Pokemon Emerald:
Up to the Aqua Base.
Norman was pretty good; Slaking, particularly, was a total pain in the ass, capable of one-shotting most of my team...but Slaking has his usual downside. I found a rundown that beat him; Swap out Duskull and Houndoom on his turns. For Duskull he'd use Faint Attack, hit Houndoom with it, and he'd resist it. For Houndoom, he'd nail Duskull with Facade on the switch.
Winona was hilarious. I have a good amount of anti-bird, but I didn't expect Spheal to eat half of the gym(and evo right after. ^_^). Two Pokes with Ice Ball and the Altaria with Aurora Beam. It was funny.
Thoughts on the pokes...
Metang: Has (very) low-end final-Pokemon stats once he hits Metang and takes forever to learn new skills past Confusion and Metal Claw...but gets those stats at L20. And those skills. He's fine, mostly due to the fun, fun Steel/Psychic typage.
Sealeo: Actually...was better than I thought as Spheal due to timing. His skillset is great the entire time as Spheal, as he gets Body Slam at L19 and Aurora Beam around 25, IIRC, not to mention Surf around the same time. This makes the horrid period between L25 and L32 not so bad. (Oddly, looking at the FAQ, he gets absolutely nothing worthwhile after Spheal, for skillset.) Once he hits Sealeo, he's basically Lapras-lite, so he's fine now. Walrein's going to be fun.
Lanturn: Fish god, right now. T-Bolt+Surf=everything dies. Confuse Ray+T-Wave=everything dies. Stats do not equal everything dies, but the typage is cool with Volt Absorb backing it. Fun. Will even get better when I get Ice Beam...if I give it that, it's skillset is pretty darned good now.
Duskull: Still. Is. Duskull. These things have the most painfully late evo ever, and outside of the Ghost typage, it's total dead weight right now. Though it tanks pretty well for a first evo. Somehow. It did really well in the earlygame, but now it's paying the price for a bit. It'll be fine once it evos.
Houndoom: Skillset. Get one. ._. He has Faint Attack/Flamethrower/Crunch, but Faint Attack's early 40s, FT's 51, and Crunch is WayTheHellTooLate(59). Evos really early, though, which was awesome, and Bite and Fire Blast are serving pretty solidly, right now. Not as standout as I'd hoped, the skillset does truly hurt some, but he seriously blows stuff up when he hits, even with weaker attacks, so he's great. Looking forward to Solar Beam. Wherever the hell it is. >_> (Don't tell me, I'll find it.)
Teddiursa: OHKOs almost everything with Strength. Doesn't actually do anything else. His durability is average. But he OHKOs almost everything with Strength. This is enough! He's also my HM whore, though I suspect I'll switch out for a true one(Either Tropius or Psyduck, in keeping with the theme, depending on what I want.). I've seen him 2HKO Darks with Rock Smash, it's fun.
Civilization 2:
Finally got a copy of this back, played some.
Lost repeatedly on Prince(Which I never could beat before), then finally won once through a close Space Race.
Then randomly booted up a Large Map runthrough on it, expanded really fast, and somehow hit 113% at the end, with a Conquest win.
So I reloaded and did Space Race instead.
And got 211%. o_O My best score in Civ by about four times. Awesome.
Alpha Centauri:
Finally got a copy of this too. ^_^
Played one game without the expansion and one with, on the second easiest difficulty whose name is escaping me.
Generally feels...differently focused from Civ 2, but the areas it shares are entirely improved.
Specifically, the tech tree micromanagement has rather dropped off, due to the non-guided-by-default tech tree. This makes tech racing a more general thing.
On the other hand, unit customization is focused on, and, while it does have the Civ 2 problem of offense/defense being somewhat linear boosts...overall it's a big improvement, you can actually make the kind of unit you want. Gives you a much larger chunk of flexability, and the unit costs balance out any possible brokenness it had inheirently, as an idea.
Otherwise they basically just improved the balance on everything else. Defensive end of the game feel notably superior, most special units feel notably superior, terraforming-while vaguely weird to be so necessary(it makes sense, obviously)-has much more interesting depth to it with stuff like boreholes than Settler improvements ever did, spies are improved(Wasn't necessary, is fun, though making a Spy-based stat for your faction definitely counterbalances it somewhat.), town improvements are better balanced and more interesting(none of this sixteen powerplants crap. <_<), diplomacy is way, way better, two more ways to win the game...lots of stuff, essentially.
Great game from what I've seen so far, which is admitably only a couple of plays.