Nintendo Power's Scores
- Games
For 2,179 reviews, this publication has graded:
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57% higher than the average critic
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5% same as the average critic
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38% lower than the average critic
On average, this publication grades 6.1 points lower than other critics.
(0-100 point scale)
Average Game review score: 69
| Highest review score: | Super Smash Bros. Brawl | |
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| Lowest review score: | Ant Nation |
Score distribution:
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Positive: 873 out of 2179
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Mixed: 1,099 out of 2179
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Negative: 207 out of 2179
2179
game
reviews
- By Date
- By Critic Score
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- Critic Score
The enemies are dim-witted but manage to stay alive longer than they should thanks to awful hit detection. [Oct 2005, p.100]- Nintendo Power
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The level design is straight-forward to a fault. [Oct 2005, p.101]- Nintendo Power
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With a few more enemy types, longer levels and a higher difficulty level, Gumby vs. The Astrobots could have joined the ranks of great GBA platformers. [Oct 2005, p.97]- Nintendo Power
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A solid title with good football sense and strong gameplay. [Oct 2005, p.97]- Nintendo Power
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A solid title with good football sense and strong gameplay. [Oct 2005, p.97]- Nintendo Power
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Despite my curmudgeonly grumblings, the good far outweighs the bad. In addition to the vastly improved passing game, there are tons of new player animations, the AI is smarter than ever, and there are even more ways to adjust each play before the snap. [Sept 2005, p.82]- Nintendo Power
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It's still fun; just not nearly as compelling as its source of inspiration. [Oct 2005, p.101]- Nintendo Power
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The remake has some minor improvements, including the ability to continue playing from where the previous game ended. [Sept 2005, p.83]- Nintendo Power
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A great introduction to space shooting for the DS and a worthy successor to "Shin'en" and Majesco's "Iridion" games for the GBA. [Sept 2005, p.85]- Nintendo Power
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The overall game makes a lackluster effort at capturing the spirit of the film. [Aug 2005, p.85]- Nintendo Power
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If the game was made harder by having a time requirement or more difficult enemies to negotiate, it could be very solid. [Sept 2005, p.84]- Nintendo Power
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The pacing and movement restrictions (particularly in areas where the paths take needlessly circuitous routes) will frustrate players who are looking for more conventional play, but for those who stick with it, the experience will be highly rewarding. [July 2005, p.96]- Nintendo Power
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It's long, and the levels and gameplay are solid throughout. [Aug 2005, p.85]- Nintendo Power
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Rough around the edges as it is, the game is still a satisfying battle-intensive adventure. [Aug 2005, p.83]- Nintendo Power
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The drawbacks are that the gameplay is basic button-mashing, and you can get past most enemies (in Medium difficulty) with standard attacks. [Aug 2005, p.81]- Nintendo Power
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Just as good as, if not a tad better than, their predecessors. They're just not any different. [Aug 2005, p.81]- Nintendo Power
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Just as good as, if not a tad better than, their predecessors. They're just not any different. [Aug 2005, p.81]- Nintendo Power
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The control problems weigh too heavily for the game to be much fun. [Aug 2005, p.84]- Nintendo Power
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The game also has some performance problems, including slowdown on the last level. [Aug 2005, p.85]- Nintendo Power
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We're crossing our fingers that the next Batman title lets us play the comic book hero like we really want to. [Aug 2005, p.80]- Nintendo Power
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With a little more depth and developer love, this could have been a top DS title. [Sept 2005, p.84]- Nintendo Power
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The majority of Canvas Curse's medals are tied up in Rainbow Run, so the replay value is considerable, and perfect for hard-core sketch gamers. [Aug 2005, p.82]- Nintendo Power
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The game is solid, displaying the attention to detail you'd expect from a Nintendo-published platformer. [Aug 2005, p.84]- Nintendo Power
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It's interesting that the enemies are so much smarter than your own squad members. [Aug 2005, p.81]- Nintendo Power
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It's massive, it's fun and its multiplayer mode goes beyond that of a game designed strictly to appease Digimon fans. [July 2005, p.97]- Nintendo Power
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If you can look past the somewhat clunky graphics and the very short game length, you'll find a well-made, creative title. [Aug 2005, p.83]- Nintendo Power
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Tight tuning and top-notch control put the game in a league with Vicarious Visions's "Shrek 2: Beg for Mercy." [Aug 2005, p.85]- Nintendo Power
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Sacred Stones brilliantly treads the line between depth and accessibility, and Intelligent Systems has bone to great lengths with the difficulty settings to please gamers of all skill levels. [July 2005, p.100]- Nintendo Power
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Twisted literally and figuratively - this one's weird and wonderful. [July 2005, p.101]- Nintendo Power
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Tight tuning and top-notch control put the game in a league with Vicarious Visions's "Shrek 2: Beg for Mercy." [Aug 2005, p.85]- Nintendo Power
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The mixture of shame and frustration it instills will make you raise your eyebrows, turn on your heels, and snicker as you walk away. [July 2005, p.99]- Nintendo Power
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An encore with a new set of songs and the same infectious rhythm-based gameplay for up to four players. [June 2005, p.97]- Nintendo Power
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The best portable game in the franchise to date (it annihilates "LEGO Star Wars" for the GBA). Impressive. Most impressive. [July 2005, p.98]- Nintendo Power
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The best portable game in the franchise to date (it annihilates "LEGO Star Wars" for the GBA). Impressive. Most impressive. [July 2005, p.98]- Nintendo Power
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The touch screen gestures are an intriguing concept, but the traditional Control Pad and button controls still work better. [July 2005, p.99]- Nintendo Power
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The game's chaotic action works well when playing casually for a high score, but it falls flat when trying to complete objectives and advance to new levels. [July 2005, p.99]- Nintendo Power
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The title manages to stay true to the original board game but adds enough to justify a GBA adaptation. [July 2005, p.99]- Nintendo Power
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Adjusting shot strength takes some getting used to - the controls seem to favor power over finesse. [June 2005, p.98]- Nintendo Power
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Groundbreaking? No. A must-buy if you don't own Ruby or Sapphire? Absolutely. [June 2005, p.96]- Nintendo Power
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Probably one of the most innovative gameplay ideas you'll ever see. Pac-Pix will be remembered 10 years from now. [June 2005, p.96]- Nintendo Power
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Although Hugo: The Evil Mirror is set up like a puzzle game, there's nothing really puzzling about it. [June 2005, p.98]- Nintendo Power
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And with only a handful of stages to choose from, you'll see everything the game has to offer in an afternoon. [July 2005, p.101]- Nintendo Power
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The graphics, while smooth for a 3-D GBA game, are boring and repetitious - the three different cities are virtually identical, and the course designs are unremarkable. [July 2005, p.101]- Nintendo Power
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After solving Polarium's first 30 puzzles, I now plan to have my cranium resized - I swear that my brain's gotten bigger. On to the final 70! [June 2005, p.95]- Nintendo Power
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The controls are a little slow to respond, and the computer-controlled characters' repeated phrases lose their humor after a while, but the game is a solid play nontheless. [June 2005, p.97]- Nintendo Power
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As addictive as Mr. Driller 2 is, the GBA's sole screen doesn't provide enough vertical space (unlike "Drill Spirits" on the DS) to give you time to plan much of a falling-block strategy. [July 2005, p.101]- Nintendo Power
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Yes, it is a well-designed, immersive game, but there's no reason the graphics shouldn't be better. [June 2005, p.94]- Nintendo Power
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The gameplay will delight and challenge anyone who gives it a try. [June 2005, p.98]- Nintendo Power
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The Shroom City board game is a single-player adventure that will capture the imaginations of young players, but may be a little elementary for others. [May 2005, p.92]- Nintendo Power
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"Super Mario 64 DS" set a high bar for DS-ified N64 classics; sadly, Rayman DS doesn't alter the gameplay, include new worlds, or throw in any surprises. [May 2005, p.90]- Nintendo Power
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If it weren't for the boring level design and repetitious fighting, this game might have something. [June 2005, p.95]- Nintendo Power
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The lack of jumping is the missing piece in an otherwise perfect title. [May 2005, p.89]- Nintendo Power
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Although bowling purists will find the fantasy elements to be off the mark, casual players looking for a good time will enjoy the variety and the value-oriented price. [Apr 2005, p.100]- Nintendo Power
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Realistic art (down to glare off the glass), great sound effects and responsive control add up to a solid game. [March 2005, p.107]- Nintendo Power
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Touch control is spotty for certain games, but the Control Pad is a reliable backup. [May 2005, p.91]- Nintendo Power
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Where Ghost Recon 2 suffers a misstep is in its failure to offer useful gameplay information, such as mission-objective reminders and maps. [June 2005, p.97]- Nintendo Power
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Controlling Pikachu with stylus strokes is actually quite fun, but as a racing game, Dash isn't fully realized. [May 2005, p.90]- Nintendo Power
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It's so intuitive, it's like your brain is moving the big ape directly. [May 2005, p.88]- Nintendo Power
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Gameplay is fun and frenzied, though weapon balancing is off. [June 2005, p.97]- Nintendo Power
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Most of the enemies attack very quickly at close range, giving Dredd the advantage from a distance but making contact combat unnecessarily difficult. [June 2004, p.121]- Nintendo Power
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Offering 10 weapons and gadgets, including night-vision goggles, the game is a strong entry in the growing library of GBA FPS titles. [July 2003, p.146]- Nintendo Power
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The map-navigating controls are touchy in the Konquest, but as an additional mode, it's quite impressive. [May 2005, p.91]- Nintendo Power
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The punches have a brutally tactile feel unmatched by any other boxing game. [May 2005, p.89]- Nintendo Power
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Although the game's rolling-ball-in-a-halfpipe transport system sections make brilliant use of the DS's 3-D graphics capabilities and touch-screen steering, the rest of the game is a basic platformer with few DS touches. [Apr 2005, p.100]- Nintendo Power
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Though the graphics of the GBA Robots title are of a lower resolution than those of the DS version, the two adventures are virtually identical. [Apr 2005, p.101]- Nintendo Power
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With clever puzzles, lots of fun gizmos and in-game artwork that looks almost as good as between-level movie clips, the game represents the film well and provides an entertaining play experience. [Apr 2005, p.100]- Nintendo Power
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The controls are absolute perfection, and the ingenious level design will draw in even those too jaded to appreciate the game's charming presentation. [Apr 2005, p.99]- Nintendo Power
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Although your jet fighter naturally stays at one altitude, the game's unusual control scheme allows you to dive for a moment by pressing Up on the Control Pad. [Apr 2005, p.100]- Nintendo Power
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Gameplay is intense, but the difficulty may be a little high for beginners. [Apr 2005, p.101]- Nintendo Power
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It's not as elaborate as "NBA Street V3's" Street Challenge mode, but it does the job. [May 2005, p.91]- Nintendo Power
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If you play single-player modes primarily, the 2005 version is worth the upgrade. [May 2005, p.91]- Nintendo Power
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The brilliance of this game is tempered by its somewhat limited replay value. [Apr 2005, p.99]- Nintendo Power
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It's great to see Fox get back on track with complex flying missions. Though in-flight character dialogue can get repetitive, SFA's tripple-attack-method gameplay stays varied and intenst. [March 2005, p.104]- Nintendo Power
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The game's far-overhead view serves the action well, but the cars appear very small, which could be a distraction. [March 2005, p.108]- Nintendo Power
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A lot of story and dialogue leads to little action at the beginning, but it heats up if you stick with it. [May 2005, p.92]- Nintendo Power
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A lot of story and dialogue leads to little action at the beginning, but it heats up if you stick with it. [May 2005, p.92]- Nintendo Power
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Shines as a multiplayer game, but can be pretty tedious if you're going it alone. [Apr 2005, p.98]- Nintendo Power
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The 11-stage, single-player Story mode presents challenging lock-and-key puzzles, but the enemies are incredibly similar and tend to be easy to defeat. [June 2004, p.122]- Nintendo Power
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The platforming and fighting controls are a little unwieldy. [March 2005, p.106]- Nintendo Power
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It's a simple idea, but it proves to be a little bit of a trick to jump in and play. [March 2005, p.107]- Nintendo Power
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Despite your better efforts, the outcome seems to be based more on luck than skill. [March 2005, p.107]- Nintendo Power
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Possibly the best console video game ever made, and definitely the standard that horror titles will be measured by for years to come. [March 2005, p.105]- Nintendo Power
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A million small details add up to a wonderfully real world, and Link's hat bud Ezlo is one of the best characters in ages, thanks to some very funny writing. [March 2005, p.106]- Nintendo Power
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All the additions fall short of what I'd expect from a good sequel. [March 2005, p.105]- Nintendo Power
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Not quite a button masher, but close, DBZ: B2 is an easy-to-get-into one-on-one fighter that looks and plays much like its predecessor. [Feb 2005, p.113]- Nintendo Power
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The pacing is realistic, which is to say that it's not for the fast-action fans, and the controls are responsive but complex. [March 2005, p.107]- Nintendo Power
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Since reactions are often unpredictable, you'll have to play through missions several times to reach your goals. [Feb 2005, p.114]- Nintendo Power
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The touch-screen keyboard is very small, almost ensuring that you'll make a few spelling mistakes as you peck for letters. [Feb 2005, p.115]- Nintendo Power
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Two advanced settings have you manipulating a steering wheel on the touch screen; it's hard to get the hang of, but ultimately very satsifying. [Feb 2005, p.115]- Nintendo Power
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The story is superb, the graphics and music are among the best on the GBA, and the concept is unique and interesting. [Feb 2005, p.112]- Nintendo Power
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Six boards and four gameplay modes give players plenty of options and hours of non-stop partying. [Feb 2005, p.113]- Nintendo Power