ARTS& ENTERTAINMENT Is That a Video Game in Your Pocket? Review of the Game Boy Micro J.J. McCullough, The OP’s Very Own Game Boy Buying the Game Boy Micro was a multi-phase process for me. When I first casually came upon the device at Future Shop a couple of weeks ago, it took only mere seconds before I was able to conclude that I hated it. It seemed absurdly tiny to the point of being impractical to use and I could not fathom why any sane human would buy it. Yet in the days that followed, I found myself unable to put the system out of my mind. It’s tiny, eccentric nature fascinated me, and I soon began fantasizing about how much more exciting my life could be if I knew I could always whisk a tiny game system out of my pocket whenever things got boring. Eventually I decided I simply must buy it. The purchase was made last week, and since then I have never looked back. The Game Boy Micro is not in itself a new system, but rather a redesign of the original Game Boy Advance, which has been on the market in form since 2001. The Micro is thus able to play all existing Game Boy Advance games, though controversially, it is not backwards compatible, meaning games for the original 8-bit Game Boy and Game Boy colour are not playable on the tiny system. Firstly, the size. Many will initially react to the sys- tem as I did, and assume it’s too small to be either con- venient or comfortable to use. I was pleasantly sur- prised to find this is not the case. Even for a large, awkard, ham-fisted guy like myself, the system is com- fortable to hold and pressing the buttons is not at all awkward. The screen, likewise, though smaller than every other Game Boy monitor to date, is very bright and clear, and offers little of the eye-strain one might expect. Since ve bought the system I’ve been mostly playing Mario and Luigi Superstar Saga, which is a very text-heavy role-playing game; yet to date, I’ve experi- enced no problems reading on-screen dialogue or deci- phering delicate details. Thankfully, the screen is backlit and features an adjustable brightness setting, making it age 16 easily playable in any indoor or outdoor environment— something that cannot be said of many other hand- helds. In the end, the main benefit of the size is its con- venience. The system is roughly the size of an index card and super lightweight, meaning it can fit literally anywhere. Constantly cramming the system into pockets and backpacks might raise fears about scratching the screen, but brilliantly, the screen on the Game Boy Micro is actually removable and replaceable (the system comes with two replacement screens, both of which are attached to colourful “face plates.”) I only have a few small complaints with the system. The first is the audio. Though sounds are clear and crisp in a quiet room, the maximum volume setting remains quite quiet. Even with headphones, the game’s music can be easily drowned out by low level back- ground noise, which can be distracting when you're try- ing to totally immerse yourself in a game while sitting on a long boring bus ride. The second problem was the batteries. Perhaps I am just out of the loop, but I was shocked to discover that the Game Boy Micro doesn’t use normal AA or triple-A batteries, but rather this big rechargeable lithium thing. Call me old fashioned, but I liked the days when you could just pop in fresh batteries when your Game Boy ran out of energy, rather than having to go back home sit around for four hours while you wait for the thing to recharge. Despite these minor flaws, the Micro is still a great purchase. The Game Boy Advance has literally hun- dreds of great games already on the market, and if you are a latecomer to the system like me, buying the Micro may be the perfect way to introduce yourself to them. At around $130, the system is not cheap, but it’s a sound investment if you’re eager to experience the pin- nacle of pocket-sized gaming. Can You Dig it? Continued from Pg 14 Director Walter Hill (48 Hours, Southern Comfort, Last Man Standing) employed a comic book approach-the gangs were adorned in matching, colourful outfits and were branded with names like the Moonrunners, Electric Eliminators, and the Boppers. Further dimin- ishing any actual street credibility, the chases and fights are as carefully choreographed as a dance scene from West Side Story. Over the course of one night, The Warriors run afoul of the Turnbull AC’s, The Orphans, The Lizzies, The Big Time Punks, The Rogues, and, of course, the magnificent Baseball Furies who need to be seen to be believed. What ensues is a superlative example of style over substance; the plot is simple and compelling, the char- acters are stock figures (the leader, the smart one, the thug, the cowboy, etc), while the photography and cre- ative use of colour lend a lucid, fantasy feel to the film. Yet, The Warriors was notorious for the amount of real life gang violence that erupted during screenings. Faced with a backlash, Paramount Pictures first pulled the marketing for the film, and then pulled the film out of theatres, entirely. Yet The Warriors has endured, and 26 years after its initial release, it is still earning new fans for just being so damn cool. Fan sites litter the Internet, with the best at www.thewarriors.co.uk, a wonderful and thorough fan site. Now fans have an "Ultimate Director’s Cut? DVD and a videogame to sink their teeth into. If you haven’t seen this pop culture classic yet, do yourself a favour and check it out. I know you all will dig,