you get a two-player mode that’s entirely different from the one-player game. Hopefully this will lead to more of this style of game in the future.

The one-player mode has a few similarities to the Zelda DX. You must roam around the world looking for new weapons and the hidden dungeons where the boss characters lie. And like in Zelda where you can increase the power of your sword, you can increase the power of your bombs. You must talk to every person in the village in order to get information about where you are. If you’re lucky they might drop some hints on how to beat certain characters. Bomberman starts off with just three life hearts but gets more as you beat each of the Four Commanders. But this is where the similarities end.

There are some really nice features to this game. One happens to be the ability to create new bombs if you collect the right items and bring them to the Bomb Workshop. You can also increase the power of the bombs too, with the right item of course. Finding items is very easy. All you need to do is defeat the enemies you come across. They will drop anything from a bomb part to a heart container that replenishes your life. You will also find different types of armor and boots to wear. Unfortunately you can only wear one item at a time. You really only need to wear each item in certain situations anyway, so while it would be cool to armor up, you really don’t need to.

There are five kinds of bombs which all do something different. One of the coolest ones is the robot bomb. You can control its movements which makes nailing the enemy a pretty easy task.

You’ll find that Bomberman is pretty evenly matched against his enemies. The main bosses are also on par with him. All you’ll need to do is watch their movements and you should be able to beat them all. Just remember, in order to win the game you need to defeat the Four Commanders but not every monster that you come across. You can do that for fun!

It’s not all good news however. There are a few problems with this game that can make it pretty frustrating. First of which is defeating the enemies. You start off with regular bombs and can only put two down at a time. Since the enemy moves around and your bombs don’t, blasting the bad guy can take some time. Also, if you accidentally leave the screen your enemy will get all his health back. The instruction booklet doesn’t tell you all you need to know about how to use certain bombs. The worst thing is that your own bombs can harm you. So you really need to be extra careful on how you place your bombs.

The Battle Mode is a lot of fun. You and a friend can square off against each other and bomb away. A really cool aspect of this game is that the Bomberman you use in the regular game is the one that you use here. So the farther you get in the game, the more of an advantage you’ll have over you enemy. Another great aspect is as you win, your Bomberman will transform into one of seven forms, each with different powers.

Bomberman Quest is a really fun game. Any fan of this series really should pick up this game. Everyone else should at least give it a try. You won’t be disappointed despite some of its faults.


Better than average.


The sound effects are perfect.


There is plenty to do so it never gets old.

Replay Value

With the Battle mode this has tons of replay value.


The instruction booklet doesn’t have enough information to really help you play the game well.

Um Jammer Lammy Overview

Um Jammer Lammy, the sequel to the PlayStation’s first music game PaRappa the Rapper, is more than just a new collection of songs. This interactive game is focused on an entirely new character and has different styles of music, multiple musical contests, and an electric guitar to rock out on rather than rapping.

You assume the role of Lammy, the unconfident guitar player for Milkcan – one of the city’s greatest garage-rock bands. Like PaRappa, the more you play, the more the story begins to unfold. As time goes on, Lammy will slowly gain confidence and improve his skills in the genres of rock, punk, heavy metal, and pop-rock tracks.

The idea is to impress your teachers in each stage by keeping up with the rhythm. If you’re successful, Lammy is awarded Effecters — items that are used to provide a little extra oomph to your guitar licks. When you earn them, you’ll be able to break out with some wah-wah effects as well as distortion and pitch bends — using them correctly will help your overall ranking in each stage (based on PaRappa’s system of cool, good, bad, and awful).

Um Jammer Lammy allows you to challenge a friend in a head-to-head guitar-playing bonanza as well as save and watch your own games in the replay mode. PaRappa makes a guest appearance, but whether or not you’ll be able to find him depends on your skill.

4×4 EVO Review

4 x 4 Evo was jam-packed with action and fun. The monster trucks each vied for the front-runner position. However, always, there was one with more dings and dents than others. And . . . another always reigned, supreme. Setting up personal preferences made the ride more fun and thrilling, especially when you set them to just the opposite of what the terrain called for. The windshield view-port alowed your ride and participation to become reality. I can’t think of much I didn’t like, except if it were played on a big screen TV!

Verdict: 80/100

Mario Party Review

Mario Party has all of the elements in place to be a big hit on the system. It has Nintendo’s famous characters starring in a game designed to appeal to audiences both young and old. It offers seven different boards that provide limitless replay value since each game is different every time you play. Factor in the ability for players to save accumulated coins and stars to purchase their favorite mini-games, and you have the makings of a classic.

Yet despite all of this, Mario Party is a disappointment. Not a colossal one, but very much a letdown along the same lines as Yoshi’s Story. This is because the game is almost exclusively aimed toward children. Yes, it looks like Mario Party is a “dumbed down” title to appeal to the wee ones, even despite the phenomenal success of more mature games on the black box.

The game does not involve strategy at all, so don’t expect to win based on skill or shrewd decision making. In fact, this is one of the most random playing board games I’ve seen! Earn coins and then watch them disappear in a blink of an eye. Collecting stars is a simple matter of just landing on a space, and even these will disappear when someone lands on a spot to “steal” them away.

The game board is almost entirely red and blue spaces, with an occasional Mushroom space (get an extra roll or lose a turn) or Bowser space (one person loses a certain amount of coins). Excuse me while I yawn. Since the board game won’t be available anytime soon at your local retailer (it makes Candy Land seem like chess in comparison), the biggest selling point is the number of mini-games. This is where the excitement is, right? After everyone takes their turn, the colors of the spaces help dictate the type of mini-game played: four-player, one vs. three, two vs. two or a one-player game.

The sad thing is that only a few of these games are entertaining. Nearly all of them are over within ten seconds and some feel like you’re not even participating. One of the games involves a player dropping a shell down one of six interconnected pipes with the hope that it falls toward his or her character. The other players just watch. Another game involves one person throwing a bowling ball down the lane while other players hop out of the way (they’re the pins). One shot and the game is over.

Still another “game” involves players automatically walking around a large mushroom while a musical tune plays; once the song ends, the first person who jumps on top of the mushroom grabs the coins. Are these the type of games you want to play over and over again? Yes, if you’re too small to ride the bumper cars at an amusement park.

While the mini-games will appeal to children or those who may not normally play games (re: girlfriends), only a few are really fun. Why not have more games revolve around the type you’d find at a carnival? Skee-ball, ring toss, balloon-popping, air hockey, Foosball, or even a Space Invaders or Pac-Man clone would keep you playing long after the board game is over. How about a split-screen archery contest with the other two players keeping the targets steady (like balancing apples on their heads)? Sadly, none of these types of games are found.

To be fair, a few games are entertaining with three other friends; the best is Bumper Ball, which involves each character running atop a giant ball trying to knock everyone else off a circular platform. Yet this is the only game that feels like a real competition! Other games (most notably the three vs. one contests) are fun only because you’re watching your friend struggle to get through them (like the hilarious Piranha’s Pursuit or Tight Rope Treachery).

One last gripe is that you can’t enter your name or store individual records. How do you have a multi-player game without keeping individual stats for you or your friends? Also, you can always win the single-player game by switching control to the leading computer character at any time, so knowing you can cheat takes away from the enjoyment many solo gamers will have.

Mario Party is a great idea, but the simplistic nature of gameplay coupled with extremely short mini-games will leave most players feeling unsatisfied. After all the confetti is swept up, a lot of people will be going home unhappy.


The graphics are nice and clean thanks to all of the pre-rendered screens used in the game. Of course, this means there’s not much animation going on while you play… The mini-games are a mixed bag, visually speaking, but most look fine. Nothing really seems to be pushing the system’s limits, however.


If you loved the characters’ voices in Mario Kart 64, you’ll love these voices. Frankly, I’d rather hear long fingernails slowly make their way across a wide chalkboard, but the music is great. Each board game is reminiscent of the different themes found in previous Nintendo games.


The mini-games in The Legend of Zelda: Ocarina of Time are far more enjoyable than those found here, and most gamers should stick to GoldenEye 007, Mario Kart 64 or Turok 2: Seeds of Evil for their multi-player kicks. Don’t even think about getting this game without having three other people willing to play!

Replay Value

The replay value is nearly infinite with six different main boards (although they all play basically the same) and a smaller mini-game stadium. There is also a one-player “Mini-Game Island” where you move around an overhead map playing each mini-game in order. Complete the mini-game and you’ll earn coins and an extra life; lose the game and you’ll lose a life. Players can also save coins to purchase their own versions of the mini-games, so they can play them whenever they want. Yes, you can now play the “Shell Game” seven times in a row!


Nintendo rarely disappoints with their instruction manuals, and this one is no different. Everything is explained with colorful pictures and helpful icons. While the controls for each mini-game aren’t listed separately, they are all self-explanatory and detailed at the beginning of each contest.

All-Star Baseball 2000 Review

Of all the baseball titles released in 1998, none impressed me more than All-Star Baseball 99. The developers at Iguana took the best elements from past baseball games (most coming from Sega’s World Series Baseball series) and wrapped them up with some of the prettiest graphics yet seen on a home console. The game was ambitious, to be sure: pull-hitters had different shaped cursors than push-hitters; balks were called; the infield fly rule was enforced; left-handed batters were at a disadvantage against left-handed pitchers; and many other details were included to really up the ante for hardball fans.

Yet with that ambition came a number of quirks that were the equivalent of rain delays — each putting a damper on the positive features. The biggest problem with the game centered on computer base runners. After hitting a sure double against the wall, the computer would often stay glued to first. This conservative approach was not followed once the next hitter stepped to the plate, however.

If the computer had a runner on first or second, it would attempt to steal with alarming regularity. Runners would also advance half way on infield flies — making them easy pickings for the twin killing. As if these flaws weren’t enough, statistics were inaccurately kept, the computer rarely substituted players and there were even a few instances of the game crashing!

All-Star Baseball 2000 addresses nearly all of these issues while somehow improving the overall presentation. The graphics are in high res, as with all of Acclaim’s sports games for the system, which means razor-sharp detail on both the players and stadiums. Detail so fine that you can count the pinstripes on a Yankees uniform or watch the action from a stadium’s Jumbotron! The motion-captured animation is so realistic, so lifelike, that you’ll swear you’re watching a game on TV at times. The only drawback is the sudden pauses after each animation sequence; a few transitional frames are missing that would have made everything as smooth as Tony Gwynn’s swing.

The first thing fans of 1998’s game will notice is the improvement in artificial intelligence. The computer now knows when to advance on an extra base hit and runners will stay put on infield flies (unless there are two outs). Steal attempts have also been curbed to much more realistic levels, and the statistics all seem to balance out (1998’s game had problems calculating pitchers’ WHIP and saves). Now that the major problem areas have been fixed, players can concentrate on what makes this game so great: the wonderful batter-pitcher interface.

Taking a cue from Sega’s World Series Baseball franchise, All-Star Baseball 2000 features a cursor system to pitch and hit. Batters have realistic ratings in areas such as power, ability to hit versus certain pitchers (left or right-handed) and even varying tendencies during day or night! These ratings are reflected in the size or location of the “sweet spot” within the cursor (which is now rectangular instead of 1998’s oval shape). As a result, the game will make fans of Major League Baseball giddy with delight at the attention to realism.

Pitching is also extremely fun, as players will throw based on their actual abilities during the 1998 season. This means curve balls break differently depending on who is throwing them and fastballs will reach different velocities. The challenge lies in how you use these unique abilities. Do you brush back a hitter by throwing a heater high and tight at his hands, then follow it up with a changeup low and away? Or do you nibble at the corners trying to get the hitter to chase a bad pitch? This is the strategy that is so essential to baseball, and it is perfectly represented in this game.

The one area that could use a little improvement is the fielding system. The cursor used to track the ball is like an infrared target that’s “beamed” onto the field. The weird thing is there’s no way to tell how high a ball is hit with this system; you simply move your fielder within range and he will catch the ball. An interesting feature is that you don’t have to be right on top of it to shag a fly — your outfielder will stretch out his arm to make the grab! You can also attempt a very cool slide to trap the ball against your body.

If nothing else, both Acclaim and Iguana deserve kudos for delivering an absolutely beautiful baseball title that doesn’t skimp on the detailed features fans expect to see in a “serious” game. Players should be warned that this is more of a simulation than an Arcade experience, so if you can’t appreciate the subtle strategy or slower-paced feel of the sport, then leave this game at the clubhouse. Everyone else should take a swing at the best console baseball game of 1999.


While the graphics are fantastic with realistic batting stances and impressive motion-capture animation, some frames are needed to reduce the choppy transitions after motion-capture sequences, the names on the back of the jerseys look distorted, and there are some issues with collision detection (runners can pass through fielders), minor quibbles considering the first-rate presentation.


John Sterling is fine as the play-by-play announcer, but Michael Kay is not needed with his constant, “As far as he was from making contact, you know he was guessing the wrong pitch.” Imagine hearing that after EVERY swing. You begin to hate the color commentator. And there’s no option to turn him off. Sound effects are mostly average (the crack of the bat and slides into bases are bright spots), although the organ music is horrible. Someone needs to record music found at an actual ballpark!


The depth of features, beautiful graphics and great interface put this game ahead of all other baseball titles released in 1999. Things I would like to see in the next game include a menu option for hit-and-runs, suicide squeezes or steal attempts (running is performed manually in this game), a few tweaks to the fielding system, and completely new sound.

Replay Value

Again, the amount of features puts this game in a league of its own. With the computer now pinch-hitting, using relievers, and inserting pinch runners, there are a lot more interesting games!

WCW Nitro Review and System Requirements

Seriously, grab your shovels and let’s bury this one because it totally bites! WCW/NWO Nitro is easily the worst game ever and I’m seriously talking about EVER!! No other game that I’ve ever played was this bad!
Graphics = poor, sloppy, ugly and generally funny looking. Gameplay = a big fat 0 because the game is not fun. All you can really do (unless you’re God) is kick, punch and taunt because the computer pulls off any moves with ease while you are stuck struggling trying to figure out this game’s terrible move configuration. Replay = another big fat 0. Nothing great here at all because of it’s complicated and frustrating gameplay.
If you want any of the WCW games, I would suggest WCW/NWO or WCW/NWO REVENGE because those are just better games, easier to play and they look a lot better. Don’t waste your time and don’t be fooled by the name. Just because this is a WCW game, doesn’t mean you get the same WCW quality.

Verdict: 10/100

Minimum CPU Type: Pentium
Minimum CPU Speed: 166 MHz
Minimum RAM Required: 16 MB
Minimum Hard Disk Space: 150 MB
Graphics Type: SVGA
Graphics Resolution: Multiple Resolutions
Color Depth: High Color

Need for Speed: High Stakes PC Game (1999)

Need For Speed: High Stakes is the only game from the Need For Speed series that I have played, so I cannot compare this particular game to the others in the series. What I can say is that NFS: High Stakes is a great little game even now, four years later. The graphics look a little clunky compared to today’s technology, yet there is still enough detail to the cars and race track surroundings to keep me happy. Despite the fact that I obviously am not very good at keeping my car on the track, I think the controls are pretty good. The only annoying thing is that pushing the joystick up honks the horn, and I end up hitting the up arrow to some degree every time I move from left to right and vice versa. One feature I really like is the ability to look behind the car during the race, although this usually sends me right into a wall or tree; any time I actually manage to pass another car, I almost have to look back and watch it eat my dust.

The game is truly blessed with many camera angles. After each race, the game automatically shows you an instant replay of the entire race (unless you choose to skip it), shifting between ten different cameras. This means I can watch and see just how horrendous all of my crashes were.

In many ways, the best part of the game is not the actual racing. The first thing you have to do is choose a car, and there are at least nineteen cool little speed demons at your beck and call (and even more later on if and when you have enough cash to move up in the world). If you can’t decide which car you want, you can take a trip to the car showroom and hear all sorts of details about the specifications and features of each model available. Serious players can build, update, and customize any car to make it his/her pride and joy, yet really serious players have the high stakes option of putting their money where their mouths are (i.e., racing for pink slips) – you lose the race, you lose your car.

The tracks are really quite diverse and require different driving styles; when you have to deal with a number of hairpin turns, you’d better be a better driver than I am.

Different environments help make each race unique, as you might have to battle bad weather, additional passenger traffic, and the darkness of night. Of course, you don’t have to just go out there and race cold turkey; you can take all the time you want running test laps and getting a feel for each track. You also have the option of racing in single events or competing in tournaments.

My favorite aspect of this game, though, is the Hot Pursuit option. Here, you can choose either to run from the law or climb inside a police car (which can vary depending on the country in which you are driving) and play Smokey to some other guy’s Bandit.

You even get to bang against and all but wreck fleeing speeders in your quest to enforce the law. Whichever side of the law you choose to play, you are privy to all sorts of great police radio chatter. Speeders will have to evade not one cop alone but a whole group of them, and these cops coordinate their pursuit tactics. Roadblocks, spike strips, and a bevy of cruisers trying to block you in can all make for quite an exciting challenge.

Need For Speed: High Stakes is getting a little long in the tooth now, as is the original Playstation console, but the game is still a lot of fun to play when you just want to goof around for a little while. Serious gamers will unlock cars and tracks that more casual players may never see for themselves, but any novice can pop in the CD and entertain himself/herself with a world of fun features.

All-in-One Casino Games PC Review

All-in-One Casino Games is a poor effort from beginning to end, starting with the game’s welcome screen — a picture of the box. The music accompanying the main menu is terrible, even by casino standards, and there’s a 1-second gap after the end of one music loop and the beginning of the next. The game is limited to a 640×480 window and features only ten different games, including a single slot machine and one video poker machine, with no variations whatsoever.

Worst of all, the developers were sloppy in the implementation of the casino games. For example, the roulette wheel is too small to see where the ball is going, so there’s no suspense. The same lazy design occurs in the Keno area. In real-life, Keno operators announce the numbers as they’re drawn, which builds excitement when you’re only one or two numbers away from a big win. Unfortunately, the game lists the results in increasing order, thus, if you’ve selected numbers 1 through 10 on your ticket and the first ball that appears is number 12, you know the game is essentially over and you’re stuck watching the rest of the drawing to no real purpose.

The interface is sloppy and inconsistent. Text messages, prodding you for action, are printed in a small font, and often overrun the borders of the small screen area where they’re located. Even worse, since the text layer is apparently drawn before the rest of the screen, the first and last words of a message are often hidden from view by the playing table, or by flat black areas. At times, chips appear on the table after a bet, while at others, only a numerical counter shows up.

The game goes downhill from there. Chips seen in the bet selection areas and on the playing tables do not match in color or size, and the sound effects are extremely annoying. As a result, the entire game reeks of laziness and amateurism, and is not remotely fun to play.


Sloppy interface and mostly static images make for a visually unappealing product.


The sound effects are terrible, and the music-looping bug is inexcusable.


Bad implementation robs the gambling games of any innate excitement.

Replay Value

Much less variety than other casino games that are available on the market. Having a single slot machine and one video poker machine is insulting.


Minimal online help is adequate. No manual comes with the game.