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Star Wars Episode I: Jedi Power Battles

As one of three Jedi Knights (or more than one, if you have a
second player for cooperative mode), you take on the entire Trade Federation
battle droid army in an attempt to reach Naboo, save Jar Jar and the Queen (and
yes, you do have to save Jar Jar), and safeguard these two and a certain
young potential Jedi from battle droids, Darth Maul and other menaces. And
these aren't your wimpy battle droids who short circuit if you tell 'em you're
taking the queen to Coruscant, either - these are kick-ass droids with slick
martial arts moves who can inflict some serious damage. But then again...so can
you.
(LucasArts/THQ, 2001)

When I first heard the title Jedi Power Battles in connection with the
Game Boy Advance, my initial reaction was, more or less, "You've got
to be kidding me." The Playstation edition
(which we reviewed already in Pixel Fiction) was itself
a graphic and sonic marvel, and compared to the albatross that was the first Star Wars Episode I video
game, it was relatively easy to play. The Game Boy Advance edition is even
easier to play, with its somewhat simplified controls and a clearer idea of where
you can explore: no longer a free-floating-camera environment, your surroundings
are rendered in a three-quarter isometric view (think the classic arcade game
Zaxxon here); you have a clearer
idea of what's explorable territory and what isn't. Occasionally, in scenes such
as the conveyor belt and the catwalk grid aboard the Trade Federation control
ship, the view switches to more of an overhead angle, which can pose a bit of a
problem at times...but not much. The sound is remarkable, with John Williams'
invasion theme - reproduced with amazing clarity - driving the action.
It's truly remarkable to see this much game on this small a console. Very
highly recommended!

Rating:
Four quarters - a couple of minor irritants, but mostly a compelling and
addictive game.
Reviewed by Earl Green
theLogBook.com editor/webmaster
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