![]() This meter is located under the portrait. The ammo is indicated by the white line below the weapon in question.Īnother notable feature is the felony meter. If you pick up the same weapon again, you’ll just get more ammo for that weapon. This includes machine guns, pistols, rocket launchers, and a whole lot more. In addition, there are various weapons you can pick up. So, with full health and armor, you can take 15 hits before dying (instant death being the exception of course). For every hit you take, you get one point of armor taken away. This item restores your health completely. They are all out in the open unlike the previous game. The bonus is that you no longer have to bust open crates to find them. These can be found scattered throughout the level. Over the course of your mission, there are also items you can pick up. ![]() If you are in a car and you send it into the drink or you blow it up, you’ll instantly die as well. Run out of hearts and you’ll end up dying. Instead, you have 5 hits to work with as denoted by the hearts. Unlike the previous game, you don’t operate on a one hit kill basis. Items and health have been slightly altered from the previous game. Your further instruction are found in the phone conversation itself. This arrow points you in the direction you need to go. After you accept a mission from the phone, you’ll often (but not always) be guided by a mission arrow. You can pick a gang and follow that arrow all the way to the telephone. You start the game with three different arrows pointing in different directions. Like the previous game, you obtain your missions through telephone’s. While this feature in the game may not be entirely clear all the way through, one feature is much more clear: how to accept missions. If you get an “X” on all three phones, no missions from that gang are available. ![]() If you get an arrow on any one of them, a mission is available. finally, red phones represent the hard missions. Grey, meanwhile, represents the medium missions. When you do, you’ll get three phone icons. To find out, enter the friendly gang territory. What missions become available depends on what missions you complete and how much respect you have. It will also eventually give you the opportunity to earn enough respect to take on a mission from one of the rival gangs too. This will reduce your respect in the gang, but also increase respect from other rival gangs. Often the easiest way is to go into a territory where you already have great respect for (and have completed all available missions) and shooting the gang members on the street. Since the game depends on you completing missions from multiple gangs, the inevitable question will be about restoring respect for a gang. Negative respect is often the result of completing an rival gang’s quest or killing their members on the street (in some cases, both can occur). When that happens, wandering in their territory will mean gang members will shoot at you. Meanwhile, if the gang has negative respect for you, the meter will go the other way. A single notch will allow you to accept more difficult missions while a second notch will allow you to take on the most difficult of missions. If the gang has positive respect for you, the meter will increase. This allows you to take on a simple mission from the gang. At the start, you’ll have neutral respect for all three gangs. ![]() This respect is denoted by the three meters with the gangs logo. The major factor that affects gameplay is respect. What those gangs are depends on which area you are in. This time, instead of pleasing one gang, you are there to find work among three different gangs. So, we thought we’d try the sequel to see if it’s any better. That game, which is the Game Boy Color port of the original, got a barely passable score. It is the sequel to the original game, Grand Theft Auto. We find out if this action adventure game is worth a play. In this review, we join up with the gangs in the Game Boy Color game Grand Theft Auto 2.
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