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Zoids Saga 2
 
Price: $39.00

 Item No  AGB-P-AZ2J
 Publisher  Tomy
 Platform  Gameboy
 Category  Japanese Carts
 Status  Ships same-day (M-F) if ordered before 5PM EST.
 
  
Description
NCS Product Synopsis
«©NCSX» At the outset of the Zoids 2 game, players take control of a character named Zell who motors into Seb Town. Every copy of GBA Zoids Saga 2 includes an exclusive miniature Bloody Death Saurer action figure. The mecha beast is shown stomping on what looks like a castle.

Format: Gameboy Advance
Release Date: April 18, 2003
Product SKU: AGB-P-AZ2J
Jan Code: 4904810642336

This document is ©NCSX 2010. All rights reserved. No reproduction in whole or in part of this document may be made without express written consent of National Console Support, Inc.


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Recent User Reviews Average Review Rating: 
Total Number of Reviews: 1
Ray E. (3): Zoids Saga II
Sequel of Saga I, I pretty much was sold on this one after getting the original. Hmm what can I say... they've changed a few things from the first, most are good, some are quite annoying. 1) You can move in 8 directions now, nost just 4, not a major change but it makes movement slightly faster getting diagonally from point A to B. 2) You can customize your zoids in more ways now (asides from there being more stats such as freeze rates, pilot concussions, negative stat augments etc) 3) The enemy encounter rate is OBSCENELY high, and many a gamer with no patience will be quite annoyed, trust me on this one. I have a long patience, and honestly the random encounters were fraying my nerves. --Final Score-- Graphics: 10/10 -they've tweaked many of the sprites and it shows, the cities and characters are more vibrant now, attack animations seem slightly less varied but maybe that's just me... oh, and the dungeon tiles are mostly as monotonous as ever, they tried to expand on the styles but they just needed more doodad overlays. Oh well no big deal, it's not so symmetrical and boring that it hinders on your visual navigation around dungeons. Music: 7/10 -a little less in the way of varied music actually from the precursor, there's like, .... one new final battle tune and that's about all I noticed. Not bad, but definitely not good. Gameplay: 6/10 -hoo boy, fair set of rants so be prepared for a long read. see the points at the top, the encounter rate definitely miffed me a lot, and it shows in the score. outside this, the strategic elements are compounded since the original and it's quite interesting now, but honestly it wasn't as hard as the original. I don't know why, but the customization actually made the game easier than the first due to how you can overpower your zoids in your party to a degree. Your sidekick organoid, Pulse, doesn't make this any better. I was beating DeathSaurer's single-handidly with a powered-up Shield Liger DCS-J and organoid fusion, that's a problem. Especially when this is near the beginning of the game. How you ask? Bit of a spoiler. This is possible due to a new pilot stat that lets you fire two ranged weapons at once, effectively letting you attack twice a round. Add in the fact that the organoid fusion lets your zoid attack twice in one round, so with the pilot that's a total of 4 attacks a turn, a bit of a problem imo for game balance. Anyway... Shortly after the beginning, there's an area blocked off by a dome of light as part of the whole "dimension distortion" phenomenon that's affecting this world. Within is the location of the final battle, but if you're adventurous like me, wandering around the NW corner of the continent closesly to this dome lets you encounter some obscenely powerful zoids you'd normally expect to see in the end-game (ultrasaurers, 6-set teams of geno-breakers, death stingers, etc). Long story short, I spent a fair deal of time running back and forth on that little patch of land beating these suckers up and making my party as powerful as possible. Of course this takes a fair deal of skill in the beginning since you will get sorely beaten without your organoid backup or extensive zoid customization/power-ups at the local lab. But the fact that I did it also makes you ask if the game designers were aware of this. I had a team of a Death-Meteo (custom mode Death Saurer, it's actually the last boss, insane stats), Geno-Flame (Geno-Breaker powereup), Geno-Hydra KA (powerhouse from the original game), and a Blitz Tiger (the model you normally only get a little bit before the final battle) all from this little patch of land in the early game. I figured this would make the game too easy and didn't actually use any of them until later in the game, but point in fact you can legitimately do this is a bit of a problem. Add in some powerup zoid customization at the lab, and you have an extremely overbalanced game you're playing from the early stages. I doubt this was a bug since nothing else funny happened over the course of the rest of the game, and everything else went normally. Anyway.... And before I forget, this game is short. Surprisingly short. While my pilots were in the level 50s in the first game, they barely reached level 20 by the end of this game. I don't know how or why (again, gameplay mechanics made it easier partially), but the storyline seemed incredibly rushed and not very deep. Sure it's entertaining, but not drawn out anywhere to what it could or should have been as a RPG story.I went through each and every dungeon, exploring the world map and collecting all the goodies even, but still, it was short. Just short. If you play it you will probably agree with me. Replay Value: 9/10 -I was expecting the bonus material after the ending, and sure enough there was. I was kinda hoping for more, but that was about it, couple new pilots, more zoids. Nothing special and nothing bad. Overall: 9/10 -pretty solid game, . I might compare it to pokemon in a way, but the Zi-data collection and zoid construction is far more satisfying to me, not to mention an extreme amount of depth and strategy in the game.
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