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Game Information | Preview |  Review | Screenshots | Forum

»Side Pocket
  "The best pool game on the Game Gear? Well...that goes without saying."

Graphics: 8

Gameplay: 8

Sound: 7

Replay
Value: 7
Before you say, “Hey, Wolfdogg! You already reviewed this game. TWICE!” let me just say that this game deserves as many reviews as possible. Besides, each of the games were released in different eras: one in the early 90’s (Game Boy), one in the late 90’s (WonderSwan) and now, one from the mid-90’s (Game Gear). Side Pocket is a long-lasting series, lasting from the days of the NES all the way to the Saturn.

Much like the other games in the series, Side Pocket doesn’t really have a storyline to it. Sure, the Genesis and Super Nintendo versions had players cruising across the United States, meeting challenges, but none of the other games really had the much of a developed storyline. In the Game Gear version’s Pocket Mode, players travel between various clubs, much like in the Game Boy version.

The Side Pocket series never really focused on delivering a realistic simulation-style pool game, it was intended for casual gamers which is what made it fun. In order to take shots in the game, one must first line up the angle and trajectory of the shot, by using the D-Pad. Hitting the 2 button sets up the shot gauge, a sliding scale that allows players to define the strength of the shot. The 1 button can be used to switch the balls between views (between the balls themselves or number representations for them) and when held down, the D-Pad can be used to align how ball is shot, raising or lowering the collision point between the pool cue and the cue ball.

There are four different modes in all. First off, there are the two single-player modes: 9-Ball and Pocket Mode. Basically, these modes are the same as they were back on the Game Boy version. 9-Ball’s just a single game of 9-Ball with infinite cue balls. Meanwhile, Pocket Mode is essentially the game’s story mode, where players move from venue to venue, trying to reach or beat a target score, in order to move on to the next stage. Games switch off between 6-Ball and 9-Ball and players are only allowed 10 cue balls (which are used up when a shot is made without sinking a ball into a pocket). Of course, by sinking starred holes or the ZONE hole, players can earn 2 or 6 more cue balls, respectively. If the target score isn’t reached by the time all the balls have been sunk, then players must try again, in the same venue, but playing a different game (6-Ball or 9-Ball, depending on the last mode played).

There’s also a Two-Player mode, which utilizes the Gear to Gear Cable, but a single-system game would’ve been a lot nicer. Finally, there’s Trick Mode, which makes its debut on a portable system. Basically, Trick Mode gives players various trick shots to perform (19 in all). They range from simply hitting a ball into one designated hole (the others have been blocked off) to trying to hit a ball at a certain angle, such that it goes into a hole and knocks two other balls into holes, while avoiding crashing into wine glasses. Needless to say, it’s a pretty neat mode and I’m glad it got a chance on the Game Gear.

Compared to the other two portable versions I’ve played, the Game Gear’s graphics reign supreme, even trumping the WonderSwan. This game actually looks like the versions that were released on both the Super Nintendo and the Genesis. Meanwhile, the Game Boy version looked more like the NES and the WonderSwan looked, well, completely original. The Game Gear does do a good job of replicating the look of the console incarnations. Everything’s at a proper scale and easy to see. Besides, a game of billiards was designed for color. Being forced to switch views in order to tell which ball was which was an annoying but necessary facet of the monochrome versions, but at least the Game Gear version escaped that fate.

The sound follows suit, as the game’s soundtrack samples various tunes from the Genesis/Super Nintendo versions. Despite the system’s lesser sound card, the music still sounds pretty good, despite losing a bit of the jazzy tone. Meanwhile, the sound effects are pretty much what you’d expect for a game of the time, it does a decent job of portraying what they’re supposed to be representing.

The replay for this game is better than the other two portable versions, simply due to the addition of Trick Mode. It adds a nice puzzle element to the game, almost like the “Puzzle” modes found in various puzzle games. Still, a versus mode where players can pass a single system around, as opposed to having to link up. Needless to say, this is probably the best version of Side Pocket to hit a portable, so unless the DS, the PSP or some future handheld we haven’t even heard of yet decides to bring out a new version of Side Pocket (which is doubtful, due to Data East’s bankruptcy), go for the Game Gear version.

Article by:
Wolfdogg
Posted on: Jul. 25th, 2007

     Review Recap
 Gameplay
The fun of the series is seen here, and Trick Mode just makes things better.

 Graphics
This game looks pretty much like the Genesis version. That’s pretty good, considering every other portable version was monochrome.

 Sound
The sound effects are average, but the Game Gear does a good job of emulating the soundtrack of the console versions.

 Replay Value
Trick Mode definitely adds to the game’s replay. Still, single-system multi-player would’ve been a nice touch.

     Comments



Platform: Gamegear
Genre: Sport
Developer: Data East
Publisher: Data East
Release Date: Out Now
Save Type: 1 Slot
Players: 1-2