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{"id":3039890,"date":"2005-11-19T09:58:16","date_gmt":"2005-11-19T08:58:16","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/shrek_super_slam_handheld\/3039890"},"modified":"2024-07-18T14:00:51","modified_gmt":"2024-07-18T12:00:51","slug":"shrek_super_slam_handheld","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/shrek_super_slam_handheld\/3039890","title":{"rendered":"Shrek Super Slam Handheld (Geschicklichkeit) – Shrek Super Slam Handheld"},"content":{"rendered":"

Shrekliche Schl\u00e4ge<\/STRONG><\/P>

Hach, die lieben Kleinen: Die Dresel, der Nachwuchs von Esel und seiner Drachen-Gemahlin, st\u00f6ren die Karten spielende Gemeinschaft. Um die Feuer spuckende Brut zu bes\u00e4nftigen, m\u00fcssen Gutenacht-Geschichten her. Also denken sich Shrek, Esel, Prince Charming oder der gestiefelte Kater heldenhafte Erz\u00e4hlungen um gro\u00dfe Schlachten aus \u2013 die ihr dann gleich spielen d\u00fcrft. Denn in seinen Grundfesten ist Super Slam nichts weiter als eine Shrek-Variante von Super Smash Bros. Melee: Zw\u00f6lf Figuren (auf dem GBA sind\u2019s immerhin noch zehn) hauen sich in kleinen und teilweise zerst\u00f6rbaren 3D- (NDS) bzw. platten 2D-Levels (GBA) die R\u00fcben kaputt, bis nur noch einer steht. Es gibt diverse Angriffsarten, Kombos, Konterschl\u00e4ge und Spezialangriffe (Shrek l\u00e4sst z.B. einen verheerenden Furz los) \u2013 aber letzten Endes l\u00e4uft alles auf das stupide H\u00e4mmern auf den Angriffsbutton aus. Speziell auf dem GBA gibt es keine Taktik oder Kontrolle. Ferner gibt es noch einige Waffen oder Power-Ups, die zum Vorteil eingesetzt werden k\u00f6nnen. Falls ihr \u00fcben wollt, steht euch das Training mit Rat und Tat zur Seite. Da die Computergegner zwar hart, aber berechenbar agieren, macht das Spiel gegen menschliche Mitspieler nat\u00fcrlich mehr Spa\u00df: Am NDS d\u00fcrfen bis zu vier Pr\u00fcgelknaben in den Ring, am GBA immer noch zwei \u2013 aber in jedem Fall braucht jeder ein eigenes Modul.<\/P>

Ruckel-di-guuuh!<\/STRONG><\/P>

Neben dem Story-Modus gibt es noch den \u00bbNahkampf\u00ab, was ein schnelles Spiel mit bis zu vier einstellbaren Computergegnern ist, gegen die man in 16 (NDS) bzw. zehn Levels (GBA) antritt. Interessanter wird es in der \u00bbMega Challenge\u00ab, denn hier gibt es 32 Minigames (GBA: 26), die allerlei Bonusmaterial freischalten. Die haben mit Pr\u00fcgeleien nicht viel am Hut, sondern sind simple, aber unterhaltsame Memory-, Space Invaders- oder Whack-a-Mole-Varianten. W\u00e4hrend auf dem NDS hier meist das Touchpad zum Einsatz kommt, beschr\u00e4nken sich die Games auf dem GBA auf simples Kn\u00f6pfchendr\u00fccken.<\/P>

Technisch sind beide Versionen entt\u00e4uschend: Auf dem GBA gibt es weitaus weniger Angriffsm\u00f6glichkeiten, die tr\u00e4ge Steuerung raubt dem Spiel viel Rasanz. Freund und Feind sind ruckelig animiert, die Hintergr\u00fcnde zwar farbenfreudig, aber reichlich pixelig. Auf dem NDS gibt es grob gehauene Polygonmonster, f\u00fcr die sich ein N64 sch\u00e4men w\u00fcrde \u2013 schon allein wegen der regelm\u00e4\u00dfig einsetzenden Ruckler.<\/P><\/TD>

<\/TD>

Fakten:<\/STRONG><\/P>

– zehn Figuren (GBA),\u00a0zw\u00f6lf Figuren (NDS)
– freispielbares Bonusmaterial
– 2D-Grafik (GBA),\u00a03D-Grafik (NDS)
– zwei Spieler (GBA),\u00a0vier Spieler (NDS)<\/P>

<\/A><\/TD><\/TR>
Auf dem GBA herrscht 2D-Eint\u00f6nigkeit vor.<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN><\/P>

\u00a0<\/P>

\u00a0<\/P>

\u00a0<\/P>

\u00a0<\/P>

\u00a0<\/P>

<\/STRONG>\u00a0<\/P>

<\/STRONG>\u00a0<\/P>

Pro \/ Kontra:<\/STRONG><\/P>

+ vielerlei Kampfm\u00f6glichkeiten (GBA)
+ fl\u00fcssige Grafik (GBA)
+ massig Minigames
+ teilweise zerst\u00f6rbare Umgebungen (NDS)<\/P>

– tr\u00e4ge Bewegungen
– nervende Standard-Musik (NDS)
– gelegentlich ruckelnde Grafik (NDS)
– grobe Figuren (NDS)
– fummelige Steuerung (GBA)
– eingeschr\u00e4nkte Bewegungen (GBA)<\/P>

<\/A><\/TD><\/TR>
Der DS zeigt die K\u00e4mpfe in 3D – was aber auch nicht viel besser aussieht.<\/TD><\/TR><\/TBODY><\/TABLE><\/SPAN><\/P><\/TD><\/TR><\/TBODY><\/TABLE>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nWenn man sehr genau hinh\u00f6rt, kann man das Shrek Super Slam verzweifelt singen h\u00f6ren: \u00bbIch w\u00e4r so gerne Super Smash Bros. Melee\u2026\u00ab – tja, schade eigentlich. Die GBA-Version kann man getrost vergessen, sie beitet keinerlei Anreiz, mehr als zehn Minuten mit ihr zu verbringen. Die DS-Fassung ist schon etwas verlockender, gibt sich aber auch alle M\u00fche, den Spieler schnellstm\u00f6glich abzushrecken: ruckelige Grafik mit grob gehauenen Figuren, die sich im Schneckentempo durch die kleinen Levels pr\u00fcgeln. Was mich pers\u00f6nlich am meisten genervt hat, war die Musik: Au\u00dfer im Story-Modus bekommt man auf dem NDS die ganze Zeit dasselbe eine Musikst\u00fcck zu h\u00f6ren, welches anfangs noch ganz nett ist –\u00a0 aber schon nach kurzer Zeit geht einem das synthetische Gedudel dank Endlosschleife m\u00f6rderisch auf den Geist. Gerade auf dem GBA gibt es sehr viele sehr gute Pr\u00fcgelspiele, gegen die Shrek Super Slam schon in der ersten Runde K.O. geht.\n<\/div>\n<\/div>\n\n\n\n
\n
\n

Pro & Kontra<\/strong><\/h3>\n<\/div>\n<\/div>\n\n\n
\n
\n

Gef\u00e4llt mir<\/h3>\n\n\n
    <\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      <\/ul>\n<\/div>\n<\/div>\n\n
      <\/div>","protected":false},"excerpt":{"rendered":"

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