PC Platformers Game Opinion Summaries, Part 6: Digital-Download 2d games (Part 3)

So, two weeks for what really is only seven summaries. Well, that’s what happens when I don’t do anything at all towards the next update for a whole week after finishing the last one… oh well. I did have this mostly done several days ago, but delayed it to improve some of the summaries. I cover some interesting games this time, so enjoy.

Table of Contents

Defy Gravity Extended (2011)
Duke Nukem (1991)
Duke Nukem II (1993)
Dust: An Elysian Tail (2013)
Earthworm Jim 1 & 2: The Whole Can of Worms (1996)
Electronic Super Joy (2013)
Fly’n (2012)
Freedom Planet (2014)


Defy Gravity Extended (2011, WinXP+) – saves, dual analog gamepad supported (xinput only). Defy Gravity Extended is a cheap and basic-looking indie game by Fish Factory Games of the keyboard-with-mouse-aiming style. The game may be visually generic, but the gameplay is interesting and fun. You play as an astronaut, trying to get through some tough levels because this is a videogame. Unlike games with this control scheme earlier, though, this one is a puzzle-platformer and uses its mouse aiming for precise firing of the games’ key mechanic, your guy’s gravity gun. The gravity gun has two modes: you can either create blue gravity wells which attract you and other objects towards it, or yellow points which push things away from them. The physics are simple, but work well. You also can jump and double jump with your jetpack, and can create a shield which makes you immune to gravity powers, so you can drop when stuck in the attract-style gravity wells, for example. You can only create one of each gravity-well type at a time, though, and can only shoot out a few while in the air before you need to land to reset them. Level designs are not complex and all are linear paths; your goal is to figure out how to get to the end of each stage. The walls, pits, instant-death laser beams, and various types of moving enemies or objects you can bounce off of create some interesting challenges to figure your way past. So far I’ve found the push-away gravity wells more useful, as you create one, jump, and bounce off of it to get over pits, but as you progress you will need to use both kinds; there are platforms that will move towards attract-you wells, for example, and moving-object types which move towards them as well. It’s pretty fun stuff, and the game has infinite continues and multiple checkpoints in each not-too-long stage, so you can just keep trying until you get past each area.

The production values here are low, though. This game looks like it was made in Game Maker or some game-creation program like that, and the sprites are very average stuff. The music’s good electronic space-ish sound, though, so I do like that. However, the game has some performance issues, as the game does not lock the mouse to the screen, which is a big problem if you have multiple monitors as I do; this is a mouse-and-keyboard game, after all, and it’s very easy to accidentally click on the other screen and minimize the game. The only alternative is to use a more gamepad-like control scheme where your mouse rotates a marker and then you click once to fire out a shot and again to create a point at that location, instead of using the direct click-where-you-want-a-gravity well control scheme that is default. That works, but the default style is better, or would be if this game locked the mouse to the screen like all other mouse-and-keyboard platformers on this list so far have done. Ah well. Also, this game is on the short side; there are only 24 levels, and again they are not too long. This isn’t a super-hard game, either. Still, Defy Gravity Extended is a fun game that’s well worth playing. This may be a low-budget game, but it’s a fun, moderately challenging puzzle-platformer with some good gameplay and mechanics. I like trying to figure out how to get through each stage. The price is right too, as I got this game on sale for 30 cents, and it’s on sale often. I recommend this one, it’s good. Also available on XBox 360 Indie Games, while that is still up.


Duke Nukem [aka Duke Nukum] Episodes 1-3 (1991, DOS) – saves, gamepad supported. The original Duke Nukem is yet another great platformer from Apogee Software. This is the first title in what would become a very popular series. When I was a kid my parents thought that this game sounded too violent, so I wasn’t able to play it then, and I never did go back later on and play a lot of this game. It’s great stuff though, and playing it for this list reminded me of that. But when I finally did first try the game, I remember thinking something like ‘this is it?’ Because while Duke 3D would indeed be that kind of hyper-violent game, Duke 1 isn’t like that. Yes, you are a muscular 1980s action-movie star parody character, but there’s no blood in this game, and next to no women either, sexualized or otherwise. Duke does have amusing quips in the games’ few cutscenes, but those aren’t as edgy or macho as the sequels; it’s more generic stuff. In the first game’s intro he mentions beating the games’ villain, Dr. Proton, in time to go home and watch Oprah… heh. I can’t see the Duke 3D Duke saying that. So yeah, the character was a work in progress at this point, but that’s fine, this is the first game! And I, at least, kind of like this less over-the-top Duke.

As for the gameplay, it’s familiar Apogee exploration-heavy platform-action, but with a few twists. Your actions are traditional: you run at a quick pace, jump, and shoot. You have only one gun, and it has infinite ammo. Running this game at full speed in DOSBox, you zip around quickly, and the game feels really good to play. Level designs are good too. As in some other Apogee games levels are large and multidirectional, and you need to explore around to find the numerous items you can collect for points, and also the way to the exit. You’ll need to find keycards and circuitboards to get past locked gates as well, so exploration is the name of the game here. But unlike a game like Keen, there are absolutely no instant-death pits in Duke Nukem, which is fantastic! You also have a health bar in this game, so you don’t die in one hit, either. All enemies or shots will hurt you, though, so do watch out. Still, while there are many traps, laser floors, and such, with VERY few exceptions, those won’t kill you in one hit. It’s not hard to find health in the levels, either. Even so, Duke Nukem is a reasonable challenge, as you will take hits and levels are long enough that avoiding damage is often important. The difficulty here is well-balanced, apart from those times you get frustrated at not knowing where to go in a level. Sometimes I have wished for some kind of map or radar system here, but you’ll just have to memorize things. Ah well. Still, the game keeps things fun. You have infinite tries from the beginning of the last level, too, and can save anytime and continue from the start of the level you’re currently on.

The game mostly runs well, too. Programmer Todd Replogle may be a bit odd, and unfortunately retired from programming to sell real estate and then move to Thailand, but he mostly did a great job with this game, though apparently John Carmack did help out. The game runs in 16-color EGA, but it does have parallax scrolling, which is pretty nice. The art design is solid; it’s not Apogee’s best, for sure, but it looks good enough, and the variety of enemies, environments, and items keep things varied as you progress through the three episodes. It looks fine, with various broken cityscapes to explore and weird aliens and robots and such to shoot, but there is better out there. However, the framerate is low; you move around fast, but play is never smooth and that is distracting. This game runs at something like 11fps, and while it is entirely playable once you spend some time with the game, the framerate is a big negative for me. For sound, the game has PC Speaker-only sound effects with no music, so the audio presentation is basic. This game released after Apogee’s first game with sound card support, Replogle’s Dark Ages, so it is disappointing. On that note, I really love Dark Ages, it’s always been one of my favorite Apogee games… but more on that game much later.

But as for Duke Nukem, it’s a good game I quite like. The game plays well, low framerate aside, and levels are well-designed and fun to explore and find stuff in. This game is good to great for sure. Still, Duke Nukem 1 isn’t one of Apogee’s best, and Duke Nukem 2 is better than the first game, but Apogee made so many fantastic platformers that that is a high bar indeed. Duke 1 is well worth playing, though do stick with it long enough to get used to the slow framerate. The game has a physical release from 1991, and also is available digitally on Steam and on 3D Realms’ website. I have the 3DR site version, and it’s mostly good, though you will need to change the DOSBox settings manually to run in the correct aspect ratio; for some very odd reason they chose to have it default to filling the screen, even though this 4:3 game should only be played at that ratio.


Duke Nukem II (1993, DOS) – saves, gamepad supported. I covered this game earlier in the physical-games section, and it’s the same exact thing here. Duke Nukem II is a much better-looking and sounding followup to the original game above. As average as I find the original, Duke II is a fun game. The basic gameplay is similar, but with smoother gameplay, much better visuals, and music, the experience is more fun. If you are going to play a 2d Duke game, play the second one. Sure, it still can be frustrating at times, and the game still doesn’t run completely smoothly, but it’s mostly fun, as you explore, shoot, and collect stuff for points. The game has a physical release from 1991, and also is available digitally on Steam and on 3D Realms’ website. I have the 3DR site version, and it’s mostly good, though you will need to change the DOSBox settings manually to run in the correct aspect ratio; for some very odd reason they chose to have it default to filling the screen, even though this 4:3 game should only be played at that ratio.


Dust: An Elysian Tail (2013, WinXP+) – saves, dual analog gamepad supported (xinput only). Dust is a good indie sidescrolling action-RPG developed by indie studio Humble Hearts and published by Microsoft. As it’s not a platformer it probably shouldn’t be on this list, but for some reason I decided to include sidescrolling action-RPGs and run & guns on the list but not 3d action-adventure games, so here it is. It’d probably be better to leave these out, but I decided otherwise, so here is Dust. This game is set in a world of furries, anthropomorphic animal-people, and you play as a lone warrior animal-guy, Dust. Naturally, he has amnesia, and you are on a quest to figure out who you are, and defeat the evil hordes along the way. At the start of the game Dust is found by a talking sword and its kind-of-annoying ‘guardian’ Fidget that I mentioned earlier, and off you go. Your quest is centered around one town and the area surrounding it. There is a story, with some decent to good voice acting and an okay plot, but the main focus is on the action. The story’s fine for what it is though; it’s cliche, but works well, and I did want to see what would happen next. The character art is a potential negative here for some, and I do dislike a few things about it, your companion Fidget’s design particularly, but the game mostly looks quite good. But still, Fidget… why is she naked? I get that she’s some kind of fairy fox-bat thing, but everyone else has clothes even though they’re fur-covered, so it looks weird. But apart from that, the visuals are good. This is a nice-looking game, with good hand-drawn backdrops with some variety and plenty of well-designed monsters to fight. This game was mostly made by one guy, so everything has a consistent look to it, and it’s mostly well drawn. The music is pretty a good orchestral-style score and fits the game well; I like it.

But the main focus here is on the combat. The area the game takes place in is infested with monsters, and fighting is the core of the game. You can slash with your sword for a normal attack, use some Dust moves, one of which spins your sword to swirl enemies around and another which allows you to zip around in the air left or right attacking enemies, and have Fidget shoot out little magic bolts. Her magic is very weak on its own, but combine it with a Dust move and it swirls all around, hitting all enemies nearby for much more damage. A combo counter encourages you to keep attacking enemies. You can also dodge-roll left or right. Combat is fluid and feels great; indeed, the fun, fast-paced, and mobile battle system is the main reason why I like this game. The controls even work decently on keyboard, though a gamepad is recommended. It’s not the most complex thing, but it sure is fun, and there is challenge if you want it. I find this game a lot more fun than, say, Muramasa; that game gets repetitive quickly in a way Dust doesn’t. The default difficulty isn’t too hard, but play on Tough and this game’s a good challenge! In all difficulties there is no way to heal besides using healing items, you see, and in Tough you take a LOT of damage each time you get hit, so take a few hits and you’ll be in trouble. I like playing this game on the harder setting, as it really demands you learn to dodge to survive. The challenge is good, because this game isn’t too long otherwise. It’s a fun challenge, and I probably do like the game more on Tough than Normal.

The games’ world is centered around that one town, but this isn’t an open Metroidvania. Instead, each level is a separate area, and you travel to a specific one for each mission, or freely to explore. Areas do have branching paths though, and you will need specific items you get later in order to access some areas of earlier maps, so there is a Metroidvania-styled element to the world design. Fortunately what you need to do to progress is usually straightforward enough to not be frustrating, but I was wondering what to do a few times. Ah well. There are no bottomless pits in this game, though levels are not flat; there are many jumps, vertical areas, cliffs, and the like, the threats just come from enemies, not pits. That fits this genre well. As for the RPG element though, it’s somewhat minor. You do have experience and level up, with one point to assign each level up, but there are only four categories to upgrade and a maximum of five points in each one, and which you choose doesn’t seem to make a huge difference. Still, having choices is great, I like that. You also get money and various other random items dropped by enemies. Money’s use is obvious, you can buy stuff in stores scattered around or from people in the games’ one main town, but items come in two categories, healing items, equipment, and the like, or crafting-style materials you can sell to stores or use for quests which require them. I do not like crafting, but there is no guesswork here; you just sell the right materials to the shopkeeper or bring stuff to the person in question, pay them, and you get the item. It’s simple enough, though figuring out how to get some items can be tricky sometimes. Overall, Dust: An Elysian Tale is a pretty good sidescrolling action-RPG with good graphics and sound for the most part, a good, fun combat system with great speed and mobility, a decent-sized world to explore, and a nicely variable difficulty, covering people who want it either easy or hard. I definitely recommend this game, it’s good. This game was initially published by Microsoft digitally-only for PC (on Steam) and Xbox 360 Live Arcade, but the developer later also ported it to Mac and Linux on Steam, iOS, and PlayStation 4, all also digital-only releases. I also have the X360 version, and it’s pretty much identical on both platforms.


Earthworm Jim 1 & 2: The Whole Can of Worms (1996, DOS) – password-only save, gamepad supported. Earthworm Jim 1 & 2, from Interplay, is a compilation of the original two Earthworm Jim games that were originally developed by Shiny. Released a year after Activision’s Windows 95 port of the original game, this title includes both the first and second games, but oddly enough is for DOS instead of Win 95. For most of my thoughts on the first game, see the summary of the Win95 version above, in physical games. Now though, I will discuss the differences between the Win95 and DOS versions of Earthworm Jim, as there are changes between the two versions. Aurally both have the same CD audio soundtrack, but this version has more color on screen as it’s based on the SNES version while the Win95 version is based on the Sega CD. However, animations aren’t quite as good as in the Win95 version. Also, there are more levels in the Win95 version, as this DOS version copies the SNES’s level set, which is missing several stages from the Genesis/Sega CD versions, and also does not have the new level added to the SCD/Win95 edition. This version also has password-only saving, instead of the save file of the Win95 version. Overall, this version of Earthworm Jim 1 is a good port, but I do think the Win95 version is better. As for the gameplay though, EWJ is the same decent, but sometimes frustrating, game that it always has been. I’ve never loved this game, though I don’t hate it either; it’s just okay, a great-looking but flawed game with loose controls and hit detection and sometimes frustrating gameplay and level designs.

As for the sequel, unlike the first one, Earthworm Jim 2 isn’t a game I have ever spent a lot of time with. I may not have loved it, but I did own EWJ1 in the ’90s, so I played a fair amount of the game. I didn’t own this game until I got this collection as a digital download a few years ago, though, and even then never have played much of it, so playing it for this summary is one of my first serious attempts at the game. I have always heard that EWJ2 is a less straightforward game than the first, with many more gimmick-based levels with weird mechanics. That can be good, as for example Donkey Kong Country 3 is my favorite of the three SNES DKC games even though it has the most themed, “gimmicky” levels, but I love the mechanics of that series throughout. That’s not true with EWJ, so I’ve never thought I would care too much for this game.

And indeed, playing it now, while EWJ2 has a great orchestrated CD soundtrack and beautiful graphics and great cartoon-style animation for something that is a port of a 4th-gen console game, the controls are still flawed and the game is frustrating. And as with the DOS version of EWJ1, this one also has password-only saving, sadly. The basic gameplay in EWJ2 controls the same as it did in the first game, with no improvements beyond adding a switch-weapons button. That weapon-switch addition is very useful, but that’s the one improvement, so hit detection is still iffy and movement control sometimes a bit hard to judge. As with the first one, this is a graphics-before-gameplay game. But indeed, unlike the first game, where most levels played normally, most levels this game have some kind of gimmick. Within just the first few stages you see a normal level where you run, jump, and shoot as you did in the first game, a quite annoying stage where you’re on a stairlift having to speed up or slow down to avoid falling old women, a not-very-good shmup level, and a level where you play as a flying cave salamander and have to navigate a maze where touching any wall damages you. It continues like that, with many entirely different sections, not all of them good. And the regular platformer stages aren’t great either, just like before.

Still, the game has some strengths. The variety can be cool to see, the graphics and music are really good, and the game can be fun; EWJ2 isn’t bad, just somewhat disappointing. I wish that Shiny had improved the controls though, they could have used some work, as could some of the level concepts here. Overall, Earthworm Jim 2 is a below-average but okay game that fans of the first one definitely should play. People like me who never did love Earthworm Jim won’t be convinced by this one, though. As for this collection as a whole, the digital version on GOG is a cheap and convenient way to play these games, but I can’t quite recommend them, not with all their flaws. EWJ1 is also available on many platforms; see the full list in the Win95 version summary. This version is unique though, with the SNES’s reduced level set and visuals but the Sega CD/Win95 soundtrack. EWJ2 is also available on Sega Saturn and Sony PlayStation (in Europe only on PS1), though there are small differences between this version and those two, and without the CD audio on SNES, Genesis, and Game Boy Advance. The Genesisversion is available on Wii Virtual Console.


Electronic Super Joy (2013, WinXP+) – saves, gamepad supported (dinput supported). Electronic Super Joy is a stylish but flawed linear-path platformer by Michael Todd Games with pixel art, a good sense of visual style, good music, some poor choices in the audio department, and irritating gameplay. You are a shadow figure in a world of black interact land on brightly colored, but monochromatic, backgrounds. This game is very much in the “very hard games” school, but while some of that challenge is because of fun, interesting levels, the challenge also comes from random chance elements and the games’ often-frustrating controls. Your basic actions are running and a single jump. You attack by slamming towards the ground. Your jump is oddly slow and has a weird sense of momentum to it, so it will take some time to get used to jumping in this game without ending up in a pit half of the time. There is a trail behind you showing your path, but even so, the jumping in this game is odd in a way I don’t like. Your attack is also an issue, as you go straight down, VERY fast, so you can only attack while over a platform or you die instantly, as you also die if you touch any edge of the screen, so falling won’t drop you back a bit, you just die and restart from the last checkpoint. You’ll be doing that a lot, as anything you touch also kills you, and judging if you are over a platform or not, for attacks, can be tricky and near-random. In addition to normal ground, obstacles include enemies which move back and forth; turrets which shoot straight and of course are in a location where you can’t attack them; other turrets which shoot incredibly annoying homing missiles at you which are tough to avoid and can come at you in large numbers, and of course the turrets are in unreachable locations and very common; many stages with auto-scrolling to make things even tougher; and more. There are also warps that send you elsewhere in the stage, bounce stars to bounce high on, single-use bounce arrows, slimy surfaces you stick to, keys and doors, and more. All of these elements combine together for interesting jumping puzzles sometimes, but other times they are very frustrating. It’s a mixed bag, probably a little more bad than good.

The game does look good visually, though. Electronic Super Joy’s look, with almost all-black environments with only the occasional white highlight, such as your characters’ eyes or the slime on slippery platforms, looks great against the colorful backgrounds. Each level has a single-color theme, and backgrounds are simple with lots of broad beams of color, and the overall look has a great style to it. The music is good stuff too. It’s pounding techno, one of my favorite kinds of music, and it’s great here and fits the game well. The sound effects don’t work as well, though. For some reason, as the name suggests, this game has random, and inappropriate, sexual moaning in the background on a regular basis. There are moans and sounds from people of both genders, but still, why the heck would you do that, it doesn’t fit with anything in the actual game and only serves to distract and make the game look juvenile. There is a “PG” mode which disables this stuff, but still, why is it here at all? And that censors out part of the story too, though the story is pretty bad so that’s not so much of a problem, I guess. More positively, though, the game does have a good feature set, with plenty of built-in levels in several modes, DLC addons for more content, and a map editor for if you want to make your own levels. The game also keeps track of your best times, and which this is mostly an entirely linear game focused on just getting through each level as fast as you can, levels do have a collectible star to find off somewhere in a tricky-to-reach location, so there is replay value if you want to improve your times and get the few collectibles. Overall though, despite some positives, I didn’t like Electronic Super Joy all that much. It is addictive at times even when it’s frustrating, that I admit, but with the random-chance deaths, weird controls, frustrating missiles, and iffy, juvenile audio, I can’t quite recommend this one. People who like masochistically hard games probably would like this game more than I do, though. Also available, digitally only, on Mac and Linux on Steam, PS4, Xbox One, and Wii U, and there is also a followup of sorts for all those platforms plus iOS and Android. The computer versions have paid DLC, but the Wii U version includes it free.


Fly’n (2012, WinXP+) – saves, gamepad supported (dinput supported, but with issues). Fly’n is a very artsy platformer by Ankama with a beautiful art style reminiscent of LocoRoco on the PSP and platforming with a strong puzzle component that centers around your ability to flip between two viewing modes which make some platforms and collectables appear only in one mode or the other. You play as four cute creatures, a blue birdlike thing, a green plant creature, a red one, and a black one. You start with just the blue one, but gain another in each world of the game. Each of the four has an exclusive power, but all can do the basic running, jumping, and mode-switching. Your goal in each level is to reach the end, and levels are mostly linear, though there is some freedom along the way if you want to explore and try to find all of the collectables. The great graphics are the first thing you’ll notice, though. Environments are rich and detailed, the art direction is great, and every area looks rich with highly-stylized life. Red areas or objects are dangerous and will kill you, so avoid them! There is a lot of background animation too, and I like how while there is no speech in this game, when you help out the other cute animal characters they cheer up and happy background animations play. It’s great stuff. The soundtrack is also good. It’s calming, atmospheric instrumental music and fits the tone of the game very well. Now, these art-first games sometimes play great and other times do not, but while Fly’n may have better graphics than gameplay, the gameplay’s pretty good too; this is a good game all around. The puzzles, controls, and design are all good. Indeed, the game controls well, as your movements are responsive.

So, to get to the end in each level, you’ll run, jump and double jump, push things around, float, use your current characters’ exclusive action, and flip between the two view modes. The blue character can sing to activate things; the green one can attach to walls, to climb to otherwise inaccessible areas; black can bounce, even on danger zones; and red can air-dash. This is a nonviolent game with no real enemies, though there are plenty of those red spiky areas to avoid. Sometimes red stuff will fall at you as well, be on a moving platform, or such, though, so obstacles are not only static. I really like the design here, becuase there’s more than enough to focus on with the platforming and mode-switching; adding combat on top of that would be unnecessary. It’s also nice to see a non-violent platformer for once. If you do die you just respawn at the last checkpoint, which there are several of per stage. Some stages also allow you to switch between two characters at checkpoints. The game starts out easy enough, but at 40 levels this game has decent length for a game like this, and it does get hard as you progress. This may be a puzzle-platformer, but you will need good twitch skills to get through some areas. Still, it’s a fun challenge.

The view-flipping is the most unique element in Fly’n. Most of your environment is the same in both modes, though the color palette changes in each, but some white lines become tangible platforms in one mode but background objects you can move through in the other. Some are tangible in one mode, and others in the other. This leads to many puzzles where you have to quickly switch modes in order to get through a maze of white barriers. Optional collectibles also only appear in each view. There are a lot of these little collectables in each stage, and you’ll need to thoroughly search through stages, checking both views, to find them all. Many are easy to find, but getting all of them will require finding hidden areas and figuring out some trickier optional puzzles. The game also keeps track of how fast you finish each level, for some additional replay value. To conclude, Fly’n is quite good. Figuring out how to move boxes around white-line barriers, jumping between platforms while switching views mid-jump, hunting for collectables, and figuring out the tougher puzzles of the later stages is all both fun and a good challenge. With great art, a somewhat original mode-flipping mechanic, plenty of variety, and fun gameplay, Fly’n is well worth a look if you like this style of game.


Freedom Planet (2014, WinXP+) – saves, gamepad supported (directinput supported). Freedom Planet is a pretty good platformer made by GalaxyTrail, a Sonic the Hedgehog fan team. The basic concept here is inspired by the Genesis Sonic games, as you run around, fast, with anthropomorphic characters in a really nice-looking 2d world full of heavily Sonic-styled level design elements. This game is no clone, though, it’s it’s own game in both good and bad ways. Visually this game is perhaps more 5th-gen than 4th, as it makes heavy use of sprite scaling. It’s more like a Saturn 2d look than Genesis, I would say, and it looks great. Gameplay-wise, the biggest difference is that you can only attack enemies in this game with melee attacks, not by jumping on them. So, this is a more combat-focused game than the classic Sonics are. There are three playable characters in this game, all female, a nice change from the all male playable cast of the Genesis Sonics. There is a male character still being worked on, but he’s playable in time trial mode only in a beta version of the game.

Unfortunately, unlike the Genesis Sonic games but like newer Sonic entries, this game has a story, a fairly voluminous one. The cutscenes are long, sometimes very confusing, and aren’t always interesting either. The basic plot, of the four main characters, led by heroine dragon-girl Lilac, fighting against an evil alien trying to take over and ruin the world is simple enough, but there’s an attempt at a deeper plot here, but it often makes little sense. Characters talk to each other as if they know eachother and you should know the context of their conversation, but there is no context, nothing to refer back to to make what they’re saying make sense! And the cutscenes are long, too. A patch apparently cut down on them a little, but they’re still long. Classic Sonic cutscenes are seconds long at most, and that’s all a game like this needs. I know many Sonic fans like the overdone drama of modern Sonic, but I rarely have, and seeing that kind of thing in this 2d game reminds me again of how much better the classic Sonic games are, story-wise; less is sometimes more. There is an Adventure mode which ditches the cutscenes, though, so you could stick to that, but Story mode has some interesting features, such as different level orders and level-sets for each character. There are ten levels in the game, a good number, and the different level sets in story mode add some nice variety. Adventure mode just goes through all ten regardless of character, with only a few short cutscenes.

The controls are Sonic-inspired, but aren’t Sonic. Beyond the combat system that requires you use attacks to damage enemies instead of jumping on them, you also have a health bar here, and will need it for the very tough boss fights. Levels have Sonic-styled loops, moving platforms, scattered enemies, pads to activate things, springs, and the like. There is a physics system, but it’s different from Sonic, as you can keep running up a vertical wall even if you’re moving pretty slowly, as opposed to Sonic where you eventually fall off. This is just different, not better or worse, but I noticed the change. You also have blue crystals to collect, though they aren’t health, unlike Sonic’s rings, just points and such. There are also some other collectables, such as harder-to-find ones that unlock things in the Gallery mode, and some for time-limited special abilities such as invincibility. For controls the game uses three buttons, for jump and your two attacks. The two main characters’ attacks are a basic melee attack and a more powerful one that uses up a meter that automatically recharges, though the other characters are different. Levels are well-designed and are a lot of fun to explore, and each looks entirely different. There are some puzzle elements, maybe on the level of Sonic 3 & Knuckles, to add a little variety and I think they fit in well.

I do have one issue here, though — there is a huge disparity in challenge between the levels and bosses. In any game like this where you can move so fast that there’s no hope of always being able to see where you are going this is a very difficult balance to make, and bosses excepted Freedom Planet focuses on fun first. I do like that there aren’t any instant-death pits in this game, and that spikes are kept to a minimum, but this only enhances the lacking challenge, particularly in the early levels; without those two things you don’t have the frustration of some Sonic games, and that’s kind of great because that’s a big problem for instance in the GBA and DS Sonic games, but you also don’t have much challenge, as enemies aren’t much of a threat most of the time either. I believe that all of my deaths in this game so far have been against bosses or minibosses, and never in a level, and that says something. While this game is pretty good, and it is satisfying when you finally figure out a boss and beat them, I prefer it when a games’ levels and bosses are proportional in challenge, instead of the huge gulf between the two you see here. This is one of the reasons I love The Last Blade 2, it doesn’t have that common fighting game issue of “suddenly the last boss is nearly impossible after the other enemies were easy once you know how to play”. And for one more critique, while levels are fun, they are long; each of those 10 stages should take at least 20-40 minutes. Sometimes these stages drag on a bit long; Sonic levels are much shorter. Still, Freedom Planet is mostly a pretty good game, and exploring the stages, finding stuff, and figuring out the bosses is mostly great.

One other nice feature about the game are that each of the playable characters is quite different. The core mechanics are similar with all of them, but each is distinct. The main two characters each have seven hit points. Main character Lilac can jump and sort of fly in an aerial attack in her stronger attack that uses the meter, while her friend Carol can climb walls and find a motorcycle powerup to ride on, but her meter attack is still just melee-range, though it does have some invincibility. Climbing walls is great fun and makes level traversal easier, but Carol’s more limited melee-only combat range makes boss fights harder with her. The third character, Milla, is unlocked after finishing level two, and she’s even more different, as she has less health than either of the others, only four hit points, and is a mage: one attack button does a basic melee attack, and the other summons a green blob-square. Then you can toss the square to hit an enemy by hitting that button again, or hit the other button to do a stronger forwards attack. It’s fun stuff. She also can jump very high, though she can’t wall-jump. The last character, the guy, is different yet again.

Another strength of this game are its very good visuals. The large sprites, very colorful environments, parallax scrolling, sprite scaling and rotation, and transparencies all look fantastic, and give this game a 5th-gen feel to it, as I said earlier. The sprites are also detailed and very nicely animated; I like little touches like the spin when you grab on to a ladder you were just about to go past. This is a pixel-art platformer, but it’s a different kind of pixel-art look from the usual pseudo-NES style of a lot of pixel-art games, and the results are impressive. The soundtrack’s also good chiptune-style stuff. As for the characters they are all furry anthropomorphic animals. It’s good that there are no humans present, really; mixing the two doesn’t work well in the 3d Sonic games. Overall, there’s more to Freedom Planet I haven’t seen yet, but I like what I’ve seen. This is a sizable game with a lot of content, several characters to play as each with their own story mode, and good gameplay and graphics. The game has a few downsides, including the confusing story and uneven difficulty disparity, but there’s a lot more good than bad here. Freedom Planet is good and I definitely recommend it. Digital download only. The game is also available on Mac and Linux on Steam, and also on Wii U eShop.

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PC Platformers Game Opinion Summaries, Part 5: Digital-Download 2d games (Part 2)

This time, 9 full summaries, plus a very little bit on the first four Keen games, mentioning the few differences from the physical releases.

Titles Covered in this Update

Capsized (2011)
Closure (2012)
Commander Keen Episode I: Marooned on Mars (1990)
Commander Keen Episode II: The Earth Explodes (1990)
Commander Keen Episode III: Keen Must Die (1990)
Commander Keen Episode IV: Secret of the Oracles (1991)

Commander Keen Episode V: The Armageddon Machine (1991)
Cosmo’s Cosmic Adventure (1992)
Crystal Caves (1991)
Dangerous Dave Pack: Dangerous Dave in the Haunted Mansion (1991)
Dangerous Dave Pack: Dangerous Dave’s Risky Rescue (1993)
Dangerous Dave Pack: Dave Goes Nutz (1993)
Dark Void Zero (2010)


Capsized (2011, WinXP+) – 1 player, saves, dual analog gamepad supported (xinput only). Capsized is yet another 2d dual-stick or keyboard+mouse platform-action game, and it’s got a physics system too, another popular modern indie game feature. You move with one stick or the keyboard and aim and shoot with the mouse or other stick. The game recommends you play with the keyboard and mouse for the best controls. You can play with a pad, but the lacking precision in aiming really makes the game harder. Indeed, mouse aiming definitely is best for this title, it’s much more precise. Of the mouse-and-keyboard platformers so far this one controls the best, though I still do prefer traditional platformers. In additon to shooting and jumping, you also have a jetpack with limited fuel, for flying some, and a grabber gun which creates a beam that can move objects around. The game heavily utilizes both mechanics, so you spend most of this game on shooting, traversal, and moving objects around.

The story here is that you are a spaceman stranded on a wild, dangerous planet after your spaceship was attacked. You need to escape this place. This is a linear game, though, so it’s focused on setting up interesting challenges for you to figure out your way past. I prefer this kind of design to open-world, myself; it allows each situation to be carefully designed. Capsized’s gameplay is a mixture of shooting things, mostly monsters, giant insects, living plants, and the like, and moving things with your grab-beam and moving them to places where you can use them to progress, defeat enemies, and such. The world looks nice, and I like the lush environments and slightly odd creatures, even if all you are doing is fighting them; the puzzle elements don’t involve interaction with others, but dragging rocks around and the sort. Overall, Capsized is an okay to good platform-action game with puzzle elements. It can be fun, but isn’t amazing. The art is decent to good, though the character art can be a little weird, moving around can be fun, and the action is alright. Capsized is worth a look. Digital download only.


Closure (2011) – 1 player, saves, gamepads supported (dinput supported). Closure is another indie puzzle-platformer with very nice, original greyscale-only artwork. So yes, of the pixel-art v. hand-drawn divide in 2d indie platformers, this is in the latter group. Indeed, the game has quite good art design. The all black, white, and greyscale artwork is unique, as is the concept: the screen is almost all black, except for areas lit up by spotlights or light orbs, and only lit areas exist. So, you can jump right through the space that wall in front of you is in if you just don’t light it up. The game makes clever use of this light-and-darkness mechanic, and the designer came up with some tricky puzzles for sure. As with many indie games this game sticks to its concept and does not have variety, but when you have a good idea and execute it well, that’s just fine. The game controls well, too, as the controls are responsive and work as well as needed for this kind of game. This is not a precision platformer, but you do do a lot of jumping and it controls fine. This isn’t a particular long game I believe, though, and there is only limited replay value if you wish to go back and find the few collectibles, but it’s an interesting and thought-provoking trip the first time through.

The game makes you think for several reasons, too. The first, obviously, are the puzzles. You will turn spotlights, carry around light orbs and place them so you can jump through obstacles, put orbs on auto-moving tracks then follow the moving light in time, push boxes, and more. The screen is often dark, so when a larger area lights up it really stands out. The game starts out easy and levels are initially short, but level length and complexity ramps up as you progress. Capsized has a good difficulty curve to it, and there are three different main areas to play through, so if you get stuck in one you can go play one of the others. That’s a great option to have! Story-wise, this game is dark and weird, as well as vague and confusing. You play as this octopus-ish demon thing, and also these three people in the three main areas, a miner man, a young woman, and a little girl. Their stories are somewhat dark, as expected from the general tone of this game, but all cutscenes are wordless and aren’t fully explained, so the exact meaning of the game is open to interpretation. I don’t mind that, and the gameplay and characters are interesting enough to get me to keep playing to see what I think. Throughout, the shadowy graphics, the discordant sounds of the strange soundtrack, and slow-paced puzzle gameplay make for an unsettling experience. I, at least, find it unsettling more in a good way than bad, though. If you’re up for that, and you should be because this game is pretty good, Closure is well worth a play. This game is a good-looking, unique puzzle-platformer which is well worth experiencing. Digital only release. The game is Mac and Linux compatible on Steam. Also available digital-only on Playstation 3 PSN.


Commander Keen Episode I: Marooned on Mars (1990, DOS)
Commander Keen Episode II: The Earth Explodes (1990, DOS)
Commander Keen Episode III: Keen Must Die (1990, DOS)
Commander Keen Episode IV: Secret of the Oracles (1991, DOS) – I covered these four amazing games from id Software and published by Apogee already in the category earlier for games I own physical copies of, so go read my summaries of these incredible classics there! They’re some of the best platformers on the PC. The games have physical releases from 1990-1991, and also is available digitally on Steam and on 3D Realms’ website. I have Keens I to V for both Steam and 3D Realms’ site. Both are the same core games of course, though there are a few DOSBox differences between them. Either is fine, though oddly for some insane reason Steam and 3DR both seem to have decided that the game should run in 16:9, so everything is all stretched. You will need to change the DOSBox settings manually to run in the correct aspect ratio, which everyone who plays any Keen game should do before playing. You also may need to fix the joystick support in DOSBox options, it didn’t work for me by default.


Commander Keen Episode V: The Armageddon Machine (1991, DOS) – 1 player, saves, gamepads supported. Commander Keen V is the only Keen game that I did not own or play any of in the ’90s. This game is the second half Commander Keen: The Universe is Toast, so it’s a sequel to Secret of the Oracles. Though Keen VI: Aliens ate my Babysitter was the last Keen game released and is the last one in the story, it had to be finished earlier for its retail release, so this was actually the final Keen episode programmed, though story-wise it is fifth. This time Keen has to stop the Armageddon Machine before it destroys the universe! The gameplay here is standard Keen, with game and level design closer to Keen VI than IV, though all three are quite similar. The controls, gameplay, and visual look is the same as Keens IV and VI, though as with all Keen games the setting and enemies are unique to this title. The Armageddon Machine is a giant ship, so as with the first Keen game, the second game in the trilogy is set on a giant spaceship, while the first and third are on planets. There’s some nice symmetry there. The cartoony graphical style makes for a very different game from Keen 2, though, and it all looks fantastic! The graphical design is top-quality stuff as always. Keen games all have a great sense of place and cool, varied enemies to interact with. The memorable art designs in this series are one of many reasons people love it. And the soundtrack is really good too, just as it is in the previous two games. Structurally, the game plays just like Keens IV and VI, as you would expect. The overworld map’s design is somewhat like Aliens Ate My Babysitter, in that it’s mostly linear and you collect items which allow you to progress past points on the map. I think I prefer the more open overworlds of the first four games over the more linear ones of the last two, as if you get stuck in a level it’s fun to have other ones to play instead. As in Keen VI though this game does have many points with multiple stages to try, though, so you aren’t always locked onto one level. The games’ length is average for the series as well.

In gameplay, the controls are near-perfect as always. Learning how Keen jumps, and then the bouncing and slower turning of the pogo stick, are the keys to the game, and using those tools well is incredibly fun. The pogo stick is a particularly great idea, and is essential throughout. The responsive, very well-programmed controls are another strength of this fantastic but too-short-lived series. Your actions are standard for the series. You will be running, shooting, jumping and bounching through challenging platforming levels, collecting lots of stuff for points as you make your way to the exit in each stage. There will be many switches and keys to hit as you explore the stages, so levels are large and complex. Keen V has more incredible level designs to figure out; the levels here are every bit as great as those in IV and VI. As always it’s incredibly hard to choose which game I like most when all of them are this amazing! Level designs in general are great, with designs that are complex but not confusing so you won’t get lost, a lot of setting variety between stages, lots of tricky but fun jumping puzzles, switches to hit, moving platform gaps to get past, and more. And as before, I love how this series always has temptingly difficult-to-get point items sitting around the stages, there for you to get if you want to either have a better score or just feel like you’ve accomplished more of the game. The latter is the bigger draw for me, I think. You die in one hit like always here, and have limited ammo for your gun, so the choice to explore will lead to many deaths, but it’s usually worth it. Even if it leads to occasional frustration though I am often drawn in to exploring in Keen games, as the great level designs reward it, and this game is no exception. You will die a lot, sure, but Keen games are almost never unfair or cheap; when you die, it’s either bcause you messed up, or because you ran ahead without being careful and were hit by something you probably could have seen if you were a bit more cautious. For example, enemies move in predictable patterns, you can look up and down, bottomless pits are telegraphed, not sprung on you, and tougher areas and levels are often obviously marked as such.

So, overall, Commander Keen v: The Armageddon Machine is a really fantastic game, the last of what still is one of the best platformer series ever released for the PC. It’s really too bad that after Wolfenstein 3D ID became id and decided to never make another game like this again, because in the two short years they released platformers, they made some of the best. The Commander Keen series is an absolute must-play series for anyone who likes platformer games at all. This isn’t my favorite Keen game, because of nostalgia and the too-linear world design, but the levels, graphics, music, and gameplay are all as great as anything in this series, and I love that I’m finally able to play this, after wondering for all those years in the ’90s what Keen V was like. It’s fantastic. I have Keens I to V for both Steam and 3D Realms’ site. Both are the same core games of course, though there are a few DOSBox differences between them. Either is fine, though oddly for some insane reason Steam and 3DR both seem to have decided that the game should run in 16:9, so everything is all stretched. You will need to change the DOSBox settings manually to run in the correct aspect ratio, which everyone who plays any Keen game should do before playing. You also may need to fix the joystick support in DOSBox options, it didn’t work for me by default.


Cosmo’s Cosmic Adventure (1992, DOS) – 1 player, saves, gamepads supported. Cosmo’s Cosmic Adventure is another Apogee platformer, and it’s a pretty good one. You’re this cartoon-style alien guy called Cosmo, a green thing with suction cups for hands. This game is Apogee’s attempt at a somewhat more Mario-like platformer, as while most Apogee games have projectile attacks, here you mostly kill enemies by jumping on their heads. Cosmo can also drop bombs which will kill enemies near where they explode, but jumping on enemies is your main attack. This game is a fairly standard, level-based platformer. As in the Duke Nukem games but unlike other Apogee titles, this is a linear game where you go from each level to the next, there isn’t a hub world. The character design and most of the gameplay is fairly family-friendly, but there is some weird stuff particularly in the later episodes. The art design is good and has a lot of variety, though, and the environments look appropriately alien. The game has parallax scrolling too, impressively for an early ’90s PC game, though the 16-color EGA graphics hold it back versus SNES or Genesis games. The very low framerate holds Cosmo back as well. Like Duke Nukem, Cosmo runs at a very low, barely double-digit framerate. The game controls well, so Cosmo is very responsive and moves exactly as you tell him, but it is choppy. You do get used to the sluggish, choppy pace, but for me at least playing these games now it never feels natural, I’m always wishing it would just run full speed. The Commander Keen games run much more smoothly than this, which really shows John Carmack’s programming skill. Aurally, the game has PC Speaker only audio, unfortunately, so there are only Keen 1-3-like sound effects and no music. This is okay, but sound card support would have been nice.

As for the levels, Cosmo’s Cosmic Adventure has a nice mix of stages. Over the course of the three episodes the difficulty ramps up on a nice curve, so the first, shareware, episode isn’t too hard, but starting from episode 2 the difficulty goes up. Cosmo has three hit points, but it’s easy to die thanks to the many enemies and bottomless pits. Fortunately you can look up and down, and looking down particularly is extremely useful at times, to save you from some blind jumps. However, it can sometimes be hard to tell what you can jump on and what you can’t as backgrounds get very busy sometimes, though you can tell if you’re looking closely as anything you can jump on won’t move with the parallax background. Dying starts the current level over, but you do have infinite lives and can save at any time, though you will restart from the beginning of the current level. As you might expect, levels are littered with items to collect for points. There are also health-up items and more, but most pickups give you points. Some are on the main path and other on alternate routes, and sometimes collecting stuff is fun, but when the game gets harder I sometimes just want to the end. The challenge of beating the levels is satisfying, though, and with three decent-length episodes to play through there’s a good amount of game here. I like the focused, straightforward level designs, it’s nice to see something different from the other more exploration-focused platformers Apogee published.

Overall I really like Cosmo’s Cosmic Adventure. Apogee was the best shareware developer, and this game is a good example of why! Playing it for this summary I’ve had a lot of fun. This is a nice-looking game with good controls, gameplay, level designs, and graphics. The audio is basic and the framerate low, but otherwise Cosmo is a good game definitely worth playing.This game is shareware, so the first episode is available free while you pay for the rest of it. The game has a physical release from 1992, and also is available digitally on Steam and on 3D Realms’ website. I have the 3DR site version, and it’s mostly good, though you will need to change the DOSBox settings manually to run in the correct aspect ratio; for some very odd reason they chose to have it default to filling the screen, even though this 4:3 game should only be played at that ratio.


Crystal Caves (1991, DOS) – 1 player, saves, gamepads supported. Crystal Caves is another Apogee title. This is one of the titles developed by Apogee itself, not another developer. You’re a miner guy in a helmet exploring caves full of crystals, as the name suggests. This is a collection-focused platformer with some puzzle elements at times. The game has small sprites and levels that only take up a couple of screens each, a bit like an expanded version of Apogee’s CGA titles I will cover later, Pharaoh’s Tomb, Monuments of Mars, and Arctic Adventure. Unlike those games though, Crystal Caves has EGA graphics and faster, more complex gameplay, as it isn’t designed to run on early ’80s computers like they are. The game looks okay, but its art design is fairly average for Apogee, and the small sprites don’t look like much. Each enemy, obstacle, or background element looks different, but this is game you play for the gameplay, not the visuals. The simple PC Speaker-only audio also is pretty basic, and is sound effects only. The visuals are small as well, as levels are a single screen each and sprites are all quite small.

In terms of gameplay, Crystal Caves moves at a decent though slightly slow pace. Thanks to the small sprites you can see a long way in any direction. You have a hub world with doors that connect to the levels, and each of the three episodes has 16 levels to complete. Gameplay is simple, straightforward, and hard: you move around, running and jumping to avoid enemies and obstacles and get all of the crystals. You have three hit points per life and a gun to take out enemies with, though you do have limited ammo. As in Keen, you need to collect gun powerups to get more ammo, and each gives you only a few shots. You also have infinite lives from the beginning of the current level and can save on the hub world. That’s great, and helps you focus on each level without needing to replay ones you’ve beaten before. Despite that help, this is a challenging game which rewards practice, trial and error, and some platforming skill. Learning each level well enough to survive by avoiding the traps and avoiding or defeating the variety of enemies, while also collecting all the crystals as is required to exit, is a fun challenge. There are many traps and enemies to avoid or kill, too, including falling spikes, air compressors that instantly kill you if you shoot them, spiders which hit you if you walk under them, enemies with eyes on stalks where you must kill the two eyes, which are only vulnerable when open, before you can shoot the main body, and more. This is a fairly conventional game, but figuring out what to do in each stage can be fun, for a while at least. It’s not just shooting either, as figuring out how to get to some of the crystals can require not only precise platforming, but also careful shooting to, for instance, only destroy the blocks you don’t need to get to the top in an area with breakable blocks. They won’t respawn, so mess up and you’ll have to quit back to the map and try again; thankfully you can do this in the pause/save menu.

So, figuring out how to get through a stage can be a fun challenge, but while I like this game, I’ve never loved Crystal Caves as much as some other Apogee titles. The small graphics and familiar design hold it back, and the game does not have Pharaoh’s Tomb’s simple charm either. And also, the game has a spiritual sequel that is the same thing but better: Secret Agent. That game is very similar to this one, but is improved and more fun all around. If you’re going to play one of these two games play Secret Agent, but Crystal Caves is a fine choice as well. This tricky game will keep you playing for a while if you get into it, and it’s satisfying to finally get a level right and get all the stuff. It’s not one of Apogee’s best games, but it is worth a try. The game has a physical release from 1991, and also is available digitally on Steam and on 3D Realms’ website. I have the 3DR site version, and it’s mostly good, though you will need to change the DOSBox settings manually to run in the correct aspect ratio; for some very odd reason they chose to have it default to filling the screen, even though this 4:3 game should only be played at that ratio.


Dangerous Dave Pack: Dangerous Dave in the Haunted Mansion (Dave 2) (1991, DOS) – gamepad supported, high score save (but not progress). Dangerous Dave is a character designed by John Romero, and stars in now seven games mostly for the PC and Apple II. This game is the second game in the series. Most games in this series was originally released on subscription disk services, so they were made on the cheap; subscription disk services like Softdisk, this series’ publisher from the second through seventh games, didn’t pay great, and unlike Apogee kept the rights to games they published. ID signed a contract with Softdisk though, so good or not they had to make games for them for a while. Romero made the original game on his own, then id Software made the second game. After that Softdisk made five more themselves with Romero only in an advisory role. For a long time the series was somewhat forgotten, but several years ago the second through fourth PC games in the series were re-released in a digital-download package on GOG.com, and that is what I am discussing here. For some reason the bundle does not include the original game or either of the Apple II-only titles; no idea why. The last is a 2015 iOS game by John Romero. Dave was Romero’s first character, I believe, so he brought him back, with that game and this pack.

Despite there being seven games in the series, though, this isn’t a series I remember from the early ’90s. So, unlike id’s much more famous Keen games, after getting it a few years ago, I went into this game not knowing anything about it. Apparently the original Dave is a puzzle-platformer, but this game is an action-heavy shooter. It’s fun, but doesn’t match up to the better action-platformers on consoles. Still, the first thing I noticed here is that the early ’90s ID style is very evident. Visually, this is an okay-looking title running in 16-color EGA. Dave’s character art isn’t at Keen’s level, but the actual sprite-art is nice and has some of that ID style, though the whole game has only one environment, a mansion, so there is no graphical variety. The sadly PC Speaker-only sound effects are also reminiscent of ID’s other games of the time, which is nice. The general look and play of the game is strongly reminiscent of a Keen game. The gameplay is entirely different, however. Remember what I said about Softdisk not paying anywhere near Apogee levels of funding? Sadly, it shows. This game may be from John and Adrian Carmack, Tom Hall, and John Romero, just like Keen, but it must have seen much less development time. It has eight levels, no saving, and a simple goal: kill the undead hordes and try to make your way to the end of each stage. You can walk around, jump, and shoot. Showing that this is an action game first, unlike Keen you don’t keep jumping when you hold the jump button down, but instead have to tap it each time you want to jump. In this kind of game that works. You’re armed with only a shotgun, and while you do have infinite ammo, you can only have eight shells in the gun at a time and need to reload, which Dave does automatically when you stop moving. This means you’ll often have to stand around waiting for him to reload, which can get a bit tedious, though it does also add some strategy, as you need to always consider your ammo before fighting foes. You can only shoot when standing on the ground and not while jumping, but instead you can fire at a diagonal up or diagonal down angle by holding Up or Down and then shooting. These are very useful functions you’ll make heavy use of in the game.

As for the levels, the first one is straightforward, but they get more complex as you progress, as levels have doors connecting various areas together to allow for some exploration. This is a tough game, but the threats here only come from enemies, as traps or pitfalls are not in evidence, and enemies stay dead once killed. Some doors hold those passages and other items that give you points, so always open doors here! You will get extra lives for getting certain amounts of points, too. Eeven so, this game is difficult because you die in one hit, the enemies are numerous and often take multiple shots to kill, if you die you restart the level, and if you run out of lives and get Game Over you’ve got to start the game over from the beginning; as with the absence of saving, there are no continues either. So far I have only gotten a few levels into Dangerous Dave and the Haunted Mansion, but it is fun to play so I’m sure I will try again. The game rewards practice and memorization, as you figure out what to do in each new area of the game. Level designs are good, and not cheap or unfair, so when you died it is your fault; ID always were very good at level design, after graphics engines it’s one of their best skills! The controls are good and quite responsive as well, and the scrolling is as smooth as you’ll see on an early ’90s PC game, as expected from ID. Still, overall, Dangerous Dave in the Haunted Mansion is only above average. Most of ID’s games for Softdisk are not the greatest, so this may be one of the better of the bunch, but it’s nowhere near the greatness of Commander Keen, or console plaform-shooters like Contra and the like. Still, it’s a decently-designed and fun little game that is good enough to be worth a try. When you get it digitally it comes bundled with the two games below, too. though this one is by far the best of the three. Originally released by Softdisk on one of their subscription-service disks; also now available digitally on GOG for PC, Mac, and Linux in the Dangerous Dave Pack bundle with the twm games below.


Dangerous Dave Pack: Dangerous Dave’s Risky Rescue (Dave 3) (1993, DOS) – gamepad supported, saves. In 1993, series publisher Softdisk decided to have two new Dangerous Dave games made. ID had nothing to do with either one, beyond John Romero supposedly having some small advisory role, though, and it shows: these games aren’t terrible, but do not come even close to Haunted Mansion in quality. Haunted Mansion comparatively comes off pretty well compared to this. Risky Rescue has slightly better graphics than its predecessor from two years earlier and has much more detailed backgrounds, but it’s still running in EGA only so the improvement is minor. Many shareware games were still EGA-only in ’93, but the switchover was happening, just not here. The nicer and more varied backgrounds are an improvement, at least, though. There is sound card support this time, but only for sound effects; there is no music, again something becoming more common by ’93. I guess Softdisk couldn’t afford to pay a composer. The sound effects are poor as well; this may have Soundblaster or Adlib sound effects, but the gun sound is just pitifully weak-sounding! As for the game, as with its predecessor, this is a sidescrolling action game. It feels like a mediocre knockoff of Haunted Mansion, but does change some things, mostly not for the better. The biggest downgrade is in the level designs, but the controls also suffer a bit. The theme is new, too, Risky Rescue has a violent backwoods Southern style to it, so you’re collecting beer and such as powerups and the game is set in forest and cavern environs, and such. The level of violence has significantly increased over the last game, as was becoming the trend in ’93. Haunted Mansion has some violence, as enemies die in green splotches and there are little death animations every time Dave dies, but this time all of those have been redone with red blood and body parts everywhere.

Gameplay is mostly similar to the previous game, as you again you walk, jump, and fire straight or at up or down angles and die in one hit. A few things are new, though, most notably that this is the only Dangerous Dave game with limited ammo. Yes, this time you need to watch how much you fire, and pick up ammo pickups along the way. You still need to reload, too, and again it’s automatic. The controls are also a bit slipprier than before, and landing on small platforms can be tricky. You’ll need to do that a lot too, as right from the first level Risky Rescue demands you make lots of jumps between very small platforms suspended in the air. It can be frustrating stuff, and the game is tough; Game Overs come easily, though at least they added in a save system. Remember to save when you reach a new level, otherwise you have to start the game over! And indeed, since there is no real main menu, you need to start a new game each time, then hit the Load key (F5) to load your game; it’s a bit clumsy. You also need to re-enable gamepad support every time you play, it’s off by default. Ah well. There are eleven levels here, but level lengths vary so I’m not sure if the game is as long as the last one.

My first impression of this game was poor, as the first level, in a forest, is somewhat frustrating. But once I finally got past it, I did start having some more fun with this game. Still, all of the tiny bits of trees are easy to fall off of, and it can be hard to tell exactly what you can stand on and what you can’t. You also can’t see your shots, so there’s no way to tell where you need to line up to hit an enemy diagonally; it’s easier to judge in Haunted Mansion, but here it feels a bit off. And unlike ID games, this game has blind jumps over death pits, making this game much less fair than its predecessor. Still, there is lots of stuff to collect for points if you want to explore, so that’s good. Sometimes you just need to die to figure out what to do next here, and while that is far from uncommon in platformers, compared to better games it is an issue. Overall, Dangerous Dave’s Risky Rescue is an okay but flawed platform-action game. There is some fun to be had, but the annoying jumps, imperfect controls, and mediocre level designs drag it down, along with the weak presentation. This game is average at best, and probably is a bit below average. Originally released by Softdisk on one of their subscription-service disks; also now available digitally on GOG for PC, Mac, and Linux in the Dangerous Dave Pack bundle with the twm games below.


Dangerous Dave Pack: Dave Goes Nutz (Dave 4) (1993, DOS) – gamepad supported, saves. Dave Goes Nutz was Softdisk’s last DOS Dangerous Dave game, though he would be brought back in 1995 for a final Apple II game, with this titles’ story but the original games’ gameplay. Thankfully the game finally gets a save system added in, which is great, but nothing else was improved; this game is more of the same, with similar EGA graphics, sound effects with no music, and gun controls. The gun-firing sound is at least improved over Risky Rescue, and now you shoot visible bullets so you can tell where to stand to hit people diagonally, infinite ammo returns, and you can aim in a few more angle options than before, but everything else is very similar to the last game, just with a new setting. That may sound improved, but I think I actually like this one the least of the three, though neither of these two 1993 Dave games are great. Level designs might be even more unfair this time than before, and your gun seems to maybe shoot slower so enemies reach you faster, so I feel underpowered here versus the Haunted Mansion. The game also allows you to get a bit too close to the edge of the screen before it starts scrolling, causing issues ID’s game never has. And again the game has EGA-only graphics and no music, unfortunately.

The level designs are the worst thing about this game, though, and might be even worse than the last game due to some iffy design decisions. This game is set in an evil hospital, so you’re fighting nurses with syringes, people shooting deadly green clouds at you, and more. You aren’t contending with tiny platforms right from the start this time, but it’s not better; for some reason, the designers thought that inconsistent level designs were a good idea. So, some identical-looking beds are bouncy platforms you fly into the air on, while others don’t react at all; some floors are solid, while others that look nearly identical can be jumped through; and more. There are also screens along some platforms, making it hard to see enemies there. And isn’t it fun when you jump on a bouncy bed, only to be thrown up more than a screen into the air… where you touch an enemy on the platform there you could never have avoided, and have to restart the whole level from scratch as a result? Yeah, that sure is “fun”! It’s also way too easy to jump too high and die because you touched an enemy on the floor above you.

On the other hand, there are changes which make this game easier than either previous title in some ways. There are powerups that give you a time-limited triple shot, getting extra lives from points seems much easier than in either previous game, they did add in an easy mode, and again you can save, but still, those additions do not make up for all the faults. Dave Goes Nutz is sometimes okay, but overall is a below-average, at-times-annoying platform-action game that I can’t recommend. It is close between this and Risky Rescue for worst game of these three, but this one might edge that one out… but really, if you get the Dangerous Dave pack, mostly play Haunted Mansion, and only try these out because they come with it. Haunted Mansion is a game decent enough to be worth considering for cheap. So if you do end up with these two, try them I guess, but don’t expect much. Originally released by Softdisk on one of their subscription-service disks; also now available digitally on GOG for PC, Mac, and Linux in the Dangerous Dave Pack bundle with the twm games below.


Dark Void Zero (2010, WinXP+) – Gamepads supported (xinput only), saves. Dark Void Zero is a 2d platformer with NES-ish pixel-art graphics published by Capcom and developed by Western studio Other Ocean Interactive. This is an action-platformer with exploration and a jetpack, so shooting and flying around are your main actions. This isn’t an indie game, though; instead, it was released as a sort of spinoff of Dark Void, a not-very-popular first-person shooter/flight game released the same year as this game. This game got better review scores than the main title, and it is fun, but I have some issues with it. The team made up an amusing backstory for this game, claiming that it had originally been designed in the late ’80s for the NES PlayChoice 10 system as a double-screen game somehow using the lower screen as well as the upper one. There’s more to the invented backstory beyond this, but as you may have guessed, in reality the game was designed for the Nintendo DS, or the DSiWare digital-download shop, more specifically. The game plays on the main screen, or your monitor here on the PC, and a very useful map would be on the lower screen. That’d make this game better on DSi than PC, as here you have to hit M (or maybe a gamepad key?) to view the map. And you’ll need to, as this is a Metroidvania-inspired game, as each of the three levels in this game is large and open. You will be going back and forth constantly within each stage, and only the map tells you where to go next. Design elements including walls that a specific weapon can destroy, gates that only open once you collect the correct keycard, and areas which take away your jetpack force you to explore. Weapon and jetpack points will give you a specific weapon or the jetpack again, but you can only have one gun at a time so choose wisely. Each weapon is quite different though, which is nice. If you die you start back from the last checkpoint, which there are only a few of per level.

The basic gameplay here is fun, as you fly around, explore, collect stuff, and shoot. Now, I’m not at all a fan of open-world games, but I have liked some Metroidvanias. This game can be good fun, but has some design issues. Both on the ground and in the air you move fairly quickly, and there is no way to look up or down, so sometimes you’ve got to make blind jumps and just hope you don’t land in one of the many instant-death pits or on top of an enemy. Sometimes you will, though. I love jetpacks in games, and it is fun to fly around, but the level designs here are frustrating, and the game is very difficult unless you play on the way-too-simple Easy difficulty. The jetpack also goes upwards quickly, so moving forwards in the air without going up as well can be hard, and areas are designed to exploit this weakness, which can be frustrating. Your controls are fairly responsive otherwise, though. You can duck as well as move and jump, though while ducking you only shoot downwards, so there’s no way to shoot enemies while crouching unfortunately; this means you’ll need to pop up and shoot them when you can, instead, ducking to avoid their shots during volleys. You do have a health bar, but can’t take more than a half dozen shots before you die. Enemies respawn pretty much as soon as you go off the screen, too, so every trip across each stage is hazardous. The respawning enemies and their waves of bullets get annoying after a while, when you’re just trying to get across the level to a new room. It would also be nice if you could have all the weapons at once, so you didn’t need to go back across the stage sometimes to get a different one. Considering how short the game is all the backtracking makes sense, but it does get old, and frustrating when you keep dying to random stuff. If you do manage to beat a level the game saves that and you can start from the next one… with the number of lives you finished the previous level with, and no more. And given that each level is long and takes time to get through, and if you run out of lives in a level you have to start it over from scratch, this all gets difficult fast. More levels and a more forgiving continue system would have been better than this. That difficulty selection option doesn’t fix this issue either, not with such a limited amount of content to see.

Visually the game looks good, though. Dark Void Zero probably uses too many colors for a real NES game, and character sprites animate too much, but the designers did try to give the game a pseudo-8-bit look, and it succeeds even if it’s clearly not something a real NES could run. Maybe it’s more Game Boy Advance-like, but with downgraded visuals? Still, I do mostly like the look, and as it would be on a real NES there isn’t parallax scrolling, unlike many games like this. The shooting and visual look appear inspired by the Capcom classic Bionic Commando, though the gameplay is quite different of course due to that jetpack. The art design isn’t the best and does have that Western look to it, but it works well enough. Audio is very NES-like, and it sounds good. Overall, Dark Void Zero is an okay game with flawed but decent gameplay. Exploring and flying around are fun, though the jetpack could have been more maneuverable, and the enemy and trap-laden levels lead to many unfair deaths. Having to constantly switch to the map can be annoying too; this would definitely play better on DSi. This can be a fun game, but it also can be very frustrating and difficult, so in the end Dark Void Zero is average. This is a cheap game, though, so it might be worth a look for hard-games and jetpack fans, particularly. Get the DSi version if you can over this one, though. Also available on Nintendo DSiWare digital-download shop, and also on iOS.

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E3 2016: My Thoughts On the Conferences, Gameplay and Gender in Zelda, and Nintendo’s Show

I do have a pretty-much-finished 6-game update to the PC Game Opinion Summaries list done, but as last week was E3, I’ll be posting this now instead, and that later and with some additions.  So, E3 2016 was last week, lasting from Sunday to Thursday including the pre-show press conferences.  I’ve never been, of course, but watched a lot of it online.  This years’ E3 was smaller than previous years, as some major publishers either didn’t show up or scaled back their appearances, Nintendo and EA included.  However, there still was an E3, and as always there were exciting things shown. So, I’ll talk about them!  For those not at the show to play games in person probably the most exciting part of every E3 are the pre-show press conferences, so that will get most of my attention.

For this first section, I have not seen the PC Gaming Show, but I did watch all of the other press conferences.  So, I will cover Bethesda, EA, Sony, Ubisoft, and Microsoft. I watched those first four live, and MS a bit later.  All five have lots of first or third person shooting games, the kinds of games I rarely care about much or play often.  Some things were of interest, though.  I will then discuss Nintendo, which did not have a traditional press conference or E3 Nintendo Direct web-show, but did stream lots of stuff over the first two days of the show proper.  This section is broken up into two parts, for Nintendo’s refusals to have a playable female character in Zelda, and for my thoughts on their showing.  This could be three separate articles, but I decided to post it as one big update instead.  Consider it three parts though.

Table of Contents

 

Part 1: The Press Conferences

One of the more interesting things about this E3 was how few major surprise announcements there were.  There were a few, such as Ubisoft’s Steep, but there were not many.  Part of that is that many conferences had serious leaks of the more interesting parts, but that’s not all;’ nobody seems to want to announce many actual new surprise games, unlike last year which was full of surprises.  It’s unfortunate.  There were some new announcements, but not on the level of last year.


EA – EA and Bethesda had their conferences on Sunday. EA’s not at the show, but they have an event nearby. Their conference was Sunday afternoon, the first of the show.  This conference was about an hour long, though it was followed by an hour-plus Battlefield 1 stream showing off that title. Mass Effect Andromeda could be good, but this teaser showed almost nothing beyond that the default/cover character will be a female this time, instead of male (on the box and ads) Shepard of ME1-3.  They also showed a potentially interesting indie 3d adventure/platformer thing from Europe called Fe, I do want to see more of that one.  They also had a segment on their Star Wars games, including a mobile game, new content for the MMO and Battlefront, and a very short teaser of something for Amy Hennig (Legacy of Kain)’s upcoming original, not movie-based Star Wars game.  I haven’t played her games so I’m not excited for this specifically, but I do want to see more Star Wars games, so it’s good they’re doing something.  They also showed FIFA and Madden of course, and Titanfall 2, which now will have a single player campaign and will be on PS4 as well as Xbox One and PC.  I doubt I’ll play it though.

As for Battlefield 1, it looks like a standard Battlefield game wit ha World War 1 skin on it. Considering how seriously a lot of people in Europe still take WW1, and how different trench warfare is from what you find in a modern online shooter, I was interested to see if this game would be different from past Battlefields, but… nope, it’s just more Battlefield.  I remember finding the original BF1942 demo kind of fun, but haven’t played anything else in the franchise since.  Also, apparently the list of playable nations is out… and it’s the US, UK, and Italy v. Germany, Austria-Hungary, and the Ottoman Empire. What the heck? The core of that war was the Germany-France rivalry.  The biggest front was that between France and Germany, and the best-known part of the war took part in France, fought by French soldiers first.  The US and UK troops were there too, but France bore the brunt of it… and they’re not in the game. I presume there’ll be DLC, but still, that’s a really bad decision.

Overall though, it’s a very EA conference: it was okay, but not great.  Disappointingly they didn’t have any racing games to show.  No Need for Speed this year?  That is too bad, those games are fun.  And yeah, no big new surprise announcements.


Bethesda – Bethesda is, of course, one of my least favorite of the major publishers. Their owner ZeniMax are horrible, and Bethesda itself’s Elder Scrolls games have never interested me.  However, Arkane and id do make games that interest me, and both of those showed stuff here.  The main headliner at this show is Dishonored 2.  The first Dishonored is a good Thief-style game, apart from its “if you killed many people you get an awful ending but there are few rewards for not killing people” design.  We’ll see how the new game handles that element, but everything they showed looked pretty good.  The choice to let you play as a male or female character’s a nice addition too.  I’m definitely interested. Beyond that, Bethesda also announced Quake Champions, a new Quake arena shooter which has some kind heroes & skills element, though it’s supposedly a traditional shooter.  It’s got a mediocre co-developer working on it, and they showed no gameplay, so we’ll see.  They also showed some Elder Scrolls stuff, including a graphically enhanced PS4/X1 remake of Skyrim, new content for the MMO (with an overly enthusiastic person in the audience during this segment) and a card game, surely inspired by Heartstone’s success.  There was also a bit with some new DLC and stuff coming to Fallout 4.  And of course they talked a bit about stuff coming to DOOM, and some VR things that probably aren’t actually full games.  As for anything new… Quake Champions is it, and we know very little about the game. So yeah, there was some good stuff here, but sorry, I dislike Bethesda regardless.


Ubisoft – Ubisoft’s conference was Monday afternoon.  This two-hour conference was the longest one of the show, I believe, so it’s Ubi’s longest yet, while Sony’s conference, usually the longest, was much shorter than usual.  EA moving to Sunday allowed Ubisoft to extend theirs, and they did. Ubisoft’s conferences are usually among the most entertaining of the show, and that was true again this year.  Aisha Tyler hosted for the fifth year in a row, and she said some interesting stuff as usual… watch the show. The show started with a dance number advertising the next Just Dance game, too. Beyond that, though, a lot of the show was taken up with open-world modern-military shooters, including Tom Clancy stuff and such.  They did show other things too, though, thankfully.  There’s a new ’90s cartoon show-themed Trials game and that trailer was fantastic, it’s perfect for any of us who remember ’90s advertising.  The Trials games are fun stuff, too. Ubisoft also had a VR segment, covering a cartoon-ish flying game Eagle’s Flight for Oculus which looks decently good and a Star Trek VR game.  The Star Trek game had LeVar Burton there to say how much he liked it, and he’s quite good at that and made it sound good, whether or not it actually is.  Will it be? Who knows, we’ll see… but Star Trek’s gaming history is oddly mediocre, so I’m not expecting something incredible. Still I’m sure it’d be neat.

As for those shooters, Ubi showed several, including the “go kill brown drug dealers” open-world shooter Ghost Recon: Wildlands, the open-world hacking/carnage game Watch Dogs 2, and some upcoming content for their last open-world shooting game, The Division.  Yes, Ubisoft loves their violent open-world shooters.  I don’t, though, so I have no interest in any of these.  There are far too many sometimes disturbingly violent games about modern-day soldiers and criminals out there… ah well.  Hopefully some people are keeping their violence only within the world of games, and not also in real life.

On a more positive note, Ubi also showed the medieval action game For Honor again, with its intense bearded producer.  The game looks good, with some Dynasty Warriors influences but with much more challenging combat.  You have left, right, or overhead attacks, and need to attack and block to defeat tougher enemies.  The game is a war between Vikings, Knights, and Samurai, in a ruined world where they are fighting for what remains. Now, normal enemies are easy to kill, as usual in this kind of game… and that’s fun, but is quite unrealistic.  Still, the game does look interesting.  It releases early next year.  They also announced a sequel to last years’ popular little 3d platformer Grow Home, titled Grow Up.  It sounds like more of that, with a much bigger world.  Maybe there’ll be more to do also? It looks good, and it was great to see at least one cartoony game in this lineup even if Rayman is still sadly absent.  There was also a gameplay-free trailer for some upcoming The Division content… whatever.  And last, they announced an actual new game… an open-world extreme sports game called Steep set in the mountains in France, with winggliding, skiing, snowboarding, and some more. I’m no open world game fan, of course, but it was exciting to see Ubisoft announce something like this — just before they announced it I was thinking ‘it’s too bad Ubi hasn’t shown any racing games, they make some good ones… but this’ll probably be another shooter’… and then it was this! So yeah, that was pretty cool. And the game does look quite good.  I’m sure I’d like it, and it made for a great final reveal. Overall Ubisoft’s show was long but mostly good.


Sony – Sony’s shows in the past are usually overly long and kind of boring, but they made their show shorter and more gameplay-focused, with very few parts with someone on stage talking. That’s alright, but a little bit of explanation for some of these might have been good. They also showed no indie stuff at all.  They started with the big reveal, though it’d leaked: the new God of War.  This time it’s Viking-themed.  The new protagonist looks like Kratos with a beard and somewhat Viking clothing, so he’s not as different as you might expect, but the tone and gameplay look different — the pacing, combat, and exploration don’t look like old God of War, there seem to be Dark Souls elements, and more.  It could be good, though I hope the story isn’t as terrible as the old ones.  The trailer leads you to believe that it might be open-world, but apparently it isn’t.  I’m quite fine with that of course. After that they show a new post-apocalyptic-with-zombies shooter, Days Gone, that looked decent in the first story-only trailer but totally uninteresting once they actually showed the gameplay; more of the good-looking action-adventure game Horizon: Zero Dawn.  Sony also revealed the new Crash Bandicoot project: a remaster collection of the original three PS1 games, and he’ll be in Skylanders this year.  Yes, there isn’t a new Crash game, it’s only a remake collection. Blah.  No gameeplay is shown either, only the announcement.

As with many publishers, Sony showed a bit of VR stuff too, though it’s not clear which are actually full games and which are just ‘VR experiences’ and the like. Resident Evil 7 was announced, is it all VR?  Not sure.  Looks more first-person and horror this time. Sony also showed a Spiderman game which may be exclusive? I don’t know. The Last Guardian also has a short appearance, and will apparently release later this year. It does look good, but the long delay… well, we’ll see. And the only other Japanese game shown, if it is a game, is Death Stranding, an engine test … thing … for Hideo Kojima’s next game, which Sony is bankrolling.  This is a really weird video I won’t try to explain that only Kojima could have come up with, though I’ve never gotten into his games of course. Also apparently he hasn’t even chosen an engine for the game for sure yet, much less gotten far with the design, so it’s quite a ways off. Sony also showed a Call of Duty trailer.  It’s gone sci-fi this time, and you have a spaceship and stuff… but it’s mostly CoD, so I don’t care.  Sony didn’t have a reveal at the end, either, the conference just ended.  There was no mention of the PS4 Neo, even though the system is supposed to release by mid next year, and not as much PS VR as you might expect.  So yeah… meh.  Sony showed some good stuff, but some games could have used more shown and this was a AAA-games-only conference, unfortunately.  It was okay but not one of Sony’s best conferences.


Microsoft – Microsoft had a great show this year! I particularly like their new PC push, as MS’s first-party titles will now also release on PC with cross-save, some cross-platform multiplayer, and more.  It’s a fantastic move that I’d been hoping for for a long time now, and I hope they do it right, and don’t mess things up like they did with Games for Windows Live.  MS’s PC support has been poor ever since they moved over to Xbox, so here’s hoping this time they don’t give up on PC again in a year or two!  We’ll see, though. In addition to their exciting moves for PC gaming, and that alone is enough to push them to maybe being the best conference this year for me, MS showed a lot of games.  Recore looks like it’s actually a third-person action game… huh.  It could be okay I guess?  I’d need to see more, the trailer is short.  They also cover Minecraft, showing cross-platform multiplayer between an iPad and a Surface… and also John Carmack on an Oculus. Yes, Carmack is here, playing Minecraft.  Huh.  I would not have guessed that.  Amusing stuff.  The custom Xbox One controller thing sounds pretty cool too, that’d be great.  Inside, the new game from the developers of Limbo, could be good as well, if it’s as good as the first one.

They also have an indie roll, which is welcome to see given Sony didn’t bother. Most of the games I’d like most in these conferences are probably in this indie roll — it includes Yooka-Laylee, among others.  MS also had on-stage Final Fantasy XV and Tekken 7 demos, for some Japanese games.  Akuma is in Tekken 7, though Tekken v. Street Fighter is still dead apparently.  I don’t like Tekken, though, so whatever. Dead Rising 4 is shown too. If you are going to do that super overdone zombies thing, at least make it ridiculous like this, instead of the far too serious Days Gone.  Scalebound is at the MS conference as well.  It’s about a guy and his dragon, third-person fantasy action game.  It could be like fun stuff, though the protagonist is annoyingly cocky.  The game has great graphics, but the gameplay looks pretty average.  Maybe it’ll be better than it looks here, though?  It is a Mikami game, but… we’ll see. Forza Horizon 3 was also announced, with a Australian setting this time.  I don’t care for those games though, they’re a bit too simmish… sure, Horizon is less simmish than Forza, but it’s still a bit tricky to drive, you spin out somewhat easily.

And from Rare, they show Sea of Thieves, Rare’s first-person pirate-themed online game. The art design is fantastic, really nice cartoony stuff.  The game looks great visually.  A third-person view option would be good, it’d be nice to be able to see your characters. As for the game though, it’s an online game/MMO for sure.  The gameplay video has some teams of people, and they sound like real people and not the ridiculous scripted “game speak” of Ubisoft conferences, which is cool.  You and your team run a pirate ship, exploring around, fighting other players, and such.  I doubt it’s a game I’d play a lot of, but you never know?  I do like fantasy pirate settings, they’re of ten great fun stuff. The online MMO team focused element, though, that’s never been a thing I’ve liked. But who knows. MS also showed State of Decay 2, which is a sequel to some kind of post-apocalyptic zombie game I don’t recall ever hearing about before.  Seriously, aren’t there enough zombie games?  This has some good press apparently, but still.  MS showed Titanfall 2 as well, though it’s multiplatform now.  Halo Wars 2 interests me much more, though — this is a sequel to that Xbox 360-exclusive RTS Halo Wars, this time developed by The Creative Assembly instead of now-dead Ensemble.  It’s nice to see another one of these, but seriously, RTSes are better on PC, not console.  This game will be on PC as well thankfully, but will it be hamstrung by having to work on console as well, as some games are?

And unlike Sony, MS did at least show a LITTLE bit of what they’re thinking about for their next console.  The next system, codenamed “Scorpio”, is actually mentioned! They mention the 6 teraflop power, they show some circuit boards, talk about how it’ll have 4k gaming support — this is what all that power is for, 4K and VR first.  It’s a good video talking about the more powerful system they’ll be releasing, and why they’re releasing a new system so soon. Todd Howard says that Fallout 4 VR will be on the system with “the framerate and resolution we expect”. Huh.  They also say that games will also work on the original Xbox One, though, so will games be able to make full use of its significantly greater additional power? I have to imagine they eventually will, but at the conference they say things will be dual-compatible.  They don’t show the box, but there is an outlined shadow of a probably-large box, the opposite of the small (and $299) new Xbox One S. [After the conference, we learned that the S will be $299 only for the 500GB model, while 1TB will be $349 and 2TB will be limited-release and $399.  And those custom-color-and-word controllers will be $80 to $90.   So yeah, they didn’t mention negatives like these at the show.]

Overall, for the press conferences, Microsoft had the best one this year, followed by Ubisoft, with the others trailing. Microsoft’s conference was good, probably their best so far that I’ve seen.  And after seeing MS actually talk about “Scorpio”, Sony still said absolutely nothing about the PS Neo, disappointingly.  Nintendo of course has promised to also say nothing about their system releasing next year.  And on that note, it is interesting to see how short this generation has turned out to be, before everyone releases more powerful hardware… sure, for now they’re saying games will be backwards compatible and that is good, you’re heading towards a more PC-like future for consoles here, and this will make things confusing in the future, once you have to say “games work on the third model but not the fourth” or what have you, but isn’t that harder with the new “we don’t put full new numbers on each system” world? I know it works for Apple, but Apple doesn’t actually care about games.

But anyway, its an interesting year, as we head towards an early start to the next generation, if indeed you consider 2017’s consoles next-gen and not just upgrades.  If they end up having exclusives as I fully expect them to I’d probably call them full new platforms, though I imagine there will be debate on this point, as there is for the Game Boy and Game Boy Color for example.  MS showing some details of the Scorpio pushes them on the top so far, but I really miss Nintendo having a lot to show; their choice to not show much here at E3, so far as we know, is disappointing.  And on that note, on to Nintendo!

 

Part 2: Nintendo

So, Nintendo, Nintendo… well, there are two things to discuss here, their show, and the extremely unfortunate, sexism-based decision to not have a female playable character in the new Zelda game, The Legend of Zelda: Breath of the Wild. Beyond their awful sexism in Zelda, I have more to say about Breath of the Wild as a game, and their E3 showing this year.  This section will have three sub-sections, one for each of those three issues.

 

2-1: On Zelda and Gender

I will start with that second issue, of sexism in the Zelda series. It’s pretty simple here: I’ve wanted a playable female character in a Zelda game for at least a decade now, but Nintendo and Zelda head Aonuma refuse to allow it despite all the demand. Here is Aonuma’s exact quote: “…if we have princess Zelda as the main character who fights, then what is Link going to do? Taking into account that, and also the idea of the balance of the Triforce, we thought it best to come back to this [original] makeup.” This is a terrible and ludicrously sexist excuse.  I’ve to to say it: there is no female playable character in the new Zelda game because Aunuma is sexist.  What he said is a modern version of the bad old sexist stereotype that ‘girls’ have no place in adventure stories [because they should stay home, etc.]. Sure, men are stronger than women, but women are not so weak that they can’t go on an adventure!  And Zelda has magical abilities too, so it’s a pretty bad excuse. It’s sad given how much I love the Zelda series, and it always has been one of the best in gaming, but that is the only way to explain his incredibly flawed “logic” in the quotes: sexism, from an older man in one of the most sexist countries in the developed world.

Indeed, that’s the core of the problem — Japan ranks very low in any study looking at how equal things are between men and women in countries around the world, so they do not believe in equality as much as the West does.  Things are not great here in America either, as the GamerGate controversy shows, but they are farther behind there.  That women should be rescued and not participate in adventures themselves is a stereotype we’re breaking down here in the West, but Japan sadly still holds out against equality.  Even going on 25 years ago Westerners knew that people wanted playable / action-role Zelda, as you see in Zelda’s strong role in that super-cheesy early ’90s Zelda cartoon or her being the only playable character in two of Western publisher Phillips’ two unfortunately-awful CD-i Zelda games, and even Japanese publisher Tecmo-Koei know this as Zelda is among the many playable female characters in Hyrule Warriors, but Nintendo itself stands against progress with terribly sexist excuses.  Sadly enough, due to series history and Nintendo’s own bad record of womens’ roles in their games this is exactly the result I expected, but it’s still extremely disappointing even if it is in no way a surprise.

So, Nintendo continues to frustrated with Zelda’s roles in the series.  Zelda is no Peach, a character that is mostly useless, but bad old gender stereotypes always hold her back.  Ever since the early ’90s, Nintendo has teased with given Zelda a stronger role in Zelda stories… only to pull back every time, never let you play as Zelda, and ALWAYS have her get kidnapped in every game.  Zelda helps defeat Ganon at the end of several Zelda stories, after he rescues her, including the 1992 Nintendo Power Zelda comic (where Zelda’s actually the one who kills Ganon, after Link freezes him), Ocarina of Time (not in a combat way here, though), Wind Waker, and Twilight Princess. And OoT has Shiek and WW Tetra, for some additional more active Zelda roles… but in both games, as soon as Zelda becomes a regular princess again, she gets kidnapped because that’s what you do with princesses, have stupid caveman “rescue the girl” plots with them.  Bah.  Zelda had a pretty active role in Skyward Sword as well, to the point where the game could have had playable Zelda, but eventually inevitably you had to rescue her.  This still leaves Zelda with a better role than plenty of other damsel-in-distress characters, in those games at least; many other Zelda games have Zelda in an entirely traditional “rescue-the-girl” role and that’s it, but at least most of the 3d titles go beyond that… if only Nintendo would notice this.  But no, it’s “playable Zelda would leave Link with nothing to do” ludicrous backwards sexism.

 

2-2: The Legend of Zelda: Breath of the Wild: My Thoughts on the Game As Shown at E3

At the show this year, Nintendo mostly focused on Zelda.  The booth was large and the Zelda display impressive, with a whole Zelda-themed environment to pass through inside the booth.  It looked pretty cool, from videos, and the game was very popular, the lines for the game were long all through the show, and it won some awards as well, such as IGN’s Game of the Show award.  That’s all great.  The game looks beautiful, too.  This somewhat Skyward Sword-esque art style isn’t quite as great as Twilight Princess’s is in my book, but it does look very good. And a lot about the game looks fun to play, too.  I do have reservations about the game, though, as while there is some of the core of what I love about Zelda here, this is also a Zelda game for people who like things in games very different from my own interests.  I’ll list a few issues I have with this game, and also some things I liked about what I saw of Breath of the Wild.

First, this is an open-world game. I know open-world games are popular, but I have never liked them, and indeed have never managed to stay interested in an open-world action-adventure, action-RPG, or shooter game beyond the opening couple of hours.  I need direction and an actual focused point to stay interested in an action or RPG game, not just “wander around and do whatever, where ‘whatever’ is a very limited number of mostly combat-related actions that you can take”.  The Breath of the Wild’s map looks nice, but the very open design, like an open-world game or the original Zelda, is something I like less than traditional 3d Zelda or GB/GBC Zelda segmented designs. Of course given the huge popularity of open-world games over the past 15 or so years a lot of people disagree with me about them, but I generally find open-world games very boring, and rarely ever stick with one beyond, like, an hour or two. I can’t think of any open world action-adventure or RPG games I’ve actually gotten very far into at all. Now, I do love Guild Wars of course, I played well over a thousand hours of the game, and it does have a huge world, but I wouldn’t call that world open-world in the traditional sense; the game has a lot of gating (so you often need to do the missions to progress), it’s broken up by areas for different level characters, etc.  But traditional open-world design?  After a couple of hours of driving around in Grand Theft Auto III I pretty much lost interest in the concept, and no progress in the genre has changed my mind on that score.

And Breath of the Wild looks like very much an open-world game in key elements.  I don’t need cinematic narrative, but I do need some kind of system to keep you on track — a quest log, indicators to show where you need to go, a good mapping system which rewards exploration by revealing the map as you go instead of just giving you all of it from the start since revealing the map as you explore is MUCH more rewarding, etc. Without that games are aimless and I’ll lose interest quickly, as always happens with me in open-world action, RPG, or action-adventure games. Endless choices doesn’t make me want to explore all those choices, it makes me often freeze up and probably just move on to some other game before seeing most of them. For an example of how much I dislike open-world design, I would say that StarTropics is a better game than the original Legend of Zelda, because it’s also fatnastic, but is a more focused, fun experience that doesn’t rely on stupid crutches like “go find the random hidden stuff” or “wander around pointlessly for no good reason”. I’ve beaten StarTropics 1, did so in the late ’00s, and loved it. But Zelda 1? I’ve still never gotten past the sixth dungeon. Sure, it’s a classic and a game I remember playing back during the NES’es lifespan various places, while StarTropics isn’t (I’d heard of it in Nintendo Power, but not played it until the ’00s), but while Zelda is fun, it’s also flawed and frustrating. StarTropics is better for sure, and it’s the best action-RPG I have played for the NES.  Or for another example of how focused design is better than open-but-empty design, as much as I love Baldur’s Gate 1, I never even got into the city of Baldur’s Gate, as when we got it in ’99 I kept wandering around in the forests of the first half of the game until I lost interest in playing any more.  In contrast Baldur’s Gate II is more focused than its predecessor, much less full of large, mostly empty forest zones.  It’s the better game.  I REALLY hope that Breath of the Wild has something to help you stay on track, be it a quest log, Navi or Midna analog, or what have you.  It needs something.

And worse, this is not only an open-world game, but it is an open-world game which sounds like it will use level-scaling to some extent, perhaps a significant one.  This is a big problem, in my opinion — for a game like this, making the whole thing roughly equal in difficulty makes for boring gameplay!  Yes, it can be done well, as Mega Man games show, but more often it leads to a whole game of no-difficulty-progression tedium, as you see in Elder Scrolls games since they introduced level scaling for example.  I find many more things than that boring about TES games, but the level scaling sure doesn’t help.  If I ever do actually play an Elder Scrolls game, I’d install one of those “we remove the whole-world level scaling” mods. Or for a really bad example, see Knuckles Chaotix for the 32X;  making level select random in that game, and all five worlds even in difficulty, was a terrible idea!   Sure, Zelda games usually do let you explore around, but there is at least some progression of easier to harder as you go.  I really hope that traditonal Zelda world design returns here, and not a true “you can go anywhere from the start” design, but word that you can, if you want, go straight to the end of the game right from the beginning, skipping most of the content in between, is not promising.  So yeah, I am very worried about this in this game; it’s a huge problem with open-world games that use it.

On the good side though, fortunately the game isn’t randomly-generated, as Nintendo seems to be putting a lot of work into making a detailed and interesting world to explore.  I saw some cool stuff in the gameplay demos, and the game looks like fun to play.  Link can climb up cliffsides this time, so you can travel all over with ease.  The Moblins to fight, trees to climb, stuff to chop at, and areas to explore looked interesting, and for an open-world game this one looks far better than most.  I’m sure it’ll be fun to play, but my question is, will I actually stay interested, or will I quit partway through as the unfocused, wandering-around-heavy gameplay drags down the good elements of the game?  I have always said that I often prefer a well-crafted linear experience to something too open-ended, after all.  There are exceptions to this, mostly in the strategy genre where I like a fairly wide-open game like Civilization a lot, but in action or RPG games it very much stands.

Breath of the Wild has a lot more items to get than past Zelda games, with lots of stuff to pick up all over, but this doesn’t mean as much to me as it would to some people.  I care less than most people seem to about loot in games. I almost never play games just to get better stuff, that’s not something that often actually interests me. I like exploration, finding new places, and putting them on a permanent map… so yeah, not a fan of randomly-regenerated-every-time stuff either. :p (Stupid Diablo games, even though I know the map isn’t permanent I can’t help but want to explore out every zone every time I play one… I find that much more fun than whatever loot the game drops.) This applies here because you make it sound like just getting items is a reward on its own in LttP, in lieu of having more areas to explore, but I don’t agree with that. Of course it’s fun to use new items in a Zelda game, but that’s as much in the context of the new places it’ll let you get to than it is with the item itself… apart from things which add to the combat too, such as a bow, fire rod, etc. But I probably wouldn’t keep playing a game just to get some item.

And on a related note, for another negative, the game has crafting in it.  I hate crafting in general, and that’s in Breath of the Wild for sure.  I can deal with crafting if it’s very simple, as it is in Guild Wars where you just talk to the person who makes some kind of armor or gives you an them from materials or somesuch, collect/buy the materials, then return to the trader to buy that item, but when you’ve got to deal with stupid “mix crafting items together to try to make formulas (and we either won’t tell you them or they’re kind of a pain to find)? ‘ No thanks, I hate that stuff! My first experience with crafting was Diablo 2, and I had next to no interest in trying to come up with Horadric Cube recipes; I just used the thing for some extra storage, and that’s it. This is also why I never bought Minecraft, I hate crafting.  And on top of the crafting, the game has weapon durability as well.  This is a questionable mechanic, more often bad than good.  There are a few games with good implementations of weapon durability, such as the Fire Emblem series or Riviera: The Promised Land, but it’s a hard mechanic to get right, particularly for someone like me who wants to keep things, not have to keep tossing them away as they break!  And yet it is absolutely central to Breath of the Wild’s design, as weapons break very fast so you’re constantly grabbing weapons from enemies and fighting them with them.  That looks fun at times, but I’m sure other times it’s quite annoying.  I hope that there are permanent items you can get eventually, perhaps as this games’ equivalents to the items you get from dungeons in a normal Zelda game.

But all that said, Breath of the Wild looks like a very good game, yes.  The combat looks pretty good, durability aside, and being able to climb rock walls is pretty cool. It might even be E3 Game of the Show (as IGN gave it), though I’m not sure; Microsoft is my pick for best publisher this E3, them making all their first-party titles dual-releases on PC is a fantastic move and they showed some great stuff too. Nintendo did have some good games to show, but without a Direct and with so much focus on Zelda you didn’t see much of the others unless you were watching a lot of their day 2 stream… which I watched a bunch of, but still. Anyway, despite the good points, I can see myself liking this game less than any previous 3d Zelda game due to the kind of game it is.

 

2-3: Nintendo’s E3 Overall and NX Speculation

Nintendo had a solid show overall.  While they were not on the floor proper, a few other games such as Paper Mario: Color Splash for Wii U were playable behind closed doors.   In addition, Nintendo again had a Nintendo Treehouse Live stream that ran during days one and two; I don’t know why they didn’t have one for day three, I wish they did, but it didn’t happen.  Day one focused on Zelda, as it had one hour of the upcoming Pokemon Sun & Moon games for 3DS, then five hours of Zelda.  Day two showed a variety of games, including the upcoming 3DS Monster Hunter game, Dragon Warrior VII for the 3DS, BoxBoy 2 for 3DS,Paper Mario: Color Splash for Wii U, and some more.  I was glad to see the pre-show reports that “all we will show is Zelda” were mistaken, and other games were indeed shown.  It was a decent to good showing from Nintendo overall, and was much better than some early fears indicated.  I am particularly excited that the second BoxBoy game has been announced for US release, as the first one is quite good.  I was really hoping that Picross 3D 2 would also get a US announcement here, as the first game is my favorite game for the DS, but unfortunately Nintendo disappointed there.  Will they really let one of their best games this gen stay Japan-only?  I really, really hope not.  But anyway, solidly good show overall, for what was there.

However, I can’t overlook that this year Nintendo had no press conference either live or pre-recorded, no theater event in either the press-conference or fan-tournament forms of past years, and focused on only one game in their booth, though a few others were streamed and were playable behind closed doors for select journalists.  Nintendo never done any of these things before.  Now, this E3 is, as I said at the top, by all accounts smaller than any previous full-scale E3.  Of the two main halls of E3, one hall was pretty empty, and the other had very wide aisles.  There were fewer people there than in previous years as well — there were jokes about actually being able to get cell-phone reception inside this time, an uncommon thing in the past.  And unlike EA, Nintendo at least still had a booth.  So, Nintendo scaling things back is part of a trend, not just something they are doing on their own. I understand that E3 is expensive to be at, and in these days of the internet, things like store buyers going to conventions like this to see what to purchase for their chain aren’t as prevalent as they used to be. That makes sense.

However, the press conference and announcements side of E3 is not only for that audience, it’s also for gamers. And by showing so little this E3, having no press conference or E3 Direct, and having no stage event at all, it makes E3 feel kind of empty in a way it wasn’t before. I really miss Nintendo having E3 conferences, events like the last two years, and such. Either Nintendo is being too quiet at a time when they probably should be announcing something, or they maybe don’t know what they should be doing. It could just be that like Sony, they want to follow the Apple model and only announce their new product right before it announces, instead of long before as everyone used to do. That’s frustrating, though, particularly for a thing as nebulous as their upcoming console, the NX, which releases next spring.  What is it, exactly? We still don’t know! For something that’s supposed to release that soon, I feel like we should know by now what it is. So yes, I strongly prefer Microsoft’s approach, announcing a system now that won’t release until late 2017, over Sony and Nintendo not saying much about systems supposed to release well before that.

And on the note of the Playstation 4 Neo and the Xbox One “Project Scorpio”, Nintendo announced the NX before either of those. At the time, the idea seems to have been to have a system on par with or maybe a bit more powerful than the PS4. However, now that both competitors are abandoning the old console generation model in favor of shorter cycles between platforms and upgraded systems instead of full new platforms. Sony and MS are currently both promising that games for the new system will also work on their current one, as if all Game Boy Color games were black (dual-mode) carts instead of clear (GBC-only) ones. I expect this to change eventually, as the install bases for the new models get larger and developers want to push them more, but that’s a good thing to say right now.

So the problem is, what does Nintendo do in response to this? They’re almost certainly releasing an all-new platform, instead of a fourth upgrade of the Gamecube hardware, but will they upgrade the NX’s hardware versus the original supposed plans in response to Sony and MS, if we presume that it wasn’t originally planned as being anywhere near Scorpio’s level of power? And there have been rumors about Nintendo thinking about VR, so how much power would be needed to do that?  Now, I do not expect Nintendo to release power-competitive hardware, and all signs are that as with the Wii and Wii U, they will again not do so.  However, this is a dangerous move.  If Nintendo wants to attract even a shred of decent third-party support, they need a somewhat power-competitive system.  Yes, there are tough questions here, of price versus performance, of how much power you need to attract third parties if that is even possible for Nintendo anymore, and if you can come up with some magic Wii-like hook to sell a hundred million systems again (an unlikely but not impossible dream), and such.  But going by some comments of Reggie’s, it sounds like Nintendo is again going to release hardware a generation behind the competitions’, which makes it extremely like that they will once again get almost no third-party support, and also puts all the attention on Nintendo’s first-party software and whatever the system’s gimmick is.  I very much doubt this is a good move, but it’s not surprising given that it’s what they have done for a decade now.  Too bad though, it’d be awesome to see a Nintendo console with competitive hardware again.

Regardless of how the NX ends up, though, the decision to not show it at E3 is a disappointing one.  Nintendo’s silence with their system releasing so soon is frustrating and raises questions.  Are their plans for the NX really finished, or are they still deciding anything about the console?  Why don’t they want to talk about it yet?  Is it because they think that the hardcore won’t like their answer, because they think Sony or MS will get more attention here at E3, or what have you — or, worse, have they not decided yet? Because by being so silent about the NX, again, I can’t help but wonder about if Nintendo really knows what to do in these difficulty, transitional times for the industry.  The incredibly limited amount of NX information they have released leaves all these questions out there, and I’m not the only one asking them. What is Nintendo’s plan? Can they come up with something that will reverse their declining sales and sell well again?  And will we ever again see a powerful Nintendo console?  As successful as the Wii was, I’ve always been a bit disappointed by how far behind the other consoles of its generation it is, and seeing Nintendo stick with that disparity for a third time will be kind of unfortunate.  Thanks to motion controls really taking off that didn’t hurt the Wii, but I do think it hurt the Wii U, and it’d hurt the NX too unless they have some amazing new hook.  So, in a way that the Wii U’s gamepad wasn’t, that better be one good hook.  Will Nintendo learn from their mistakes?  We’ll see.

On that note, after Paper Mario: Sticker Star for the 3DS was very harshly criticized for all regular attacks being limited-use stickers, bad boss fights, way too many Toads, no partners, and no levels, the new Paper Mario game, Paper Mario: Color Splash for the Wii U… does all of those things again, it seems.  Nintendo, stubborn to a fault as always, strikes again. Sometimes this is great, when they stick to great gameplay ideas, continue making retail 2d and 2.5d platformers, and more, but other times it’s not great.  Which way will it be this time?

 

Conclusion

To finish up this quite long, multi-part E3 2016 summary, my overall favorite thing coming out of this show is Microsoft moving back to caring about PC gaming again.  I hope this move goes well and MS continues to push PC gaming in the way that they should to make the best gaming platform even better!  Second, despite all my criticism, would be Zelda: Breath of the Wild, because even if it has issues, it’s still a Zelda game so I still really want to play it.  Other things I liked from this E3 include Ubisoft’s good-looking extreme sports game Steep and BoxBoy 2.  I’d really like to play both of those. Outside of the conferences, Firaxis’s Civilization 6 also looks great, and I am looking forward to that game for sure.

As for the other issues raised in this post, though, I hope that people keep pushing Nintendo to be more inclusive, and that Nintendo and Sony announce their future plans already because we need to hear them.  The future of gaming is interesting, and I don’t know where it’ll go in these days of VR and smartphones, but here’s hoping that full-priced, big-budget gaming stays the great industry that it is!

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PC Platformers Game Opinion Summaries, Part 4: Digital-Download 2d games (Part 1)

… I really need to cut the number of games per update so that I can get these done more often, it’s been almost two weeks again. That said, E3 excitement has distracted me a lot for sure, and indeed E3 started today with the first two press conferences! It would have been better to post something yesterday, but this will have to do. As we have moved on to digital downloads, there are nine games covered this update, all indie titles released in the past five years. And that means lots of annoying xinput-only-for-gamepads games. I recommend the program x360ce, it gets most games working with regular PC gamepads.

Update 5

2A. 2D Platformers – Digital Download

1001 Spikes (2014)
8BitBoy (2014)
Aaru’s Awakening (2015)
Adventures of Shuggy, The (2011)
Apotheon (2015)
BattleBlock Theater (2014)
BiT Evolution (2015)
Bleed (2012)
Camera Obscura (2015)

Summaries


1001 Spikes (2014, WinXP+) – 1 player, saves, gamepads supported (dinput supported). 1001 Spikes is an indie platformer from 2014 released as a digital download only. While the PC platformer was nearly dead for almost a decade, thanks to the growth of Steam over the later ’00s, the platformer eventually had a renaissance, and this game, and most of the games in this section that aren’t digital re-releases of DOS games, are examples of them. I have a fair number, but there are far more 2d platformers than this on Steam and other PC download storefronts now; 2d platformers, particularly ones with pixel sprite art like this one, are one of the more popular kinds of indie games. And indeed, as an extremely difficult indie platformer with pixel art, 1001 Spikes is quite unoriginal. What it is, however, is good, if you don’t mind the crushing difficulty. This is a somewhat well-known game, for its good gameplay and high challenge, so I picked it up eventually. You are an adventurer guy, going through ancient temples looking for treasure as you follow your father’s treasure map, or something like that; the plot doesn’t matter much. The game has nice pixel art with tile-based visuals and small sprites that allow for you to see a long on each screen. Like a lot of these games, the vaguely “8-bit-ish” visuals have parallax scrolling that is pretty much impossible on a real NES and far too many colors for an actual NES, but the look does work. The music is good chiptune stuff, and I like it though it’s not incredibly memorable.

The game controls quite well also. You move, attack with infinite throwing daggers for a weapon, and have two jumps, a lower and longer one on one button, and a higher and shorter one on another button. The controls are precise and responsive. The two different jumps are absolutely key to the game, as levels make heavy use of designs that require you to learn exactly which jump to use in each situation. Levels are short but quickly get excessively difficult. The game is broken up into worlds of 5 stages, and is only moderately long in terms of levels, but plenty long in terms of how long it’ll take to finish. You have 1001 lives to get through the “1001 spikes” you will face, and you’ll probably need a lot of them unless you are very good at games! Levels are only a few screens long each, so they are densely packed with challenges. The most omnipresent threat in this game are spikes, as the title suggests, but there are also many bottomless pits, invincible death-bolt-spitting statues, spikes that move back and forth on tracks, and even, once in a while, enemies you can actually fight such as scorpions. This is mostly an avoidance game, though, and levels are full of traps. You will die many times on each stage until you learn where the spikes will appear from the floor, which platforms will crumble under your feet as soon as you touch them, which stone faces will shoot at you once you get close, and more.

The game follows its strict rules, though, so it isn’t unfair, just extremely difficult. You’ll need good reflexes and perfect timing to survive, but it is satisfying to finally get through a hard level after dying many times. The life limit is a potential issue, though, as the game auto-saves after each time you die. This means that if you play badly and run out of lives befor the end, I presume you just have to start over… that would be awful. And the frustration factor can be high at times, in the harder stages particularly. I’m only in the third world in this game, but at times I’ve wanted to quit and never play it again because of how hard it is. Strill, I probably will return, because as hard as it is, 1001 Spikes plays very well, looks and sounds good, and is, overall, pretty good. I can see why the game was successful, it deserved it. I definitely recommend this game to anyone who likes masochistically hard games, is good at platformers and wants a challenge, or is bad at platformers and wants to suffer (or stream themselves on the internet dying repeatedly to hard games). Others may want to stay away, though; this game isn’t going to be for everyone. Also playable on Steam on Mac and Linux. Also available digital-only on Wii U eShop, Nintendo 3DS eShop, Playstation 3 PSN, Playstation 4 PSN, PS Vita PSN, and Xbox One XBL.


8BitBoy (2014, WinXP+) – 1 player, saves, gamepads supported (dinput supported). 8BitBoy is an obscure indie PC platformer. Of the games in this update this is probably the most obscure, but it is good, even if it has some issues, as you might expect from an indie game mostly made by one guy. 8BitBoy is a very Mario-esque game, but it also takes inspiration from other platformers as well. You play as a unhappy 30-something guy who gets sucked in to his old 8-bit videogame console, so now you are in the game and have to escape! It’s a new take on a classic story, and it works. I do find it amusing that the console looks like a Sega Master System 2, even though this game is very much Mario-inspired. On that note though, this game has a bit of an identity crisis — the name and story make it sound 8-bit (3rd-gen), but the graphics are very much 4th-gen at minimum, as the game uses parallax scrolling and has lots more colors than you’ll find on 8-bit consoles. Ah well. As for the interface and in-game manual, they remind me very much of an early ’90s PC game, as you have an on-screen cursor and must click on things, and the manual is one of those flip-through-pages affairs, as in many shareware PC games then. There’s a bit of everything here. The game does look nice, though. I like the sprite art, it’s good stuff. The music is also great chiptune-style European techno, I like it a lot.

As for the gameplay, this is a tile-based platformer, so you run, jump, and fire-ball-shoot your way through many levels. The game controls decently, but controls are slippery, and not quite as precise as I might have liked. It gets even worse in the ice world, but even the rest of the time, jumps can be difficult Level designs are good. This isn’t too complex of a game, and like Super Mario Bros. it has 8 worlds of 4 stages, but there is also an exploration component, as there are coins and powerups all over. The main path through a level is usually a little easier, with tough side areas all around to entice you into tougher situations. It’s a good design which I like. This game is a fair challenge and will definitely be difficult to complete, but it’s not one of those super-hard modern indie platformers, thankfully; I’ve never loved the ultra-hard games, a reasonably tough but approachable game like this is better. There aren’t checkpoints in each level, but levels are not so long that this is a problem. Your challenge in each level is to figure out the best way through, while getting what you can along the way. The game has both a normal mode with autosaves after each level or a mode where you can only save if you find a special coin hidden in each stage. The choice of either is great to have. Overall, this is a fun game with decent graphics and good music. I like trying to find all the hidden stuff in each level, that’s fun. However, the controls do hold the game back, they aren’t as precise as they should be. The interface also is slow, when using a pad why can’t you just select options instead of having to drag that cursor around? This game has some issues that clearly come from its tiny, inexperienced team. Still, 8BitBoy is a game platformer fans might want to check out. It’s above average, fun stuff. Digital release only.


Aaru’s Awakening
(2015, WinXP+) – 1 player, saves, gamepads supported (dinput supported). Aaru’s Awakening is an indie platformer with good visuals and art design, unique gameplay, and a very high difficulty level. Modern indie platformers with good art don’t always have the best gameplay, as finding a good artist seems to be easier than a good game designer, and indeed this game does have some issues. I like that they tried something different, though, that’s better than making yet another game like all the others. So, you play as Aaru, a beast serving the Dawn god. Apparently Dawn, Day, Dusk, and Night are four brothers in this fantasy world, and they had a war over who should rule the planet in the past. Now they share the day, but something’s going on and you have been sent to Night to figure out what. To get there you need to travel through all four lands, though. Each land is only made up of a few levels, so this is a short game, but it makes up for it with the steep difficulty and high learning curve.

The controls are kind of odd and unique. This game uses dual sticks or mouse and keyboard, and while the controls are re-configurable to a point, there are limits. You move with the arrow keys or left analog stick and aim with the mouse or right analog stick. This is confusing because you face the direction you are aiming, not looking, and when moving ‘backwards’ you move more slowly, can’t jump quite right, etc, so you need to reverse both sticks, or move the mouse and hit the other direction, to turn around. I do not like this. You can also jump and charge, and the charge is both an attack and your double jump. Now, on pad, these can be on one button; tap once to jump, second time to charge, or with an xinput controller it supports analog triggers for jump and charge as well. On keyboard though, you need to use two buttons, one to jump and the other to charge; map them to the same thing and you’ll just charge, and won’t jump first. This is pretty hard to get used to, to say the least. Your other main ability is this orb you can shoot out and then teleport to. If you teleport into a monster you’ll kill it, and this is your only way to defeat foes. Teleporting is also heavily used in puzzles. This is always on two buttons (it defaults to the right shoulder and trigger buttons on pad), on pad or keyboard, so as with jumping you need to get used to hitting one button to shoot out the orb, then hit a different button once it gets to the point you want to warp to. Hitting shoot again shoots a new orb. If you hold the shoot button down you shoot a more slowly-moving shot, tap it and it’s fast. The games’ levels are designed around the teleport and charge maneuvers, and you will need to get very good at using them in hazardous situations where you can and will die any moment. Touching most hazards or any enemy is instant death and enemy shots kill you in two hits if you get hit in quick succession, so you die quickly in this game. There is no health bar, the screen just goes weird a bit after you get hit with a nonlethal attack. If you’re in safety you will recover back to normal a moment later, but it’s still very easy to die. Fortunately levels do have many checkpoints, but by the second worlds’ boss I was getting frustrated.

So, is the game good? Well, it’s interesting, but I don’t love this game. On gamepad, the heavily shoulder button-centric controls aren’t good; I do not like platformers that rely on the shoulder buttons a lot, they aren’t as fast to press as face buttons are. And you have no choice here, you need to use both sticks. And on mouse and keyboard, the confusing multi-button layout is hard to get used to. And even beyond that, levels in this game are designed to kill you unless you do the exact right thing, and you often have little time to do it in. On the whole Aaru’s Awakening has nice 2d graphics and I like the originality, but I don’t think I will be going back to this one much. Still, some will definitely like this game, so try it out if it sounds interesting. Also playable on Steam on Mac and Linux. Also available digital-only on Playstation 3 PSN, Playstation 4 PSN, and Xbox One XBL.


Adventures of Shuggy, The (2011, WinXP+) – 1 player, saves, gamepad supported (xinput only). The Adventures of Shuggy, from Smudged Cat Games, is a nonviolent, avoidance and collection-based puzzle-platformer with small, focused levels and simple but challenging gameplay. This is a decent but somewhat average game. The sprite-art is decent but nothing too memorable. The game has a somewhat Flash-like look, instead of the pixel-art of many other indie platformers. I’ve never cared for Flash graphics, so this game looks kind of bland, though the art design is decent cartoony stuff. Levels and backgrounds look fairly simple, with various dungeons and halls and the like. The graphics and tech here are basic stuff. Shuggy himself is a little purple vampire thing, though given your complete inability to ever attack anything, he must be one weak vampire. As for the audio, the music is decent, but forgettable. The controls are simple: one button jumps, and the other is an action button that does various things depending on the stage. Shuggy has okay controls, though there is some momentum to your movement so you won’t stop the moment you let go of the button. It’s okay but takes some getting used to. And for another negative, there is only support for xinput controllers, which is a pain; I haven’t gotten around to setting up a dinpu emulator for this one, but fortunately it plays okay on keyboard. There also are few options, only one fullscreen resolution available, and no way to reconfigure the controls. So yeah, this game has some interface issues.

The game is worth playing despite that, though, as when you do get into it, you’ll find The Adventures of Shuggy a very tough, and somewhat original, game. Most levels in this game are a single screen; though some do scroll a bit, levels are always small and focused. Your goal is to collect all of the green gems in each stage in order to win. Stages are made up of platforms, and there are those gems to get, enemies to avoid, and switches to hit in each level. Some switches activate by touching them while you’ve got to stand on others to keep them active. This game starts out easy, but the puzzles get very challenging as you progress, and the game keeps mixing things up with new ideas. There are a lot of levels in this game, but despite that there’s a good amount of variety. Some levels are just basic stages, but many others have a gimmick, and there area good number of these. Some include stages with a grappling rope to use, ones where you have several Shuggies you switch between with the action button, and more. One of the trickier stage types are these ones with a timer. Each time the timer runs out, you keep control of Shuggy, but a new ghost Shuggy will follow the path you followed on the timers’ previous course. Each time it goes around another Shuggy is added, and the trick is, if you touch a ghost Shuggy you die, start the stage over! Yes, these stages get hard, but it is satisfying to get one right. Overall, The Adventures of Shuggy is a decent puzzle-platformer with some good gameplay, but bland design and sometimes iffy controls. I also sometimes wished that I could just fight back against the baddies… ah well. This is an alright, game anyway, though, and it is average at least, maybe better. The game does get frustrating at times, but it’s also rewarding enough to return to and keep trying. Puzzle platformer fans should check it out. The game is Mac and Linux compatible on Steam.


Apotheon (2015, WinXP+) – 1-2 player simultaneous (with 2 gamepads only, 2 player mode is a battle mode only), 1-8 player online battle mode, saves, gamepad supported (xinput only). Apotheon is a somewhat “Metroidvania”-styled platform-action game with very nice graphics, but fairly simple gameplay. This game has a very cool Greek vase-art visual style, and that looks great. You and the enemies are black forms on a colored background. The visual look is unique, and the game looks really good. There is a light and shadow system too, for torches and the like. and the game looks really nice. The music’s simple but good. The story, however, is, unfortunately, generic modern drivel — this is one of the many edgy modern “go kill the Olympian Gods” / “Ancient Greek Apocalypse & Kill the Gods” stories, like God of War, NyxQuest, parts of the Clash of the Titans reboot movie from several years ago (though that didn’t go as far with this as these others here), the last season of Xena, etc. As a history major, all of these stories are COMPLETELY stupid and totally miss the point of what Greek mythology existed for, how the Greek gods acted in their stories, etc, etc. I know the apocalypse is one of gaming’s favorite subjects, whether it’s a zombie one, nuclear one, or what have you, but still, no, I greatly dislike these stories, they get the myths so badly wrong! And having to kill the Greek gods is cruel, too… they should not be evil. Callous, sure, but not evil. “Zeus got tired of humanity and decided to kill everyone, so kill gods to save the world”? That is a bad story.

As for the gameplay, it’s better than the story, but I don’t like this game much, so I guess I go against consensus with this one. Apotheon is a combat-heavy action-platformer, and fighting is the main thing you will be doing. That’s okay, but the controls have issues, and are bad on mouse and keyboard; the game was designed for a pad. This is a dual-stick game, and you move with the right stick, and aim with the left. Beyond that the controls are configurable, but finding a good layout may be difficult, with how you need to use both sticks, the face buttons, and the shoulder buttons all at the same time. It’s asking a bit much; dual-stick controls work in a run & gun, but in this? No thanks. On keyboard and mouse it uses WASD for movement and the mouse for aiming. You attack and switch weapons in the current category with the mouse, while the other controls are all over the keyboard. But either way, the controls are imprecise and flawed. You don’t stop moving until a moment after you stop pressing the button. The jumping controls are awkward and are as unresponsive as the movement controls. The ‘pulling yourself up to a platform’ animation looks really dumb, too; it looks more like you just hover up the side of the wall, rather than grabbing on or something. Aiming is imprecise too, and you will miss ranged attack shots.

As janky as the gamepad controls are, though, keyboard and mouse are worse! On pad, when you aren’t touching the right stick and aren’t attacking, you can move around normally. If you attack or touch the aim stick you lock in the direction you are facing until the attack animation finishes or you let go of the stick; yes, this can be a problem. But on mouse, you basically are “pressing the stick” all the time, so pressing right when you are moving left will make you back up slowly, not actually turn around. To turn around, you need to move the mouse the other way, which is awful! You need to relearn platformer controls to play games with this control scheme, like this or Aaru’s Awakening, but even if you do, it’s awkward. I understand how being able to move one direction while you attack in another can be useful, but far more often in this game I’m clumsily trying to attack enemies behind me, which is harder than it should be since you can’t just turn around and attack them while they move around you. So the pad controls, flawed as they are, are the way to go.

Beyond that, this game is mostly straightforward — go to the places the map marks out, kill whatever’s there, talk to people and then maybe kill them, and destroy everything in sight to collect the powerups. There are a bunch of types of things collect, including armor and shield upgrades, a whole lot of different types of weapons, some melee and some ranged, and more. The weapon variety is a strength here. Level graphics look great, but layouts are mostly simple. This is a combat-first game, but there is platforming eventually, apparently, and the iffy controls hold the game back there. I imagine that you eventually get powers to use in other areas of the world as well, as usual in Metroidvanias, but I didn’t get that far. I didn’t help that I ran into a game-ending but that keeps you from progressing past the end of the first area — Hera doesn’t move to let you enter that fire or whatever, you’re just stuck there, try again from the beginning and hope it works. No, I don’t want to start over… fix your bugs! Oh, as for the multiplayer, it’s a versus battle mode only; the main game is 1 player. I haven’t tried it, but it’s a good feature to have for sure. Overall, Apotheon is a really nice-looking game with average at best gameplay, flawed controls, and a bad story. It’s disappointing. Digital download only. Also playable on Steam on Mac and Linux. Also available digitally on PS4 PSN.


BattleBlock Theater (2014, WinXP+) – 1-2 player simultaneous, 1-4 player online, saves, gamepad supported (xinput only). BattleBlock Theater is the third game from the The Behemoth, the team that also brought you Castle Crashers and Alien Hominid. This game is quite different from his previous titles, but in terms of gameplay, this one might be my favorite The Behemoth game! It’s a lot of fun. The artist behind all three games, Dan Paladin, started out making games for Newgrounds in the early ’00s, and that is where I first found his work. I covered the Gamecube version of Alien Hominid in that Game Opinion Summaries list; it’s a good game, but very difficult to the point of frustration. It’s a run & gun not nearly at Metal Slug’s level. The second game, Castle Crashers, is a solidly fun fantasy-themed isometric beat ’em up. It’s a good game, though it isn’t one of the best in the genre. This third game changes genres again, this time to, you guessed it, a 2d platformer! Now, Dan Paladin’s art is cartoon-styled, but one signature element of all of his previous games are that they are quite bloody affairs. previous games are all quite bloody affairs. This time, however, there’s no blood to be found, which is a bit weird for one of his games. The game looks great, though, and I really like the art design. The sprites are large and detailed, and levels, while clearly made up of tiles, look good. There’s a good variety of obstacles, too. The music isn’t amazing, but it’s solid, entertaining stuff. Story-wise, the game is a somewhat dark comedy. You are in a bad spot: during a voyage, your (literal) S. S. Friendship, a ship full of you and your friends, is attacked, and you and your friends are all kidnapped by these jerk villain cats and put in their prison! Now you are all alone, and have to restore the Friend Ship by escaping the enemy prison and finding all of your friends. The game has an announcer who says silly or insulting things, depending on how you are doing, and he does add to the game. The game also has some character customization, as your titular block-person can be customized with various outfits and looks for your weapons, and you can buy more with the collectibles you find in the levels.

The gameplay is pretty good as well. This is a simple, straightforward platformer, and your goal in each stage is to get to the end while collecting some stuff along the way if you want. The controls are great and respond very well, and you’ll stop right when you should. You can move, jump and double jump, throw an explosive attack, and grab onto things, for your main commands. You can stand on enemies, and they won’t go down with one hit; you’ll need to punch them into a pit or spikes or something, or hit them with the exploding bomb and have it explode, to take down foes. So, unlike a Mario, you don’t face lots of enemies at once here; a few is a good threat. There are some more less-useful buttons, mostly for multiplayer, though, including a “help” button. Indeed, this game has been designed with two player co-op or versus play in mind, and is a fun multiplayer game. Again this game is tile-based, and obstacles include spikes, slimy walls you slide down slowly, exploding blocks, teleporters, cannons you can’t defeat, and such. There are also blocks you can grab, blocks you can pass through to find secrets, and water pits which you can cross with boats. The ‘splashing in the water to pull the boat towards you’ animation is amusing. Levels are generally linear, but along the way there are seven gems and a hidden yarn ball to find, and another bonus mark if you finish within a strict time limit. Finding everything usually isn’t too hard, but it is fun; the levels here are great, though the good mechanics help as well. Also, some of those yarn balls are hidden well, and getting the time reward your first time through a level is unlikely. There is also an exploration element to each stage if you want all the collectibles: they are often hidden, and you’ll need to figure out what to do to get to them. Level designs are good, and this game is pretty fun to play.

The difficulty level feels just right, too. This game is much easier than an Alien Hominid, and more forgiving too — it saves after each level you beat, no limited continues or anything. The can gets tough as you get farther into it, and getting everything can be tricky, but it’s not oppressively hard, just challenging enough to be fun. And in addition to the campaign, there is also a level editor included for if you want to make your own levels. The game has two player co-op in the campaign as well, which is great, and versus mode as well. The online battle mode is fun stuff too, I tried some. You fight in small battle arenas, and there are a bunch of modes. The basic mode has you trying to do more damage to the other person than they do to you in a 2-minute time limit, but there are more if you get into it. Overall, BattleBlock Theater is a pretty good platformer with good graphics and controls, good levels, an amusing sense of humor, a robust feature set, and generally good gameplay. It’s certainly recommended. A not-gory game from the guy behind the Newgrounds Flash title “Chainsaw the Children”, and it’s probably his best work! Who’d have thought? Digital-only release. This game is Mac and Linux compatible through Steam. Also available digitally only for Xbox 360 XBLA.


BiT Evolution (2015, WinXP+) – 1 player, saves, gamepads supposedly supported (xinput only, can’t get it to work for me). BiT Evolution is a clever and simple pixel-art indie platformer. You play as a ball from Pong, somehow escaped from your game and travelling through Atari, Game Boy, NES, and SNES-themed worlds. Your ball starts out with only a jump, but you get an action button as well once you reach the second world; the Atari 2600 has only one button, after all. Controls are responsive, but unfortunately the gamepad support is broken unless you have actual X360 or X1 controllers, for some inexplicable reason. The game claims to support xinput controllers, but unlike with most games, x360ce doesn’t work with it. That’s annoying. If you also have this issue use Joytokey or somesuch, gamepad controls are essential in this kind of game if you want decent controls! Visually, I like the game. The art design is good sprite-art stuff. Each world has better graphics than the system that inspired it could do, with a much higher resolution here than any of those systems and more, but they do try to at least keep some recognizable traits of the system’s graphics in mind, such as the bands of color in Atari graphics. The chiptune music’s decent, but in the Atari level it can be hear-hurting at times… though that’s just being representative of Atari 2600 music, so it fits.

As for the gameplay, your goal is to reach the end of each level. Each stage has 20 ‘pixel’ pickups to find, and finding them all can be pretty tricky. That counter is the only indicator on screen, though, as you have infinite lives and there is no clock. Well, you have infinite lives, but with a twist: when you die in the main world of each level, you go to a green-and-black sub-world made up of ones, zeroes, and red enemies. From here, if you find a portal you return to a set point in the overworld, but if you die here, you return to the last checkpoint you reached. Checkpoints are only in the overworld, there are none in the sub-world. The sub world’ layout is inspired by the otherworld, but it is different. The game often requires you to die in the overworld in order to progress. That’s different. If you just want to finish the stages this game is only a moderate challenge, but finding all of the pixels in each level is harder. Finding them all involves carefully searching throughout every segment of both the overworld and sub-world, looking for those dots, as the connections between the two planes quickly get somewhat mazelike. It’s an interesting concept, and the game executes on it fairly well. Trying to find everything in a stage can be fun. This isn’t a hugely long game, but there is enough here to last a decent while, particularly if you want to find all of the collectibles. I do kind of wish that you could do the four worlds out of order, instead of having to finish each to reach the next, and the broken gamepad support is a problem, but otherwise BiT Evolution is an above average to good little game. This is fun stuff, check it out if you like platformers. Digital only release.


Bleed (2012, WinXP+) – 1 player, saves, gamepad supported (xinput only). Bleed is an okay dual-stick-style indie run & gun action game with pixel-art graphics and chiptune-style music. You play as Wryn, a young woman who wants to kill all the old heroes and thus become a hero, or something, though how killing heroes makes you one makes no sense at all. So yeah, you’re killing people who aren’t evil, so I guess you’re the bad guy? Dumb… I’d rather be the goodguy, not the other way around. Ah well. This game has bland homebrew-game sprite-art graphics, too; this is obviously not a professional title. The gameplay here is a bit like the other dual-stick games on this list, but with guns, and completely independent moving and aiming. For actions you can triple jump, slow down time, and fire. While I still greatly prefer traditional controls to this, this is at least better than something like Apotheon, since here you can move any way you want regardless of where you are aiming. Still, though, on a gamepad aiming will be imprecise due to the limitations of analog sticks. I also really dislike that the jumping controls are on the shoulder buttons, but with both sticks always in use this is unavoidable, unfortunately. So, again unlike Apotheon, the better way to play this game is with mouse and keyboard. There you move and jump with WASD and Space, and aim, fire, slow down time, and switch weapons on the mouse. Mouse aiming really is the way to go for this game! Even on keyboard the controls have some issues, though. While movement controls are responsive, jumping is difficult with either control scheme because of how your triple jump works: the first jump is normal, but the latter two are boost-jumps. Those boost jumps go in the movement direction you are pressing when you hit jump again, and this is odd and takes getting used to. It does work, and gives you great mobility, but it’s tricky to get boost-jump movements right. Jumping is crucial to survival here, so the controls hold this game back.

In terms of gameplay, levels are fairly short but action-packed. Levels each have a different theme, and there are trap areas, falling rocks, and more to avoid, or shoot. You have infinite lives, from the beginning of the current section, but you’ll need them as getting through some can be tough, particularly at harder difficulties. The bosses are challenging as well. This game isn’t as tightly designed or precise as a Contra or Metal Slug, though; you have a health bar in this game, and it’s essential because you’ll take a lot of hits. Between the somewhat tricky controls and the volume of enemy fire, you will take hits. That slow-down-time ability helps here, somewhat. It is tied to a meter which refills when not in use. It’s very useful, but only if you already know level and enemy patterns, so memorization is important — it’s easy to be in a place where you can’t avoid damage because you didn’t jump almost before a boss’s attack even began. Yeah, you take borderline-unfair hits sometimes. There is also two-player support, for both co-op or a versus battle mode; it’s local only, no online, but the co-op support is welcome. Beyond that though, this is mostly a straightforward game — try to avoid the shots, while shooting the enemies. There are no collectibles in stages, and the only unlockables are a few alternate characters to unlock when you beat the game on certain difficulty settings. Bleed is okay, but I have issues with the controls in dual-stick sidescrollers, shoulder buttons (or the spacebar) for jump are no good, and I sometimes find it hard to both move and aim at the same time. The story and graphics also aren’t great. Still, Bleed is a fast-paced game with challenge and some decent fun to be had, so while I don’t love the game and I’m not sure if it was really worth getting, it might be worth trying if you think you would like it. Digital only release. The game is Linux compatible on Steam. There is also an Xbox 360 digital-only release in the Xbox Live Indie Games store; note that Microsoft has announced that the XBLIG store will be shut down in September 2017.


Camera Obscura (2015, WinXP+) – 1 player, saves, gamepad supported (xinput only). Camera Obscura is an indie puzzle-platformer with pixel-art graphics and one idea that it executes fairly well. In this game, you play as a female photographer, climbing an abandoned tower for reasons explained only in text boxes. The tone of the game, and the world it is set in, are distinctly unhappy, but the gameplay is mostly good. You can run and jump as usual, though the controls are floaty and you don’t stop moving until a moment after you let go of the button, unfortunately; this does make the puzzles unnecessarially harder, though it’s not too bad. The key feature here is your camera, though. The camera creates a white outline of all rock or stone platforms on screen that then moves around as you move for a second after taking the photo. Once set, you can then move on the outline as if they were normal platforms, for several more seconds until the image disappears. You can also force the current photo to go away with a button. There are also other substances you cannot take photos of, such as metal. So, the puzzles in this game are all about how you can move around those outlines in order to reach otherwise inaccessible platforms. After a little while you start to figure out the timing for how to get the platform-images where you need them to progress — jump then hit camera and over to drop a platform, hit camera then over and jump to raise one, and such. It’s a clever and unique idea, and I don’t think I’ve seen it before in a game. That is all this game has, though: the graphics are extremely bland and simple, and there is nothing more to the gameplay than that. There is no combat, and you can avoid killing anything, though it is possible to lure baddies into pits through camera usage. Still, it’s a cool mechanic, and I do like the gameplay.

In addition to just trying to beat each stage, there are also many text pages of character and world backstory to find, and you can try to get medals by making it through levels with a minimum of camera-flashes used. There’s also a timer for each stage, for speedrunning. This is a short game, but these features do add some replay value. As for those graphics, the pixel art here is basic stuff; this game could well have been made in Game Maker or something, and the background and environment art is maybe not even as good as PC platformers from the late ’90s. Your character sprite looks better, though she’s quite androgynous looking; without the text boxes I couldn’t tell what gender you are. And enemies look the same as the rest. The music is pretty good, though. It’s all atmospheric stuff, and I think it fits this lone quest through a ruined tower well. The music is definitely the best thing about this games’ presentation, though the story is decently interesting as well. It is a bit depressing, but it fits. Overall, Camera Obscura is okay to good. The graphics aren’t good, the controls aren’t as tight as they could be, and the game has no variety, but the unique concept shines through, and the levels are fun to figure your way through. Exploring them more to find the pages and for optimum routes that minimize camera usage is fun as well. Definitely try Camera Obscura if you like puzzle-platformers. Digital only release.

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PC Platformers Game Opinion Summaries, Part 3: Physical 3d Games

So, only six summaries this time, despite it being almost two weeks.  Ah well.  This update covers all six PC 3d platformers I have physical copies of, not counting Tomb Raider: Angel of Darkness because I decided to go with GameFAQs and categorize that as an action-adventure.  And of these six games, only three actually function on my newer computer; for the other three I had to go to the old Win9x one.  And yes, this is one of several reasons why this update took so long, I wanted to see if I could manage to get the games working. No such luck, sadly.

And that brings up quite possibly the worst thing about PC gaming, that games may not work on a newer machine, it all depends on your hardware, operating system, etc.  How many people are going to have enough computers lying around to play every game on a system that can run it perfectly?  Because you’d need that’; my two certainly aren’t enough. Sure, with a very powerful modern machine some of these problems may be solved with virtual machines, but those are very resource-intensive, so for a game it may or may not run playably. For DOS games DOSBox is fantastic, but for Windows stuff there is no great option. This is frustrating stuff at times, and isn’t something with an easy answer… because as computers get newer and Microsoft, NVidia, etc. upgrade their drivers and operating systems, some things break with older games that relied on things working a certain way that they don’t anymore.  And just installing an old graphics card driver may not solve the problem, either.  That didn’t fix any of these, certainly. Sometimes for certain titles there are fan fixes, but none of the few suggestions I saw online helped me for the Rayman games here.  If you play only modern PC games this isn’t an issue, but as soon as you try to run older games, you never know if a game is going to work or not.  I mean, some people with new machines apparently can run Raymans 2 or 3 just fine, but others like me can’t.  Why?  Who knows!  Argh.

So, because I think it is worth mentioning I have covered how games run on my computers throughout this list so far, but this is something which will differ from person to person, so it may or may not be helpful to someone.  For someone with a 64-bit OS for example, FAR more games will be broken unless you have a VM or something for 32-bit support!  Many, and maybe even most, Win9x games have 16-bit installers, and 64-bit Windows cannot run 16-bit applications anymore. Naturally Windows 3.1 games also are a no (since 3.1 is a 16-bit OS, like DOS), unless you run 3.1 through DOSBox, which functions (I’ve tried it for some games in this list, including Arcade America and Lode Runner), but can be unstable at times.  Or for another issue, controllers. Windows 9x and XP only have DirectInput controller support, which is what I use, but from Vista on Microsoft added a new type, xinput, designed for the Xbox 360 controller as a PC gamepad.  Some games from the mid ’00s and beyond support both directinput and xinput, while others are xinput only.  As I so far have almost exclusively used directinput controllers for PC, in this list I don’t mention when a game only supports directinput; that’s just “gamepad supported” or such.  For the next section though, as we get into downloadable games, I’ll need to decide if I want to list which titles are xinput only.  I might do that, as it’s annoying! Support both formats, games released after xinput came into being.  Some people want to use controllers for designed for one, others the other; accommodate both.  But anyway, each different computer setup comes with its own problems.

But that’s enough of that; on to the list.

Titles covered in this update:

1B. 3D Platformers – PC Physical Copies

Croc 2 (2000, Win9x)
Donald Duck: Goin’ Quackers (2000, Win9x)
Emperor’s New Groove, The — Action Game (2001, Win9x)
Frogger: The Great Quest (2002, Win9x)
Rayman 2: The Great Escape (1999, Win9x)
Rayman 3: Hoodlum Havoc (2003, Win9x)

Summaries


Croc 2 (2000, Win9x) – 1 player, saves, analog gamepad supported.  Croc 2 is the sequel to Croc, a pretty good 3d platformer from Argonaut released in 1997.  Croc started out as a pitch for a 3d Yoshi game for the Nintendo 64, but after Nintendo turned it down and cancelled Argonaut’s Star Fox 2 for the SNES, Argonaut took the game to other platforms. Croc ended up releasing on the PC, Playstation, and Saturn.  I first played that game in the demo of the PC release, and liked it a lot.  I also played some more of it later in the ’90s, but never did buy the game, unfortunately.  I need to someday, for sure!  Croc’s great.  But as for this game, Croc 2 is a lot like the first game, but with more open levels, improved visuals, and some more things to do.  This is a port of the Playstation original from 1999, but it’s a very good, full-featured port with good graphics for the time, support for any resolution you want to throw at it (this game looks great at 1920×1200!), and analog gamepad support with fully reconfigurable controls, which was far from a given unfortunately.  The game controls quite well with an analog gamepad.  It also runs great on my newer computer, which is fantastic.  I imagine that like most of these games it could well have issues in 64-bit Windows, but in 32-bit it’s great.  I have the Playstation version of this game as well, and this game looks a lot better on the PC, that’s for sure.

But what about the actual game? Well, Croc 2 is a 3d platformer, again ported over from the Playstation. Croc is an adorable cartoony crocodile, who is friends with these cute little critters called Gobbos.  You saved the day in the first game, but the evil Baron Dante is back, raised from the dead by his loyal minions!  So, you set off to save the day again.  As with the first game you have tank-style controls, so you move forward and rotate with the stick.  You can also jump and butt-slam and have a tail-whip attack.  The camera is a bit of an issue at times as it isn’t always pointing where you need, but you do have a center-camera button that is useful. Croc moves very quickly and responsively, so the game controls well.  It actually almost feels like you move TOO fast at first, but I quickly got used to it.  The game plays great too.  You have a main objective in each stage, and then if you want more to do beyond that, if you find all five colored crystals in the stage you’ll get a gold statue.  There are also 100 regular crystals in each stage, and these respawn each time you enter the level so they aren’t a limited collectible. Objectives vary, so the first level has you get a key, in the second you need to find a bunch of treasure chests, and more.  There are also some side-missions, such as boat races and such.  It all plays quite well, and the game is great fun to play.  There is also a shop in the hub world where you can buy a few things, including some items you’ll need to find some of those colored crystals.  This means that you probably won’t be able to get everything in a level the first time, which is fine; this game doesn’t have Mario 64 levels of extra stuff to do, but there is some.

The level designs in Croc 2 are limited by the games’ Playstation roots, however. Levels are larger and more open than the mostly room-based ones from the first game, though I like the larger levels too, though unfortunately this game is still Playstation-scale, and by that I mean somewhat small compared to a PC or N64-first game would be.  Levels are decent-length, but very linear.  You travel through narrow corridors surrounded by tall walls most of the time. And even when there are open areas, they’re not that big even compared to some other PS1 3d platformers like Spyro. But the first Croc had even smaller areas than this one and was a great game, so I don’t mind that too much; as Rayman 2 particularly shows, 3d platformers do not need huge open worlds to be great. The very fun gameplay, with enemies to whack, challenges to get past, levels to explore, and tricky jumps to make is great! Croc 2 is not on Rayman 2’s level, but it is very good regardless. This game is a lot of fun to play, and it’s really unfortunate that this was the last Croc 3d platformer.  Argonaut did make more 3d platformers after this one before shutting down in the mid ’00s, including the pretty good Malice and I-Ninja for PS2/Xbox(/Gamecube, for I-Ninja), but Croc 3 never happened, unfortunately.  But still, Croc 2 is a great game that I wish that any 3d platformer fan should play.  Playstation port.  This is the better version by far, and runs quite well.


Donald Duck: Goin’ Quackers (2000, Win9x) – 1 player, saves, analog gamepad supported (if it works for you).  Donald Duck: Goin’ Quackers is a decent 3d platformer published by Ubisoft and Disney and developed by Ubisoft Montreal that copies Crash Bandicoot,e: but with a Disney theme.  You play as Donald Duck, as the title suggests, running through levels because you need to rescue Daisy from an evil wizard.  Oh come on games, quit it already with the “rescue the girl” plots!  This game is very unoriginal, too; as in Crash, some stages have you running towards or into the screen, while others play like “2.5d” side-scrolling games where the graphics are 3d but gamplay is 2d.  The controls are decent and gameplay is fun.  However, this is, unfortunately, one of those games my newer computer will not run acceptably — it crashes constantly, gamepad support does not work at all and this is a huge problem in a game which heavily relies on analog movement, and the sound is very glitchy and skips a lot.  Yeah, it’s not good.  And that is unfortunate, because this game looks decent and is a reasonably fun little game to play.  On my Win9x computer the game runs just as it should, though.  It is a very blatant Crash clone, though; no new ideas here.  Donald can jump, double jump, and attack, melee only.  You defeat baddies by jumping on them or hitting them, though some will hurt you at certain times; watch for those porcupine spikes, for example.  The controls are solid, and the double jump is very useful. There are also frequent checkpoints in stages, and lots of stars.  Every 100 stars is an extra life and the game is generous with them.  So, this is an easy game even though you die in only two hits or one fall down a pit so it’s easy to lose a life.

The game is also quite short: there are only four worlds, each with 4 main levels, a bonus boss-ish level, and a world boss level.  They pad this length with a second time-trial mode available for each stage, but the game is short.  In each world, two of the main levels have you running forwards in a narrow 3d path that, like Crash, only goes ahead, and the other two are 2.5d side-scrolling stages.  Boss and bonus levels are varied, but bonus stages often have you running towards the screen, away from a large monster chasing you, again much like some stages in the Crash games.  Each boss is different, though.  This game is simple, but plays well.  These late ’90s to early ’00s Disney platformers often play pretty well, really, low difficulty aside!  For the four main levels, you’ve got three objectives per stage: find the three toys, find the hidden boss-door part, and finish time-trial mode for the stage.  You do the first two objectives and the last one separately, and can only do the time-trial in a stage after you’ve beaten it normally.  Finding the boss-door parts is your most important objective, as that is how you progress though the game.  Finding the toys is second, as this unlocks the bonus stage. For each, you find a book, hit it, then get to the nearby toy before the timer runs out. Fortunately toys are visible before you hit the book, you just can’t collect them yet.  As for time-trial mode, you’re racing against Gladstone’s best time, but all you need to do is finish before the timer runs out, there is no ‘beat this time to win’ indicator. I’d have liked that, but I guess this works.  The toys do not appear in time-trial mode.

Overall, Donald Duck: Goin’ Quackers is a fun part-2d and part-railed-path-3d platformer.  The game is a shameless clone of Crash Bandicoot, and is very short and easy and I wish it had more content, but it’s a fun little game while it lasts, worth a try if you like the genre or Disney, or are a younger or less experienced player who wants a fun but not too tough platformer to play that stars a familiar character.  Fun little game.  Also available on the Nintendo 64, Playstation 1, Playstation 2, Dreamcast, and Gamecube.  Unless you have a Win9x computer you might want to get one of the many console versions of the game, though this one does support higher resolutions than any of them if you can get it working much better than I can on a newer machine.


Emperor’s New Groove, The — Action Game (2000, Win9x) – 1 player, saves, analog gamepad supported.  The Emperor’s New Groove Action Game is a 3d platformer from Argonaut and published by Disney.  This game is from the same studio as the Croc games and is also a PC/PS1 dual-format release, but while quite fun this licensed game isn’t quite on their level. In 2000 Argonaut made two 3d platformers for Disney, this game and Aladdin in Nasira’s Revenge.  I’ve never played that one, but this game is good fun and shouldn’t be quite as forgotten as it is, compared to Argonaut’s top 3d platformers like Croc or I-Ninja.  This is a pretty easy game aimed at a younger audience, but it is good.  This game is a simple and fun straightforward 3d platformer where you explore through largely linear worlds as the teenage Incan emperor-turned-llama Kuzco from Disney’s animated movie of the same name as this game.  The movie was fun stuff, and this game has the films’ sense of humor.  Kuzco is kind of a jerk, you see, and needs to learn a lesson in humility, so he’s turned into a llama.  Well, he does not learn his lesson easily, as his adventures in the film and this game show.  Story-wise, the game is fully voice-acted and has some clips from the movie in it, so it’s retelling the movies’ story but in expanded videogame form.  The game runs just fine on my newer computer as well, and allows you to use any resolution supported by your PC.  You can fully remap the gamepad controls in-game also.  Good job there, particularly compared to Donald Duck above, a release from the same year as this!

As expected from Argonaut, this game looks decent, controls well, and has solid level designs which are fun to explore.  This game has full areas to explore and is not railed like Donald Duck, but it is quite linear.  I don’t mind that, though.  Environments are a mix of areas in narrow walled ‘canyons’ and areas on cliffsides, so the games’ PS1 roots show, but it’s decent enough to do and I do like the art design, it represents the film well. This game is set in a fantasy version of pre-Western-contact Peru, so the many tall mountains explain the numerous cliffside paths.  The art design is inspired by Indian art, though just like in the film and TV series there are many random anachronisms done for the sake of comedy; as a history major this annoys me a bit, but it works I guess.  Some things do look a little odd because of the low-poly nature of games of the day, but it’s good enough, and looks nice at higher resolutions.  The gameplay is simple fun.  This is mostly a platformer, but the game does have some variety, as you’ll have some segments with stealth, racing, and more. Switch puzzles are also common, though rarely complex. You are a llama most of the time, so you can run, jump, and do a roll attack to damage enemies. You can also do a butt-slam attack, necessary against certain foes, and pick up objects on your back, such as rocks or pots to drop on switches.  You move quickly, and levels are not complex so you can move though this game at a decent pace.  Combat works, though the hit detection is a little too sensitive sometimes; for this one tree I had to knock over with a charge, I had to run at it a few too many times before I hit it.  It’s also easy to fall off of those numerous cliffsides, though you will respawn nearby, with a hit to your health of course.  Still, this is an easy game.  There is replay value however, if you want to find all of the hidden stuff in each stage.  You’ll need to search each level well to find it all, which can be fun.  And on the whole, that’s what this game is: a simple, fun little 3d platformer, well worth playing for a few hours sometime if you like the genre and find it cheap.  This PC version is better, but there is also a Playstation 1 version of the game.


Frogger: The Great Quest (2002, Win9x) – 1 player, saves, analog gamepad supported. This terrible game was Konami’s first attempt at a new Frogger game since the early 1980s.  After licensing Frogger out to Hasbro for their popular Frogger revival games of the late ’90s to early ’00s, Konami took the license back in ’02 for Frogger: The Great Quest, which was developed by an internal American Konami team.  Instead of a traditional grid-based adventure like all previous Frogger titles, and most since, this one is a 3d platformer sort of in the Rayman 2 vein.  Switching genres like that isn’t a terrible idea, it just didn’t work, unfortunately; this atrocious game is probably the worst title covered on this list so far.  This was made as a kid-friendly 3d platformer, but it’s too broken to be recommendable to anyone, child or otherwise.  So what’s so wrong with this game?  It starts out from the beginning.  First, there are absolutely no graphics options in this game.  Even though this game released in 2002, it has no resolution options, and instead runs in only a very low resolution I have to assume is probably 640×480.  Preset resolutions were common in 2d games back in the ’90s, but for a fully 3d game to not let you change resolutions, in 2002, is very surprising and disappointing, particularly when the resolution it choses is so low. There are also zero graphics options whatsoever beyond a brightness slider.  As a result, this Playstation 2 port looks terrible, almost more like something that could have run on the PS1 or N64 than a game comparable to other titles of its time.  The art design is a mixed bag as well, with awful anthropomorphized characters for Frogger and others, with full, awful English voice acting, and some average-looking backdrops.  This game was the first time Frogger spoke, and looked like he does here, and both of those decisions were mistakes.  Frogger now is human-sized, wears clothing, and acts like an annoying kid.  This is not the Frogger I want!  This failed attempt at a Frogger redesign was a big mistake, both here and in Frogger Beyond.  Frogger Beyond does have far better gameplay, as it’s a 3d Frogger game in the Frogger 2 vein, but it has this games’ same character and story design problems.  The story is slightly unique in concept, but poorly presented. See, our new “cool kid” version of Frogger wants to find a princess to kiss, so he can turn into a prince like the frog in The Frog Prince.  So, he sets off onto this easy and broken adventure.  It’s not the worst idea for a plot, but it feels disjointed as cutscenes do not always flow well at all.

Things get even worse once you start playing. Just like the unconfigurable graphics, you also cannot reconfigure the controls. You can jump, punch or shoot (this is context-sensitive, theoretically), strafe and center the camera (yes, this is one button), talk/interact (with a button), open a pause or item menu, and use items, a standard selection of moves.  Frogger can grab on platform edges as well, sometimes, though it’s unreliable.  At least there is gamepad support, but you only have two movement speeds, walk or run, so you don’t have the smooth speed-change controls of most 3d platformers.  Control is jerky and frustrating, and I quickly found myself very often walking off of platforms and struggling to manage to get close enough to collect items because of how hard it is to line yourself up with anything in the air or water; judging depth is near-impossible for anything not on flat ground.  Grabbing onto platforms is also so unreliable that you’ll have to find a point where you can jump up to the above platform, provided that the glitchy graphics, terrible camera that swings around hopelessly, and bad jumping controls allow you to make it up there, that is.  And you can’t just hold that center-camera button to help either, considering that is also is the strafe-lock control!  The level designs are poor as well. Unlike a Rayman 2, this game has mostly somewhat open stages.  Don’t expect the scale of a Mario 64, Banjo, or even Spyro, though; this may be a PS2 game, but stages feel small.  They are open enough to get lost in, until you learn the layouts, but it’s not too bad.  The tedious gameplay is worse, as you go back and forth across stages doing things for people.  Levels are loaded with stuff to collect, but with these controls and depth-perception issues I didn’t want to get all the stuff.  And beyond that, there isn’t much here.  Enemies are few and far between, and obstacles that can actually hurt you are even more uncommon than that. It IS possible to die, if you’re not paying attention, but you just respawn nearby so the game barely punishes you for it if it does happen.  So, this is a pretty easy game, save for the challenge of not turning the game off before you’ve even finished two levels of the thing! And that can be tough, in a game as boring as this one.  The game is supposed to be quite short, but why waste even that amount of time on something this awful?  Overall, Frogger: The Great Quest is an awful game.  Stay away, stay far away.  Also available on Playstation 2.


Rayman 2: The Great Escape (1999, Win9x) – 1 player, saves, analog gamepad supported.  One of the greatest 3d platformers ever made, Rayman 2 is an exceptional classic.  This game is easily the best 3d platformer I have ever played for the PC, and it’s better than most console-exclusive 3d platformers as well.  While I have issues with the first Rayman, graphics aside, Rayman 2 is the total package: it has outstanding gameplay as well as great graphics! Originally developed for the Nintendo 64 and PC simultaneously, this is the original release of Rayman 2.  Later versions of the game add some additional features, including real voice acting, a hub, and more, but the original version is the best.  I got this game in 1999 or 2000, not too long after its release, and I beat the game sometime after that. I have loved it ever since.  Rayman 2 has fantastic graphics, music, controls, and gameplay.  Visually, this game is extremely impressive.  This game has some of the best graphics and art design on this list, and playing the game now it still looks fantastic. They put a lot of work into this games’ art, and it really pays off.  The cartoon style looks unique and really good, and each area is distinct. While this is mostly a gameplay-focused game, Rayman 2 does have an amusing story.  This is a cartoon-style game, and Rayman has got to save the world from evil pirates!  You start out kidnapped, in jail on the pirates’ flying ship, but your friend Globox is tossed into the cell with you and he has a hidden Silver Lum that powers Rayman up, so you can break free and start your quest to save the day.  Despite that intro this is mostly a light-hearted game, as fitting its cartoony world, and that’s great.  All characters talk in cute nonsense sounds, as in games like Banjo-Kazooie, and I think this works perfectly for the game.  And as for those visuals, Rayman 2’s art design is just fantastic.  This is a whimsical world of curving vines, puffy clouds, and colorful swamps.  The robotic villains invading this area are clearly out of place, which fits with the ‘robo-pirate invasion’ theme.  It’s all amazing work.  The games’ soundtrack is also really good; every track fits the location very well, and they all sound great.

The game controls great, too, with a controller, provided you get it working; a patch may be needed, depending on which version of the game you have.  Unfortunately gamepad controls are NOT reconfigurable, which is a problem sometimes depending on your controllers’ layout, but it’s much better than nothing.  Keyboard controls are not too good, as you lose the analog movement control that is so important to 3d platformers, but Rayman moves around well with an analog pad. It only uses one analog stick, with the strafe button functioning as a center-camera button as well. The camera here is pretty good though, so it rarely is a problem.  The designers often cleverly hide secrets in areas the camera doesn’t move towards, though, so explore all of the nooks and crannies of each area! It’s good stuff.  For actions, you can jump and shoot much like in the first game, and the controls are very good and responsive. As this is a 3d game though, now you have a strafe button, to make dodging enemy fire easy.  Your shots will home in on enemies, too, thankfully. This time you only shoot energy blasts, though, not your fists like in the first Rayman, so you can have more than two shots on screen at once.  As before you can swing on rings once you get the right powerup, but there are other new powers here as well including being able to jump between walls in places.

But as great as Rayman 2’s presentation is and as good as the controls are, the gameplay is the main reason this game is so, so good.  After all, Rayman 1 looked pretty good, it’s the gameplay that was its downfall.  This time, though, everything about the game is fantastic. First, the game is much easier than the first one, and I like this change.  This game is still a moderate challenge, but it’s no crazy nightmare like the original Rayman.  As before, this game has a world map where you choose which level to enter.  This also shows how much stuff you’ve gotten in each stage.  The game is a somewhat railed platformer, so in each stage you follow a linear course through a series of challenges, instead of having large levels to wander around as Mario 64 did. This isn’t just a railed-course game like Crash Bandicoot, though; you have 3d levels to work your way through and explore that are made up of rooms, corridors, and open areas.  Levels are incredibly fun to explore, and are filled with challenges and variety.  The main path forwards is usually obvious, but optional hidden areas are common; you will not get everything in a stage in your first try, so completionists have plenty of replay value here. Combat in this game is shooting-based, as you shoot with one button while strafing with another.  It works fine, though the controls can be a problem depending on your gamepad.  The game has variety too, with segments that go beyond the standard platforming and shooting, including fast-moving avoidance-heavy scenes, such as controlling Rayman while he water skis, on a near-uncontrollable rocket, and much more.  There are also puzzle elements where you need to hit switches, figure out what to do with explosive barrels, and such.  You’ll juggle bombs while enemies attack you as you try to get to a target, for example.  Boss fights usually have a trick to them as well, and those can be fun to figure out.  The game has both variety and depth! There are also a lot of Lums to collect and cages to break in this game, for the games’ variant on stars in Mario.  There are many standard ones, plus some cages to find in each level as well, if you want to find everything. You don’t need all the lums, really, but there is a counter there for hopeless collectors.  Finding all the cages is worthwhile, though.  Between its great controls, great level designs, variety, and many secrets, Rayman 2 is one of the best.  This game shows how to make a really good linear-path 3d platformer. I really like how despite having a great base concept, Rayman 2’s designers keep things interesting by constantly throwing new challenges at you. It’s really good work and keeps you engaged.

There is one big downside to this game, though: currently I can’t get it to run at all on my newer PC.  I think it used to work, but somehow it won’t anymore… bah!  The game is still for sale on GOG, and checking there some people seem to be able to run it and others can’t. maybe it’s a NVidia driver-version issue?  Does it work better on AMD?  I don’t know, but this is a problem I want fixed, because Rayman 2 is amazing. The game does run fine on my older computer, and runs completely smoothly at the highest resolutions, but still, it’s more convenient to have everything working on one machine.  This all-time great is an absolute must-play game on some format; do avoid the bad PS1 version, get any other version instead.  The Dreamcast version may be best, but this one when it works is also great. Also on N64.  There is also an enhanced version on Dreamcast with some exclusive minigames added.  There is also a downgraded Playstation 1 version with worse graphics and smaller areas but new voiced speech, and a Playstation 2 version which is based on this one, but that unwanted voiced speech again, a few new areas, and a 3d hub world to run around in instead of this games’ level-select screen.  There is a Nintendo DS version as well, Rayman DS, which has weaker graphics than the console versions and not as good analog controls. And last there is a Nintendo 3DS version, Rayman 3D, which looks good, though I haven’t played it.  The game is also available digitally on the PC on GOG; hopefully it works better for you than me, though a Win9x or such virtual machine (and a powerful enough PC) should fix such issues.  If you can get it working with full analog gamepad support this might well be the best version of the game, considering it has the highest-resolution graphics support and I don’t think the additions of later versions actually improve the game much if at all, so I hope others have more luck with this game on newer machines than I have!


Rayman 3: Hoodlum Havoc (2003, Win9x) – 1 player, saves, dual analog gamepad supported. Rayman 3 released several years after its exceptional predecessor.  This time the Hoodlums are invading Rayman’s world, and you need to stop them!  And because of them Globox accidentally swallowed a Dark Lum, so you’re on a quest to both stop the Hoodlums and get the Dark Lum out of Globox.  I was looking forward to it at the time, and picked it up sometime after launch.  The game is very good to great, but is very much like its incredible predecessor, and does not quite match that all-time classic.  So, as good as it is, the game disappointed me a bit at the time. Still, this is a well-made game that’s a lot of fun to play. Also available on 6th-gen consoles, I got the game on PC and not Gamecube because this version was cheaper and has higher-resolution graphics.  Rayman 3 is a fairly derivative title which basically tries to be Rayman 2, again, with new environments and some new powers.  As before, levels are linear corridors of rooms of various sizes.  The gameplay styles of the previous game return as well, with few significant additions.  The controls do have some additions, though: the game uses dual analog now, with the left stick for movement and the right for the camera.  A dual analog controller is highly recommended for this game, if you can get it working.  And while I like the game, “if you can get it working” is a problem.

Yes, sadly, just like Rayman 2, I can’t get the game to start at all on my newer computer.  Sure, it runs okay on my Win9x machine, but I’d really rather play this on the newer computer, it’d run better!  The old machine can’t run this game well at the games’ max resolution and framerate.  Even though the game only supports up to 1280×1024, that machine’s poor old GeForce2 chugs at that resolution, though it runs well at 800×600, which is still higher than the console versions’ resolution.  Still, the game would run better on a newer machine, if you’re lucky and it works for you.  For me it won’t, sadly.  And checking the GOG Rayman forum, many people are unable to get Raymans 2 or 3 to work on modern PCs, so unfortunately this is far from a rare issue.  I haven’t seen any single prospective cause or solution either, and the few suggested do nothing for me.  So, I can only run this on my old PC… ugh.  I do have a few other early ’00s games that won’t work in Vista for various reasons, including Metal Gear Solid 2 Substance and Medieval: Total War, but it’s always very frustrating, since you’d think things should still be compatible, and most games work.  And on my older computer? Sure, it runs, but this game hates my dual-analog gamepad for some random reason.  I remember it working fine with the gamepad I had back then, but with this very similar model the gamepad doesn’t respond correctly and constantly stops responding entirely.  Basically I’m forced to either use the keyboard or an old digital-pad-only gamepad, as it works just fine with my old Sidewinder Gamepad, no issues there, but neither of those solutions are good; you really, really need analog movement in a game like this, and this game expects you to have an analog stick for looking around as well!  I did play the game some on the Sidewinder, but it’s not ideal.  For people who can run this on newer OSes there is a fanmade patch which may help get Vista or better working with pads, but it doesn’t work on 9x, and it won’t help the game run either so it’s of no use to me.

But if you are one of the lucky ones for whom the game actually works, or if you buy a console version of the game, Rayman 3 is a very good linear-path-style 3d platformer.  The game controls just like its predecessor, and looks VERY similar.  The graphics are better this time as this is a newer game designed for 6th-gen consoles, not 5th-gen like Rayman 2 originally was, but comparing the two PC versions, this is just a small-ish step up; there are more polygons on screen for sure, but everything else is similar.  The great art design returns but with new settings, so again I love the art design and visuals.  The many new locations all look great, though I do like the original a little more overall — it feels more original.  The music is good too, but sound is perhaps a bit worse, as in the PS1 or PS2 versions of Rayman 2 all characters speak in English this time, but I kind of wish they didn’t; I liked the squeaking noises and bits of intelligible language, with text boxes, of the original.  That’s all that is really needed for this kind of game. Cutscenes are also entirely unskippable, which can be annoying at times.  Still, the game does look good, and plays well if you can get dual-analog gamepad support working.  The game is also again lots of fun to play, as you explore mostly-linear levels, fighting enemies, solving simple puzzles, and doing Rayman 2-style activities such as more auto-moving speed sections, beam-riding levels a bit like Sonic Adventure, and such.  The main gameplay addition are some costumes Rayman can find in specific powerups that give him new abilities such as upwards flight, shooting missiles, and such.  These are fun, but you only use them in one area to solve that areas’ puzzle, you can’t keep the outfit.  It’s a small addition, but does add to the game.

Still, there just aren’t many improvements here, and I like Rayman 2’s levels, music, and art design a bit more than this games’; Rayman 2 does just about everything Rayman 3 does, but better.  So, while I liked it, back in 2003 I lost interest in the game midway through and didn’t finish it, quitting at an underwater boss.  I still have that save file and got past that boss for this summary, but I quit a bit after that because playing without analog controls is frustrating.  Still, Rayman 3 is a great game with good level designs, controls, and graphics.  This is one of the better linear-path 3d platformers around.  I love Rayman 2, and this games’ design concept of “more Rayman 2” is a good thing.  It is an unoriginal game that doesn’t match Rayman 2’s exceptional level of quality, though.  Still, overall Rayman 3 is very good, and series and genre fans certainly should play it.  Also on Playstation 2, Xbox, and Gamecube, and digitally for PC on GOG.  Save yourself the frustration of trying to get it running on PC and buy one of the console versions; they will cost more, but will actually work for sure.  I keep meaning to buy this on Gamecube sometime so I can actually play it again with good controls… I should do that.

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PC Platformers Game Opinion Summaries, Part 2 – Physical 2d Games (concluded)

Sorry again for the couple of weeks of downtime.  My site’s hosting issues should have been addressed now, and it should be up long-term from now on!

While the site was down, I completed two updates to my PC Platformers Game Opinion Summaries list.  They have been combined into one update here, covering 19 games.  This completes the section of 2d platformers I own physical copies of.  Next time, the few 3d platformers I have physical copies of.

Edit, 11/25/2018: Updated Pitfall: The Mayan Adventure summary slightly to reflect that I learned that the Jaguar version has saving.  Source cited with a link.  I also fixed a few spelling errors I found through the article.

Games Summarized in This Update

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Jazz Jackrabbit 2 (1998)
Jazz Jackrabbit 2: Holiday Hare 98 (1998)
Lode Runner: The Legend Returns (1994)
The Lost Vikings (1993)
Interplay 15th: Norse by Norsewest: The Return of the Lost Vikings (1997)
Mega Man 3 (1992)
Mega Man X (1995)
Mega Man X4 (1998)
Mega Man X5 (2002)
Oddworld: Abe’s Oddysee (1997)
PCG CGC1: Duke Nukem II (1993)
Pitfall: The Mayan Adventure (1996)
Rayman (1996)
Rayman Forever (1998)
Sonic CD (1996)
Sonic & Knuckles Collection (1997)
Sonic 3D Blast (1996)
Teenage Mutant Ninja Turtles (1989)
Zool 2 (1994)

The Summaries


Jazz Jackrabbit 2 (1998, Win9x) – 1-2 player simultaneous, 1-? player online, saves, gamepad supported. Jazz Jackrabbit 2, developed by Epic MegaGames (later to rename themselves to Epic Games) and published by Gathering of Developers, is a shooting-heavy platformer, and sequel to Epic’s successful Sonic-inspired early ’90s game Jazz Jackrabbit.  Epic was the other major shareware publisher on the PC back in the early to mid ’90s, along with Apogee.  I preferred Apogee for sure, and in the Apogee/Epic war everyone HAD to choose a side, but Epic made some great games as well, most notably for me Traffic Department 2192 and Epic Pinball.  Their platformers, however, are okay to good, but just don’t match up to the games Apogee published such as Commander Keen and more.   However, Apogee gave up on platformers after 1994 in favor of first-person shooters, while Epic made one last try at a platformer here before they too fully went over to their Unreal FPS games.  I played lots of Epic shareware games, but didn’t buy any full versions of their games then, so they aren’t covered here.  I did eventually get this game sometime in the ’00s, though, and it’s good, though I still have some reservations about Epic’s platformer design style.  This game has an impressive feature-set, with lots of levels, two characters, splitscreen and online multiplayer, a level editor, and more, though, so there is a lot here for those who get into it, and more beyond this base title in the holiday edition, expansion pack (that I don’t have), and downloadable fanmade levels that you can still find on the internet.

Jazz 2 looks fairly nice.  The game has cartoony graphics with plenty of variety and lots of obstacles, platform types, and enemies to deal with.  The tile-based graphics do show, though, and things often look very similar throughout each stage.  Somehow this game has always seemed like a little bit less than the sum of its parts to me.  Now, the original Jazz was a fast-paced game where you run around as an anthropomorphic animal, this one a green rabbit, and shoot stuff with a variety of guns.  Your high-speed movement was a hazard though, for while running around is fun, it’s far too easy to run into spikes or enemies you never saw coming.  Jazz 2 solves this problem by running at a higher resolution by default.  While on an older computer that supports it this game will run at 320×240, you really want to play at at least 640×480 so you can see where you’re going.  At that resolution everything looks a little bit too small for my tastes, but you won’t run in to nearly as many things because you couldn’t see them.  However, due to Jazz’s high speed, running into enemies or spikes every so often is an inevitability; Jazz is often too fast for his own good.  Fortunately you do have hit points, up to five at most, and they are invaluable.  Health refill items are also easy to find, thankfully.  Beyond his high speed and guns, Jazz can also fly with your ears and butt-stomp, and you can shoot up, though not down or at diagonals.

Within each stage, as with many of the games I’ve covered here so far, you run around sizable levels, collecting items for points as you work your way through each stage in this game.  Levels are fairly large and are mostly about platform-jumping and occasionally shooting the mostly-not-too-threatening enemies, though there are puzzle-solving elements such as boxes to hit that make blocks or platforms appear or boxes or springs you need to shoot with specific weapons in order to get past them.  There are also hidden areas hidden through seemingly solid walls, of course.  Most of the trickier puzzle areas are optional sections full of gems to collect for points and weapon ammo for your up to nine different guns, along with some health and extra lives, so it’s useful, but the game isn’t so hard that you must find them all.  Indeed, with practice you won’t, as many require specific actions to access and levels are designed with numerous one-way passages, pits, and more, so you can’t just run back and try again once you’ve passed something.  That replay value may be the main challenge here, though, because the enemies barely challenge you and bosses aren’t too hard once you learn their patterns.  Jazz 2 may be a bit too easy, but it’s mostly good. Still, I just don’t find myself drawn to keep playing this game, and never have gotten even halfway through it; after a few levels I lose interest and don’t go back.  I don’t like the jerky movement as you run then stop then run then stop; Sonic does that much better.  I like Claw a bit more than JJ2.  Still, this is a good game, at least.  Also available on Mac.  For some odd reason Epic has never re-released any of their old games on digital download platforms, but they should.


Jazz Jackrabbit 2: Holiday Hare 98 (1998, Win9x) – 1 player, 1-? player online, saves. The original Jazz Jackrabbit had two free Holiday Hare demos of sorts released, in 1994 and 1995.  Both have a couple of new levels with a Christmas theme, though the gameplay is the same as in the main game.  For Jazz 2 the Holiday Hare tradition returned, but it’s a paid title this time, not free.  It still is a glorified demo, though, as you get five Christmas-themed Jazz 2 levels for your money in this surely budget-priced jewelcase-only release.  The gameplay is exactly as before, so you run, jump, and shoot through large levels, finding secrets and constantly running into enemies and obstacles because you move too fast for your own good.  There may not be much content here, and it’d have been great if this was free as before, but even so it’s cool that this exists, Christmas is great and too few games have official Christmas versions these days!  Physical release only.  This set of levels is also included in the JJ2 expansion pack JJ2: The Secret Files, I believe, which compiles everything into one release.  I don’t have that, though; it seems to be a bit uncommon.


Lode Runner: The Legend Returns (1994, Win3.x) – 1 player, saves. Lode Runner: The Legend Returns, from Sierra, is a sequel/remake to Broderbund’s classic ’80s puzzle-platform game Lode Runner.  I never did play the Lode Runner games much, but I can see the appeal even if it’s not my favorite kind of game.  This game has 150 levels of classic 2d Lode Runner single-screen gameplay to work through.  In each level, you need to collect all the gold then go to the exit which then appears.  The Mad Monks are trying to kill you before you get it, though, so you’ll need to be clever to survive. Instead of a normal gun, however, the Lode Runner has a beam which can make a hole in the ground, destroying the ground block to your left or right below you.  While this title also has some items to collect which you can use here and there, the hole-making mechanic is this is the games’ central focus, as always in the Lode Runner franchise.  The gameplay here is pretty much the same as in the original Lode Runner, it’s just a bit better looking this time, controls well, has 10 different environments to play through, and has easy level-saving for levels you make in the included, and easy to use, level editor.  Lode Runner gameplay is simple, but the game quickly gets very challenging.  Trying to figure out how to get to every piece of gold without being killed can be tough, and you’ll often need to figure out which blocks you need to destroy and when, while fending off the enemies by dropping them in holes as well.  And if you really get into the game, its simple design makes making your own levels easy.

The game does have the usual Windows 3.1/9x issues, though, including the requisite “the game can’t see my gamepad even in Win3.1 running in DOSBox”, and also screen-size issues.  See, this game runs in a 640×480 box, full-screen with a border around it, in whatever your screen resolution is. Window’s “run this in 640×480” does not work, you’ll need to manually change your screen resolution to run this in a window larger than unacceptably tiny.  Win3.1 in DOSBox seemed like a good solution for that, but it crashed DOSBox after I beat a few levels and still had joystick problems, so that has issues too.  This game also looks as simple as it plays; Lode Runner: The Legend Returns is not exactly a game that pushes technology, for 1994 or otherwise.  And maybe some more gameplay enhancements might have been nice, more block and obstacle types, something like that.  Also, you really need to like Lode Runner to like this game, and with its somewhat slow pace, single-screen mazes, and high frustration factor at times, it isn’t a game for everyone.  Still, this game is mostly good.  Some Lode Runner game is definitely worth trying, but I don’t know which one is best, since I don’t play the series that much.  This is probably as good as any, for classic Lode Runner gameplay but with a somewhat newer look than the originals.  Also released on Playstation and Saturn in Japan.  I have the Saturn version.  The console ports don’t have the PC versions’ performance issues, but did not get a US release.  The main game is as good or better on consoles, but custom level creation, saving, and trading is much easier on PC; though the ports do still have the editor, you’ve got to use a gamepad with it, and can only fit a couple of levels on a memory card.


The Lost Vikings – (1993, DOS) – 1 player, password save, gamepad supported.  The Lost Vikings was Blizzard Entertainment’s first major original title, and it’s a puzzle-platformer starring some silly cartoon-style time-travelling Vikings.  This game shows how a game can benefit from a strong focus on one core mechanic, of splitting the usual action-game moves across three characters you control at once.  It was a brilliant idea, and Blizzard executed on the concept very well!  The game was mainly developed for the Super Nintendo, but also was released on computers.  I got this floppy-disk PC version of the game for Christmas in 1993 and liked it a lot, and it’s still a great, great game!  I recently covered the very similar Sega Genesis version of this game in my Genesis Game Opinion Summaries list, so read that for more, but this is a great game so I’ll say something, at least, this time.  This is the first version of the game I played, after all, and the one I have the most nostalgia for.  It’s also a great version of the game, as much worth playing as any.

In this game, you play as Erik, Baleog, and Olaf, the three titular Lost Vikings.  Each one has two abilities, and there is very little overlap.  Erik can jump and dash, Baleog use a sword and bow, and Olaf can block and float with a shield, and you must use all three in concert to get through each puzzle-heavy level.  Each has only three hit points per stage, and all three must survive and reach the exit in each stage to move on.  The expertly-designed stages seem perfectly crafted for each character’s strengths and weaknesses, and I love trying to figure out what to do in each stage, in what order.  There are many obstacles to tackle, and while hitting switches is a constant and your basic actions stay the same, how you get to those switches, and the obstacles along the way, do change from each area to the next.  You’ll constantly need to think, and carefully explore each stage, to get through this game.  While you will fight many enemies, this is a puzzle game first, action game second.  You are given a continue password on each stage and have infinite tries at each level, so you won’t need to replay much when you do die.

Your basic actions are each characters’ two abilities plus a swap key to change between characters, but each Viking can also carry up to four items, including healing items, keys, and more.  You can swap items between characters when they are close enough to eachother.  The controls work well, but this is an 8-button SNES game ported to 4-button PC gamepads, so some functions are on the keyboard.  You can move, use both abilities, use items, and activate switches on the pad, but switching characters, selecting items other than the selected one, moving items from one character to another, and pausing to restart the level are on the keyboard.  It works, but it would be nice to have the character-switch keys on the pad as you do use those a lot.  Ah well.  Visually, The Lost Vikings is a nice-looking game comparable to its SNES counterpart. Content-wise this is a straight port of that game, and that’s fine.  The later Genesis version adds several exclusive levels and a multiplayer mode, but you won’t find those here, understandably; the controls would be a big problem with multiple people on one system, and this game released before co-op online play was a common option.  The sprite-art is all fantastic, as usual from Blizzard, and backgrounds are reasonably varied, as you travel through the various time periods in the game.  I love the silly enemies and animations you’ll see throughout this game.

The music is also great and has support for Soundblasters and more, though as a kid I never heard most of it, since our computer only had a PC Speaker and with that there’s only an intro tune, then silence and sound effects in the levels.  That PC Speaker intro tune is great, though.  The Soundblaster soundtrack is very good as well.  Blizzard soundtracks would get even greater than this later on, but this one’s great.  The writing is funny as well, as the three heroes have amusing conversations throughout their adventure.  There also are other characters to talk to, and it’s all silly stuff.  And The Lost Vikings is an outstanding game all around.  The game looks and sounds good, plays great, and has variety and depth.  The puzzles are interesting and the game is challenging but rewarding to play.  The three-characters system is fantastic, and The Lost Vikings benefits from its strong focus on its core mechanic.  This is how you do this genre right, and I don’t think that any newer game like it has topped this great classic.  Also available on the SNES, Amiga, Genesis, and Game Boy Advance.  The Genesis version has slightly worse graphics, but four exclusive levels and an exclusive 3-player co-op mode.  Blizzard released this version of the game for free for digital download on their website.


Interplay 15th Anniversary: Norse by Norsewest: The Return of the Lost Vikings (1997, Win9x) – 1 player, password save.  Norse by Norsewest is the sequel to the great classic above. As with the first one, it is a 2d puzzle-platformer, and it originates from Blizzard’s SNES game The Lost Vikings 2, though this version is based on the enhanced Playstation/Saturn edition which adds pre-rendered CGI cutscenes, voice acting for all ingame dialogue, and prerendered graphics, to the 4th-gen original’s core gameplay, writing, and level designs.  The original SNES version was apparently completed in 1995 and runs in an enhanced version of the original games’ engine, but for some odd reason Interplay decided to not release it until Beam’s 5th-gen versions had been completed, so all versions released in early 1997.  The version of the game I have came in the Interplay 15th Anniversary Anthology, a pretty fantastic retail collection of 15 Interplay games released around the year 2000 that I got cheap sometime after that, which is why the game title is as it is.  And I want to mention this first: unfortunately, while the regular retail version of Norse by Norsewest includes both DOS and Windows 9x versions of the game, this Anthology release removes the DOS version and contains only the Windows port… which, of course, has some big problems, like all these Win9x platformers do — fullscreen doesn’t work at all and you can only play in a 640×480 window at most, and you need to turn on 256 color mode and sometimes the colors mess up.  And worse, sadly, both this Win9x release and apparently even the DOS version have absolutely no gamepad support, inexplicably; that’s a somewhat unforgivable thing to leave out!  You’ll need key-to-joy mapping software to enjoy this game.  And why does this Playstation conversion again have password-only saving, but it’s worse now as this time it doesn’t even let you use the keyboard keys to select letters, so you have to flip through with the arrows? The first game doesn’t have this limitation.  Thankfully the keyboard controls are reconfigurable, unlike some games mentioned here, so that’s good at least.

Unfortunately, though, that is far from the biggest issue here. Norse by Norsewest probably is a good game, but compared to its all-time-great predecessor it is somewhat disappointing.  The game can be fun and amusing, but it does not live up to its great predecessor, either in gameplay or technically.  Basic gameplay here is similar to before, so this is a somewhat slow-paced puzzle-platformer, often heavier on the ‘puzzle’ side of things than the ‘platformer’ part.  You have many situations to get past, and have to figure out how to get through each stage, get the necessary items, or what have you.  The biggest issue I have with this game is, however, that Blizzard decided to add more characters and abilities, but in so doing they messed up the brilliant purity of the original.  While The Lost Vikings excelled in setting up puzzles so that each character had to do one specific thing, here multiple characters can do multiple things.  First, each of the original three Vikings returns, but with a new ability or two: Baleog now has a grappling hook to swing over pits, Olaf can fart to jump a little, and Erik can double-jump with some jet-boots.  There are two new characters, a werewolf and a little dragon, and both can both jump and attack.  So, now you have multiple ways to jump, multiple ways to attack, and more.  You only have three characters per stage though, and my favorites are the levels with just the three core Vikings.  There are still elements that only one character can get past, so this still is a puzzle game, but by adding lots of abilities, they significantly degraded the genius of the original.  This game is a good object lesson in the fact that adding more content to a game is not necessarily better, and indeed sometimes is worse.  This game is reasonably challenging and fun, but the focused gameplay of the original is superior to this.

Visually, this game looks decently nice, though the prerendered style has aged.  I prefer the simpler, hand-drawn look of the original game overall, and would someday like to get the SNES version of this one, which reuses a lot of graphics from its predecessor.  The voice-acting and CGI intro cutscene are amusing, though, and the humor at least remains intact from the first game.  This is again a pretty funny game at times, and some jokes from this have stuck with me, such as the “do not touch, not doughnuts!” line from the intro. Whoops… :p  Just like its predecessor, NWN is a very funny game.  The humor may be my favorite thing about this game, in fact.  And even if Norse by Norsewest is a disappointment, it still is a good game.  NWN is no TLV, not even close, but it’s still a fun, above-average platform-action game, with more action than the first game but still plenty of tricky puzzles and amusing situations throughout. Also available on the SNES (as The Lost Vikings 2; US only), Playstation, and Saturn. The PS1 or Saturn versions are probably the best overall, they don’t have the issues this release does.


Mega Man 3 (1992, DOS) – 1 player, No Saving, gamepad supported.  Mega Man 3 for the PC, developed by Rozner Labs and published by Hi Tech Expressions, is an original PC game that uses Capcom’s Mega Man character and license, but has no connection to Capcom beyond that.  This is the second and final PC-only Mega Man game, following the first Mega Man; there is no “2” because this game released after NES MM3, so they used the name and cover art of the most recent release.  This game is, in modern terms, essentially an indie game that got a retail release and a reskin using a very popular character — Rozner Labs was a team of two American brothers, and Hi Tech Expressions a developer who published exclusively licensed games, most of them terrible. I got this game in ’92 or ’93 because I’d liked the Mega Man games on the NES quite a lot, wanted to play one on a platform I had, and only had a PC at the time.  And ever since, I have had mixed feelings for this game.  On the one hand, as a Mega Man game it isn’t any good.  While this is still a side-scrolling platform action game where you play as the blue robot Mega Man, with somewhat familiar controls and gameplay though this game has some unique quirks, it is very different from any other Mega Man game.  The levels here are mazes, not linear paths, you actually swim around in water instead of sticking to the bottom as you do in any Capcom Mega Man game, and the controls and gameplay are a bit clunky and unpolished.  However, this is not a bad game.  I have thought it’s bad at times, but when I last replayed it several years ago, I realized that no, MM3 for the PC is okay.  This is an alright Western-style platformer with large, mazelike levels to explore and a moderate amount of challenge, though not too much.  The mazelike levels are a huge change from what you expect from Mega Man, but they can be fun to explore.  The bosses in this game are quite easy, but the levels are trickier.  The game has decent controls, and you jump and shoot as expected.  There is gamepad support, though you need the keyboard to pause to switch weapons, and the keyboard controls are not configurable if you use them; get used to J for jump and space to fire.  The game also has six bosses, plus a boss stage at the end after you beat the first six.  As in the console Mega Man games, you can play the six levels in any order.  However, there is no saving in this game, sadly, so you have to beat the game in one sitting; this is why I never beat it as a kid, only much later.  It does have fun gameplay and reasonably solid level designs, though.

Visually, the game looks alright, though this Mega Man is not quite Capcom’s.  The game runs in CGA or EGA, and the environments look nice and sprites are decent-looking.  The six bosses and final boss are each unique, though they to take design ideas from past NES Mega Man bosses.  Five of the six bosses have the same exact attack pattern of just jumping back and forth and shooting at you, though.  This game has an environmental theme, as fitting with the times given the popularity of shows like Captain Planet, and apparently originally was going to be a game called Eco Man, before the Rozners were offered the Mega Man license again, since one of them had made the first DOS Mega Man game.  So, you’re Mega Man, exploring locations such as oil rigs and slimy sewers.  Some popular Mega Man enemies appear, but others are original to this game, such as ubiquitous guys in yellow hazardous-materials suits.  Yeah.  I like the swimming though, and have always thought that it’d be kind of nice if Capcom had released some main-series Mega Man games where you can actually swim around like you can here.  One water level’s mazelike design can be annoying due to the fans pushing you into spikes, but still, it’s a fun stage.  However, the game has only basic PC Speaker beeps for sound effects with no music; by ’92 I would have thought a retail title would have Soundblaster support, even most shareware games did by then.  Console Mega Man games were known for their great soundtracks, but there’s none of that here.  Ah well.  As we didn’t have a sound card then I would not have cared either way back then, but it would make it better to go back to.  Overall, though, this game is alright.  MM3 for the PC is a decent platformer with okay graphics, controls, and levels, and I do like it.  If you forget the “Mega Man” part and just look at this game as a PC platformer, it’s a fun little maybe-above-average game for platformer fans, and is well worth a try.  Physical only.


Mega Man X (1995, DOS) – 1 player, saves, gamepad supported. Mega Man X, developed again by Rozner Labs but published by Capcom this time, is, unlike its predecessor, a port of the SNES classic Mega Man X.  After licensing out ports of their PC games before, in 1995 Capcom decided to publish some themselves, and the first two were Mega Man X and Super Street Fighter II.  Both were available on their own, or bundled with the 6-button Capcom PC Fighter 6 gamepad.  I got the gamepad-bundle version of this game, and I do still have that pad.  Mega Man X, from 1993, is a great classic, Capcom’s first SNES Mega Man game and a very good side-scrolling action platformer.  As with the original series you play as Mega Man, running, jumping, and shooting his way through hordes of enemy robots, but this game is set some time after the original series.  Mega Man is the new, cooler “X” version now, fighting evil reploids led by Dr. Sigma, instead of Wily.  Unlike the NES games you start out in an intro level here, before moving to a standard Mega Man level select screen with eight stages to choose from.  Of course, you need to learn (or look up) the best order to play the stages in, if you want to succeed, because you get a power from each enemy, and each enemy is weak to one of the others’.  The controls and level designs are fantastic as always, and the well-polished action feels really good.  All of the bosses in this game have memorable stages and character designs, as well.  X brings in one big gameplay change versus the original series, though: you can grab on walls and slide down or jump off of them, and also can dash once you get the easy-to-find dash-boots powerup.  These changes adds a lot to the game, and the levels really make use of them as well.  Still, though this game is great, I have always liked the NES and GB Mega Man games the most, over the SNES or PS1 games.  Mega Man is at his best in 8 bit.  Still, with good to great graphics, music, gameplay, and level designs, this game is really good too.  In the ’90s, the Mega Man series was one of the best.

This is a fairly faithful port of Mega Man X as well.  Everything except for the robot ride armor is here, and the MIDI rendition of the soundtrack is pretty good.  I guess it’s too bad robot ride armor was removed, but they are a very minor part of this game anyway, so I don’t miss them much.  The team had to recreate the game mostly from scratch, so it’s impressive it is as good as it is.  The game looks good and plays great, but it is true that the graphics aren’t quite at the level of what PC games could do by 1995; it is a SNES port after all. It is odd though that while the game came with a 6-button gameport gamepad, the game only supports four buttons for five actions so you need to have either pause or quick-weapon-switch on the keyboard. You can configure the controls, fortunately. It’s probably best to have pause on the pad and pause to switch, classic Mega Man-style. The gamepad, called the Capcom PC Fighter 6, is interesting in that the 5th and 6th buttons actually are two directions on a third axis, as DOS only supports 4 buttons, but while SSFII supports all six buttons this doesn’t.  But when I got this game back in 1995, I was mostly just excited to finally be able to play a real Mega Man game on the PC, and a great one at that!  And the other change from the SNES is an improvement — instead of password save as you needed there, in this version you save to save files instead.  There can be up to 15 saves at once, which is plenty.  The saves don’t save anything more than the passwords did, so you still need to play the whole final section of the game in one try, but still, it is a nice addition.  This is a tough game, particularly in that final stretch, so it’s unfortunate that you need to beat all of the final levels in one sitting; you really should be able to save between them as you can before!  Because of that I’ve never beaten Mega Man X, though I have gotten to the final boss.  Almost everything else about this game is great, though. For one last criticism, there is no new content here, so while this is a CD game, the game is under 6 megabytes large and most of the disc is empty.  A CD soundtrack or something might have been nice, but no, it’s just a straight port.  You don’t need the disc in to play, either.

Still, overall Mega Man X is a very good game.  It looks good, has a lot of variety between its stages, has some inventive boss concepts each based on a different animal, and plays really well.  This game is a classic, and this PC version is very nearly as good as the SNES original. The best classic MM games may be even better, but this game still holds up very well, on the PC or otherwise.  SNES port.  The SNES version is easier to find to day and has both physical and digital re-releases (on Wii and Wii U Virtual Console and in the Mega Man X Collection for PS2 and Gamecube), but this PC version is a physical-only release.  A large part of this game was ported in altered form to the Game Boy/GB Color in the game Mega Man Xtreme. There is also a MMX remake on the PSP titled Mega Man Maverick Hunter X; I haven’t played it, but it has 2.5d graphics and is supposed to be solid.  And last there is an apparently bad iOS version with redone graphics.  For a little more on this game and PC Mega Man 3, see the Rozners’ interview in John Szczepeniak’s “The Untold History of Japanese Game Developers, Vol. I”.


Mega Man X4 (1998, Win9x, DOS) – 1 player, saves, gamepad supported. Mega Man X4 for the PC is a port of Capcom’s 1997 PS1/Saturn game of the same name, the fourth game in the the Mega Man X series.  This was Capcom’s second 5th-gen 2d Mega Man game after Mega Man 8 (PS1/Saturn), and it’s a big improvement over that game in every way other than the voice acting.  X4 is a true classic, a great-looking 2d game with very good gameplay and really nice spritework and backgrounds.  I really liked this in the ’90s, and when I saw this game for cheap sometime in the later ’90s, I got it.  I remember seeing this, Super Puzzle Fighter II Turbo, and Mega Man X3 for under $10 each, but could only afford two of them, so I got this and the fantastic puzzle game classic Puzzle Fighter. I’ve still never played the PC version of X3… too bad.  (Oh, there is no PC port of X2; it went from X to X3.)  But after looking at the boxes this one was newer and had better graphics than X3, so I got X4 over X3.  Well, that may not be the best reasoning, but I picked well, because Mega Man X4 is fantastic and my favorite game in the Mega Man X series. This is also the only MMX game I’ve actually beaten, sadly enough, though I am glad to have finished this one.  Mega Man X4 was great then, and still is great now!  In addition to the great graphics, art design, great difficulty balance that is not too hard or too easy, and gameplay, the level designs are inventive and varied and the game controls very well also.  The game also lets you play the whole game as either Mega Man or Zero, for the first time in the series.  Zero’s fun to play as.  The animated cutscenes and charmingly terrible voice acting are also good stuff, though I don’t care for the story; it’s dark as in all MMX games, but this goes farther than most into the realm of the depressing.  Everything else about the game is great, though, and the port is even fantastic!  This PC version of MMX4 is pretty much a perfect port of the PS1 version of the game, but with almost no load times, which is great.  I was quite happy to find that the game runs great on my newer computer, too, as it runs with no issues.  It’s even the only Windows 9x or 3.1 game on this list so far that actually natively works with gamepads on my newer computer!  That’s pretty awesome.   You can redefine the controls, too, thankfully, though you can only use the first 8 gamepad buttons for the games’ 8 functions so pause will be on some random face or shoulder button, probably.  Oh well, that’s a very minor limitation.

Visually, X4 is a big step up from X3.  The graphical overhaul the series got in this title still looks impressive and stylish, and X4 really is Mega Man X at its best.  Sure, this is a low-resolution game for a 1998 PC game, but since it is a console port that is understandable, and I think the great art design and visuals stand out even if it’s not nearly as sharp-looking as some contemporary PC games like Claw; it more than makes up for that with its better art design and gameplay.  Every level looks and feels quite different, and the music is good as usual in the Mega Man series, even if the NES Mega Man soundtracks are my favorites.  The game is nicely animated too, as your character and the enemies all animate as they move.  And beyond the graphics, the gameplay is just as good.  As in past MMX games, you can run, shoot, and dash, but this game adds a limited hover that you get if you find the fairly easy-to-find powerup item.  The controls are very responsive and are great once you get used to them, though dash-jumping can take some practice to get right. I highly recommend putting the dash button on a shoulder button (and use a gamepad!), so you can more easily use dash, jump, and shoot at the same time.  Levels and enemy patterns are crafted around dashing, and you will need to master the dash to get through this game.  As usual in the X series, you have an intro level, eight robot masters to beat each with a special weapon you get from beating them, and then some boss levels at the end.  Thankfully, this time you can save in between levels of the boss section, so you don’t need to play it all in one sitting like you did in X1 above.  That’s a great improvement and surely helped me finish this one.  The save system is clearly console-based, as you have two blocks of three save files to choose from, as if you’re selecting one of the PS1’s two memory cards, but it works.

The levels here are built off of past Mega Man games, as always in this iterative series, but they’re probably the best in the X series. X5 would build on this games’ look and design concepts, but it does not manage to improve on them.  From the lava level with its rocks everywhere to the cyber-level with teleporters and warping enemies to the lush jungle, the stages are as fun to play through as they are to look at.  Each level is broken up into two parts, and if you get a game over in part two and continue from there you only need to redo the second part, which is very nice.  If you quit to the menu you will have to redo the whole stage, though.  Now, Mega Man games usually either have harder levels, or harder bosses.  This one probably has tougher bosses than levels, though with the correct weapon for each boss, if you experiment enough or look up the best route online, it gets easier.  Some Mega Man games are too hard, but this ones’ challenge is just right.  There is also an Easy mode available, for people who find Normal too tough.  For skilled players who find it too easy as gun-equipped Mega Man, though, there’s always also sword-wielding Zero, the other playable character.  Zero’s pretty cool, but his very limited ranged options adds to the challenge.  I really like that both are playable here, with a full story.  But overall, Mega Man X4 is much more than “just right”; it is truly great, one of the all-time best 2d platformers. In graphics, sound, gameplay, levels, bosses, and more, Mega Man X4 is the pinnacle of its series… and the PC port is even fantastic!  Get this game for sure for some system, and this one is as good a choice as any.  Playstation port, also available on Saturn. The PS1 version is available on other platforms, such as the PS2/GC Mega Man X Collection. Physical only.


Mega Man X5 (2002, Win9x/2000 or above) – 1 player, saves, gamepad supported.  The last of the PC Mega Man games released in the US on store shelves, Mega Man X5 released four years after its predecessor. After loving X4 I really wanted another game like it, but it would be years until Capcom finally released more 2d Mega Man X with this game and X6, both 2001 releases on the PS1.  More than a year later, this PC port released in 2002, and I bought it soon after release.  Mega Man X5 was originally intended to be the last Mega Man X game, though that was not to be.  This is a great game, but in most ways it is a downgrade from the incredible Mega Man X4.  The game is a lot better than the highly disappointing X6 and X7, but it’s not quite X4, either.  So, as usual in this series, Mega Man X5 is very, very much like the last game, just with new levels and lower production values.  Expect more nice-looking 2d artwork, for a port of a low-rez PS1 game, more solidly-designed platform-action levels to blast through, and more tough boss fights.  Versus its predecessor, a few things have changed.  First, you can now crouch and shoot while crouching, but your bullets cannot pass through walls, unlike all previous Mega Man games.  There are also many ropes to grab on to in the game.  Levels make use of these things, and it does mix things up a bit from the Mega Man usual, though it’s mostly similar to before.  There are also three difficulty levels now, including a new harder option as well as easy and normal.  The game also has a time limit, however, and that is annoying, though it’s not as bad as in some games as it’s not a timer so much as a limit to the number of levels you can play before beating all 8 Robot Masters.  Thanks to Sigma, a giant space colony is going to crash into the earth and somehow kill all life on the planet in 16 hours, and a virus is turning almost all reploids into mavericks — that is, making them evil.  So, X and Zero have to go around killing not-actually-evil reploids, like usual in this series, for the usual overdose of overdone depressing writing.  The story in this game feels partially copied out of X4 and partially new, but it’s not particularly good.  There are no animated cutscenes and no voice acting this time, though, only static images and text.  Budget cuts indeed.  The in-level conversations can be annoying and pointless, too.  There are three endings, though, which is nice.

Now, the formulaic design here is fine, as the Mega Man series has always had one game create a formula, then its sequels make new experiences within that formula. And as usual, this game is based on a great formula!  However, it is impossible to ignore that X5’s levels, bosses, and design here aren’t quite at X4’s level.  The box is smaller too, as the game has a smallish box was the unfortunate trend in the ’00s, versus X1, X3, and X4 PC’s big boxes.  They thought that it would be a good idea to have a time limit in this game, too: the story is that a space station is going to crash into the Earth, unless Mega Man can stop it in time, so you have a limited number of tries until it crashes.  Fortunately stopping the space station is not that hard, and if you beat all eight robot masters you can end the timer, so this is no Prince of Persia kind of situation, but still, it wasn’t a great idea.  I do like that now you have alternate robot suits to switch to right from the beginning though, that’s cool.  Upgrades for your suit have been a part of the MMX series since the beginning, but X5 lets you play as regular X, Falcon suit X, or Zero right from the start, and you can choose differently in each mission. I like this change, versus having to play the whole game as X or Zero as it is in X4.  You can get more suits as well, if you collect the hidden parts for them.  The Falcon suit’s hover is great, but the unlockable suits each have a very handy power s well. But once you get into a stage, the issues return.  This game is very good and has some fun stages, but they sometimes feel rehashed from the last game.  Still, when I got this game back in ’02 I was liking it, and beat the eight Robot Masters. There are some interesting boss fights here, such as the one against the spider-like guy; that’s a cool fight.  However, I’ve never gotten past the first of the final set of levels at the end, as its boss, the Black Demon, is absurdly hard unless you use some super-cheap strategies!  That boss is a real pain.  This game is the most forgiving yet for continues, as if you get game over and continue at a boss you’ll continue right before the boss, crazily enough, but that only helps when the bosses are actually beatable… stupid Black Demon.

The PC port of this game is solid, that bug that requires a patch aside, and the game looks and runs about the same as its predecessor.  For 2002 this is definitely a dated-looking game, but it looks fine.  The working joystick support is great as well. And the save system is a little bit cleaned up, too — you have a normal save menu, instead of the two ‘boxes’ of three files. Overall, Mega Man X5 plays great, looks nice considering it’s a PS1 port, and has good classic 2d art and animation. However, the stages are not as memorable as those in X4, the cheaper presentation hurts, and the gameplay tweaks don’t all work; I wish you could still shoot through walls, and I never like game-wide timers.  The game also may have bugs even after the patch, unlike its predecessor, though they are rare.  Still, this is a good game based on a strong foundation, and even if it’s a bit ‘average’ for a Mega Man game, that still leaves it as better than most games in this genre. Mega Man X5 is a pretty good game, but not an essential one.  This game is a followup to a great classic, and Mega Man fans should play it because it provides more fun platform-action gameplay to work through.  This game has some issues, but it is still mostly good, something that can’t be said about the next two Mega Man X games… but I don’t have those for PC, so those will be for another time.  I did cover X6 in my PS1 summaries list years ago, though; it’s kind of bad. Play X4 and X5 instead.  This is a Playstation port.  The PS1 version is available on other platforms, such as the PS2/GC Mega Man X Collection.  As a note, there are PC versions of Mega Mans X6, X7, and X8, but none have US releases; X6 and X7 are Asia-only, and X8 is Asia & Europe only. No PC Mega Man games have digital re-releases.


Oddworld: Abe’s Oddysee (1997, Win9x) – 1 player, saves, gamepad supported.  Oddworld: Abe’s Oddysee is the first game in what would become a popular, lasting series of very strange platformer-ish games.  This first Oddworld game is a slow-paced 2d puzzle-platformer with prerendered graphics and Prince of Persia-style controls, but with added complexity.  Unlike Blackthorne, this game has a lot more stealth and much less shooting.  In fact, your character, Abe the Mudokon, cannot attack at all, only avoid enemies.  You can talk to other characters of your species, Mudokons, though, and possess enemies so long as they aren’t on the same plane as you.  You can then have enemies attack other enemies or kill themselves, or tell Mudokons to follow you or wait, as you try to get them to points where you can save them. As in many games in this subgenre, each area is a single screen, and you move between screens from edges or in doors.  PoP, Blackthorne, and others work this same way.  Unlike those games, though, this game has a larger, inter-connected world, instead of set levels.  You do have infinite lives from the last checkpoints, and checkpoints are frequent, but you will often have to redo multiple screens after each death. The difficulty level is high, though, so you’ll need all of those infinite lives if you want any chance of getting through here.  Learning the Gamespeak system, the eight phrases Abe can say to other Mudokons, is also key. Puzzles quickly get complex and very tough, but the screen-by-screen nature of the game means that many things, such as enemies, are confined to each screen.  Enemies will reset to their default state as soon as you leave a screen, though unfortunately if other Mudokons die they will stay dead until you die and restart the area. Figuring out what to do can be tricky but rewarding.

There are two big problems here, though.  First, I don’t like the comedy or humor much, and second, I like the gameplay even less.  For the former, this game has a dark comedic tone. Abe is a worker trying to escape from a massive factory run by evil guys who want to turn Mudokons into their next food source.  You can just escape, but there are also a lot of other Mudokons to try to rescue along the way.  It tries to be funny, but while it can be amusing at times, I don’t particularly care for its comedic style, most of the time; too much off-putitng dark comedy and fart jokes, not enough stuff that actually makes me want to keep playing.  The gameplay sure doesn’t help, either; I’ve never gotten much of anywhere in this game, and I doubt I ever will.  I know this game is a popular classic, and I can see why, but I don’t care for it.  The game does look nice for the time, though.  This game has CGI-rendered cutscenes with voice acting, and pre-rendered ingame graphics.  It looks nice, though it is a bit pixelated and the bland factory background is somewhat bland.  The audio work is good as well.  The game also runs well even on a newer machine, and even recognizes my gamepad!  That makes three Win9x games in a row with functioning gamepad support… amazing.  You’ll really want a pad for this game, too, as it is a console port; the game was also released on the Playstation.  My bigger issue is with the controls and gameplay, though.  As with all PoP-style games, the controls are clumsy and slow, you move from space to space instead of having free movement, and there are more commands to memorize than any platformer really needs.  You’ll need to execute them all with perfect timing to survive, too, which quickly gets very difficult.  While trying to figure out each puzzle, which switches to hit, which guys to possess, and such, can be interesting, it also can be frustrating. You need to have a high tolerance for repetition and dealing with PoP-style games’ usual frustrating controls, but worse here in this game with like 20 or more different things you can do, and I quickly lose patience with the game and quit.  This isn’t a bad game, I just don’t find it fun.  If I must play a PoP-style game, give me the more straightforward Blackthorne over this stealth and puzzle-focused title.  I much prefer standard platformers over any of these, though.  Still, for those who do like this kind of game, the game does look nice, creates an interesting world, and has plenty of challenging, interesting puzzles to figure out and get past.  I can see why some people love this game, and people who like this kind of game might want to check the game out, but I can’t recommend it, myself.  Playstation port.   There is also a remake, Oddworld: Big ‘n’ Tasty, available digitally only for the PC, PS4, Xbox One, Wii U, and PS Vita. I haven’t played it.


PCG CGC1: Duke Nukem II (1993, DOS) – 1 player, saves, gamepad supported.  Duke Nukem II, the second game in this later-to-be-infamous series, is a pretty good side-scrolling platform-action game.  This is a shooting-heavy game where you wander around sizable levels, collecting stuff and shooting lots of aliens as you try to find the key that will let you proceed to the next stage.  The last level in each of the four eight-level episodes is a boss fight.  The original Duke Nukem had plenty of shooting and a bit of attitude, but this game ups that significantly, though it is not the oversexed gorefest of Duke 3D; there is violence here, more than the first game had as enemies do blow up into chunks, but it’s 16-bit-console-style violence, not Duke 3D stuff.  Duke is now a narcissistic egomaniac, though, who in the intro is hawking his book “Why I’m So Great” on some TV talkshow, when he is abducted by aliens planning to take over the world, starting with Duke. Naturally, you break out of alien prison immediately and start wiping them out to save the earth.  My parents thought Duke Nukem sounded too violent so I wasn’t allowed to play either of the original Duke games as a kid, though I remember trying the first one once and thinking not too much of it.  I eventually got this second game in PC Gamer’s Classic Game Collection Vol. 1 disc, included on the disc that came with a summer 2000 issue of the magazine.  Duke II is similar to the first Duke game, but this game has much better graphics and sound and better, smoother gameplay, so I’m glad they included this one over the original.  Duke II has VGA graphics, unlike its EGA predecessor, and Soundblaster sound and music support as well.  The art design is solid, though not amazing, and the music is good.

This is a simple game, and most of the time you just run, shoot, and jump . The controls are okay, but not as smooth as a Mega Man X is, or such.  The scrolling is also a bit jerky; it’s not nearly as bad as the first Duke game is, but it is worse than, say, Commander Keen.  You have health bar in this game and can take nine hits. You’ll need it. Some powerups refill health.  However, in a Gauntlet-like touch, shooting food items destroys them for points instead of a health refill, so watch out! You do have infinite lives from the beginning of the current level, so there is no real game over here, but still health is valuable and the game does get tricky eventually.  This isn’t a really hard game, but it has some parts that are a decent challenge.  You also get several different weapons, but unfortunately you cannot switch between them during play.  Instead, the stronger weapons are just time-limited or ammo-limited powerups, after which you go back to the regular basic gun. I really wish you could switch weapons to save ammo for those, it’d have been great.  As for the level layouts, as with many Western platformers of the era, this game has large levels full of enemies to kill and things to collect for points.  Exploration is required, as the key and keycard items you will need to get past the laser gates at the end of each stage are usually hidden off in some corner of the level.  Fortunately dead enemies do not respawn, which is great. You will take hits due to the short draw distance sometimes, though; Duke’s sprite is large, so you can’t always see as far as you might like around you.  You’ll need good reflexes to avoid damage sometimes. I do like the variety of enemies, though, each of which has their own attack patterns.  Enemies do not just charge blindly at you in this game; some crawl on the ground then jump at you and cling to you, some jump between floor and ceiling, others shoot at you, and more.  Exploring the levels can be fun, so long as you don’t miss that keycard’s hiding spot.  There are also secret areas to try to find.  You can also save at any time, though it will pick up from the beginning of the current level, I believe.  Now, this is a shareware game, which means that the first episode is available free, and the other three come with the registered version. Shareware games often let you play the episodes in any order, and this one is no exception, though I’d always play them in order.

Overall, Duke Nukem 2 is a decently fun game.  It looks alright and sounds good, plays fairly well, has an amusing sense of humor, and has a good amount of content.  The levels are interesting to explore and there are various settings to see as you progress.  I like the enemy variety as well.  I do dislike the jerky scrolling, sometimes nearly-unavoidable hits, and the sometimes too-well-hidden keycard locations, though.  And while Duke II is good for a PC sidescrolling shooter/platformer, it doesn’t match up to greats like the three Mega Man X games above.  Still, this is a pretty fun little game well worth checking out if you like action-platformers. It’s well designed and fun. Available both digitally and in retail.  Also available in an Apogee Anthology pack, digitally.  The shareware episode is free, demo-style, so play that to check the game out.  This game is PC-only, but Duke Nukem for the Game Boy Color took a lot of inspiration from this title, as immediately becomes obvious if you play it.  That game’s good fun too, far better than the awful GBC Commander Keen game!


Pitfall: The Mayan Adventure (1996, Win3.x) – 1 player, saves, gamepad supported. Pitfall: The Mayan Adventure is an okay platformer from Activision that they seem to have really liked, because they ported it to numerous platforms in the mid ’90s; this PC version is from ’96, but the SNES/Genesis originals released in ’94. Pitfall: The Mayan Adventure is a very nicely-animated platform adventure which can be fun to play. You are Pitfall Harry Jr., exploring Central American jungles and Mayan ruins in a search for treasures you need to save your famous father, the Harry from the original Pitfall, from a curse. This game has 14 main levels, plus 3 bonus levels and the original Atari 2600 game hidden on the main menu via a cheatcode, so there’s a decent amount of game here but not too much; this is no Earthworm Jim, it’s more average in challenge, though bosses can be tricky. Most console versions of this game didn’t have saving, so it is playable in one sitting, but this PC release is better, and just like Activision’s other platformer from this time, Earthworm Jim for Windows 95, has a level-select menu that unlocks as you complete stages.  The Jaguar version also has saving, but not any others.  However, the Jaguar version also runs at 30fps.  Here on PC the game doesn’t install, it runs straight off the CD, but it will make a file on your hard drive for your options and level-select progress. Unfortunately, as with Earthworm Jim, Pitfall has issues on a modern OS — it won’t detect my gamepad, fullscreen is 320×240 only so it won’t work (remember, Windows Vista and better is 640×480 minimum), and it crashes if I turn on the sound effects, too, though the music works at least. That last one’s an odd one. But when running on my Win9x computer or virtual machine this game will run fine, and it’s the best version of this game so it is worth the hassle if you like the game.

Gameplay in Pitfall: The Mayan Adventure consists of running around collecting stuff while you try to figure out where to go in each stage.  You can whip, Indiana Jones-style, jump, and throw rocks at enemies.  Thanks to your highly-animated sprite, your movements are a bit restricted, you don’t have totally free movement.  You do have a health bar this time, though, so you can take some hits, but you will thanks to the controls and often cheap enemy locations. Still, it is mostly fun once you get used to how the game plays.  Levels are large and complex, but there is always a main path to follow, once you find it.  There are many side areas to look at and the main path can be obscured, though, so you’ll be bumping around until you figure out the path forwards.  Levels are loaded with ropes to swing on or climb, vines to ride down, pitfalls to avoid, and lots of enemies trying to hurt you.  One big issue with this game, though, is that you can’t always tell what you can stand on or walk through and what you can’t, so you’ll constantly be bumping into walls or going through things that look like platforms.  With some memorization you get used to it, but it can be annoying sometimes. On the other hand, though, the graphics are great, with very detailed backgrounds that even have some animation in them.  This is a very nice-looking game, for a mid ’90s 2d platformer that originated on 4th-gen consoles.   Of the console versions only the Jaguar and SNES versions also have 256-color graphics like this one, but neither of those have CD audio as well, and the music is quite good and fits the setting well, I like it over what I’ve heard of the chiptune versions.  There are also regular checkpoints, and you have three continues per game.  This was a much stricter limit on the consoles which didn’t have saving than it is here, but you still do need to replay the current stage if you run out of continues.

So, the game can be fun, but before playing for this list I’d always gotten frustrated in the first level by the somewhat restrictive controls and confusing ‘is that a wall/platform or not’ issues.  However, I gave it another try for this, on my WinME machine this time where it runs great, and I liked the game a lot more than I expected to.  Pitfall: The Mayan Adventure does have some game-design issues, but running around looking at the environments and figuring out your way through each stage is fun.  Overall this is an above-average game which is worth a try, though I would recommend trying it before buying, it’s not for everyone.  Also available on the SNES, Genesis, Sega CD, 32X, Jaguar, and Game Boy Advance.  The Genesis version is available on the Wii Virtual Console, digitally. However, of all those ports, this is the only one with all the levels (some versions have some stages removed), saving, CD audio, AND 256-color graphics, so this PC release is the best version.


Rayman (1996, DOS) – 1 player, saves, gamepad supported.  The original Rayman is a 2d platformer from Ubisoft.  This game was a fairly big-budget game for Ubisoft at the time, but it paid off, as the game was a success and went on to be one of Ubisoft’s top franchises.  And Rayman is indeed a beautiful-looking game that plays pretty well.  It is, however, crushingly difficult, probably beyond the skill level of most people who have played it.  Basically, Rayman has everything except for fun gameplay beyond the early levels. The first Rayman game I played is the amazing second one, and I got this game around 2000 because I wanted to try the original.  Well, it’s kind of good, but I wish it wasn’t so frustrating. But to start from the beginning, you are Rayman, a limbless cartoon guy who has a body, arms, hands, and feet, but nothing connecting the parts.  It’s an amusing look which is distinctive and works well.  Indeed, the art design in this game is fantastic, the original cartoon artstyle looks great, both for the sprites and the backgrounds.  The CD-audio music is pretty good as well; it’s nice bouncy stuff which fits the settings great.  You start out with only a jump, but get more abilities as you progress, most importantly, near the start, the ability to throw your fists as an attack; touching enemies hurts you.  Rayman controls well, apart from the slippery levels which can be kind of a pain.

The level designs are good, but difficult.  There are 28 good-sized stages in this game, so there’s plenty to do.  However, first, due to the beautiful graphics and their very large sprites, you can only see a short distance in any direction in this game.  This becomes a big problem at times, so memorization will be key.  Between the enemies, spikes, and pits, levels are full of ways for you to die.  There are also far too many small enemies you either can’t hit or can only hit if the level is designed with a slope you can stand below them on. Of course, they often aren’t, meaning you have to try to jump over them.  You do get three to five hit points, depending if you got a P powerup or not, but still, this can be frustrating. Still, working your way through each level can be fun, if you like a challenge anyway.  There are plenty of secrets to find along the way, including seven cages in each level, and some require powers you won’t get until later in the game, so there’s a lot of reasons to go back to each stage later. Adding replay value like that is good.  The issues aside above, Rayman’s levels are mostly well-designed, if you like a challenge.  Those graphics are also a draw, of course; it’s always great seeing each new type of environment and background.   While Rayman did start out as a SNES game, as released it clearly exceeds what any 4th-gen console could do, and it is great to see a 2d game that pushed the genre forward graphically for the new generation.  As for running it today, Rayman runs okay in DOSBox, though I have had some issues getting the game to recognize more than two-button joysticks, which is odd; you do need three buttons here, for run, attack, and action. With the right DOSBox configuration it should work fine, though.

Unfortunately, the hard levels are not the only thing making this such a tough game.  The game can be fun to play… until you die.  Do that a few times and you’ll find out that this memorization and replay-heavy game has limited continues, of all things!  Sure, you can save at certain save points on the games’ level-select map, but it saves how many continues you have left.  Yes, there are ways around this, such as cheatcodes or copying your save file so you’re always playing the file you didn’t die much on, but still, this continue system takes a tough game and amps up the difficulty to near-unacceptable levels. However, the graphics, sound, and gameplay are all quite good, making this a good game despite its issues.  So, is Rayman worth it?  For masochists, yes, absolutely. For average gamers… maybe; the game is too hard, but it is good-looking and has some new ideas and lots to do. But know what you’re in for.  This is an excessively difficult and punishing game.  For something with a similar visual look to this, but a much fairer challenge, try the very good Rayman 3 for the Game Boy Advance.  Rayman was successful, though, and was ported to many platforms.  Also on Playstation, Saturn, Jaguar and Game Boy Advance as a physical release, and iOS; Nintendo DSiWare (digital download); Playstation 3, PSP, and PSP as a digital ‘virtual console’ release of the PS1 version; and Windows Mobile as a digital download.  Most versions are pretty much the same, but the Jaguar version has some differences from the others.  It is slightly easier than the other versions in some ways.


Rayman Forever (1998, DOS (game) & Win9x (editor)) – 1 player, saves, gamepad supported.  Rayman Forever is a collection which includes  on the disc the original Rayman with its 24 stages, a level editor for the game, 40 levels made by fans, and a ‘making of Rayman 2’ video.  The levels in this game only use the graphics from the original game though, there is no new visual or audio content here, just lots of levels.  The fanmade levels are a mixed bag, but many are good, and you can play all of them at any time so this thankfully dispenses with Rayman’s frustrating continue system.  So, Rayman Forever basically is a retail expansion pack packed with the core game, and that’s it… but that’s okay, as Rayman is a pretty good game mechanically.  This is a pretty cool compilation disc, and having a level editor is always great!  Running physical copies of this game can have issues, though — while the core Rayman game is the same DOS game it always was, the By His Fans levels have a Win9x installer that runs a DOS sound-setup application partway through the installation and then runs as a DOS program, and the editor is a Win9x program that doesn’t run well at all on modern versions of Windows.  If you want to play this, you might want to stick to GOG’s fixed-up digital re-release.  It is kind of surprising that the core of this is still a DOS game, though; DOS was mostly dead by 1998, so this is probably one of the last retail DOS titles, at least here in the US.  But as usual here, the DOS program is fine, it’s the Win9x parts of this disc that have big problems today on modern versions of Windows, unless you use that fixed-up GOG copy of course.  As for the content though, this is the definitive version of Rayman.  It includes the entire original game, an editor, AND 40 fanmade levels, after all!  This is the complete Rayman.  Unlike the base game, this title is PC-only, though it is available digitally on GOG.  Get it there.


Sonic CD (1996, Win9x) – 1 player, saves, gamepad supported. Sonic CD for the PC is a port of Sega’s Sega CD fast-paced platformer of the same name.  Probably the best-known game released for the Sega CD, Sonic CD is a fairly popular classic.  It does have its critics, as the game has some design oddities versus the Genesis games, but it’s great. I do really like Sonic CD.  I didn’t get this version of Sonic CD until several years ago, so I’ve mostly played the game on Sega CD, but it is a good port of a great game.  The main issue here is, though, why get this version?  There is no new content here, but there serious issues if you try to run this on any modern version of Windows.  On my newer computer this game won’t run at all!  Some Win9x games are incompatible with even a 32-bit modern edition of Windows, and this early Win95 game is among them.  You’ll need an actual old computer or virtual machine to run this, I expect.  This was the first main-series Sonic game ported to the PC though, I believe; they did improve things in the next one, below.  On a compatible system the game looks and runs great, though.  This is a near-perfect port, and other than some minor graphical glitches you’ll probably never notice, it’s the same awesome game it is on Sega CD.  The only other negative is that as with many games on this list so far, there is no pause button on the gamepad; few of these DOS or Win9x games have that feature.  You need the keyboard for that.  Positively though, the bonus stages, which use scaling and rotation for a SNES Mode 7-esque effect as you run around a small area trying to destroy a bunch of hovering machines, run very smoothly in this version, smoother than they do on Sega CD. Nice.

If you can get PC Sonic CD running, it’s great.  I covered this game in my Sega CD Game Opinion Summaries list as well, but I’ll discuss it again. I love the classic Genesis-era Sonic games, and this one is no exception. Sonic CD looks and sounds good for a port of an early ’90s console game, and has some interesting design elements as well.  This is a highly-regarded game, though some do dislike elements of it for understandable reasons; the time system is odd.  The game has a unique version of Sonic’s spin-dash too, which takes getting used to versus the normal one.  Sonic CD was in development alongside Sonic 2, though it released well into the next year, and is from a different team. Unlike the other Genesis Sonic games, Sonic CD is not just a linear title.  Instead, there are four different versions of each stage, a Past, Present, Bad Future, and Good Future version.  You start in the Present, and can warp between times by touching a signpost for the one you want to go to, then running without stopping for long enough to warp. If you do stop though, you lose that sign and will need to find another one to try again for that warp.  If you want you can just run to the end, but if you want the good ending in this game and not the bad one, you need to do one of two things: get over 50 coins enough times and beat enough bonus games to get all the Chaos Emeralds, Sonic 1 style but with a new bonus game, or go to the Past on each first and second round of every stage in this Sonic 1-esque three-levels-per-stage game, find and destroy the machine there, go to the good future, and defeat Robotnik there.  Each method has plusses and minuses, as the bonus games get tough, while Past signs are sometimes in short supply and avoiding all those Future signs can be tricky at times, but I like that you have a choice for more exploration or more rings and bonus stages.  The levels are all huge and lots of fun to explore, too.  This is a fantastic classic Sonic game, and the levels are great as usual!  This is a simple game, without the multiple characters or puzzle elements in stages of Sonic 3 & Knuckles, but it’s great nonetheless.  And anyway, the time system and machine-finding adds plenty of complexity.

However, the rings and some platform elements for all four versions of each level are there for all of them, which makes for somewhat odd, messy-looking stages with rings inside of platforms, random inaccessible blocks, and more.  It’s a unique look which works, though the Genesis games’ cleaner styles might be better.  The soundtrack here is fantastic, though!  This version has the US soundtrack from Spencer Nilsen, and I think it’s great. His Sega CD soundtracks are all really good, the amazing Ecco CD soundtracks particularly, but this is very interesting stuff as well.  Make sure to listen to all variations on each levels’ theme, there are different ones for the past, present, and future. On that note, as great a game as Sonic CD mostly is, the decision to have four versions of each stage has a downside: if you play the game ‘right’, you’ll only ever see maybe half of the content in this game.  The whole Bad Future, with its machine look, should be completely avoided, and that’s a quarter of the levels in the game!  And the Good Future is really only there for you to warp to at the end, too.  The time system is interesting, but I might have rather seen maybe fewer versions of each level but another stage or two.  Ah well.  What’s here is great, and Sonic CD has good graphics, great music, good level designs, a unique time system, and all-around great gameplay.  However, unless you have a compatible computer, stick with the other ports of this game that are easier to run on modern hardware. Sega CD port.  Sonic CD is also available on the Gamecube and PS2 in the Sonic Gems Collection; it is actually a port of this PC version, not the Sega CD original.  Digitally, there is also an enhanced remake available for Xbox 360 Live Arcade, PS3 PSN, iOS, Android, PC (Steam), Windows Phone, Ouya, and Apple TV.  I’ve never played that version, but it sounds good.


Sonic & Knuckles Collection (1997, Win9x) – 1-2 player simultaneous, saves (save files for Sonic 3 and Sonic 3 & Knuckles, passwords for Blue Spheres) / No Saving (Sonic & Knuckles only), gamepad supported. Sonic & Knuckles Collection is a great package from Sega that includes ports of the Genesis games Sonic 3 & Knuckles, Sonic 3, Sonic & Knuckles, and Blue Spheres, the near-infinite version of the bonus game you get if you attached Sonic 1 to Sonic & Knuckles on the Genesis.  So, it’s not quite the complete collection for Sonic 2 and 2 & Knuckles are absent, but that sort of is a separate game, even if S&K is required.  What you do get here is a good port of Sega’s best game ever, Sonic 3 & Knuckles.  This game was the first Sonic game I owned, when I got it in the later ’90s, and while I had played the Genesis Sonic games quite a bit over the years, it was even better finally owning this myself!  I recently covered all the games in this collection at length in my Genesis thread, and this version is largely exactly the same, so I won’t do that again; read those for my thoughts on this great classic.  Versus the Genesis originals, really the only changes here are that the soundtrack is now PC MIDI stuff instead of Genesis chiptunes, the game has the usual Win9x performance issues many games on this list have including no fullscreen on a modern computer because it’s 320×240 only, a 640×480 max window size in windowed mode (so run this in 640×480 screen resolution compatibility mode through Windows!), and some performance issues common to many of Sega’s ’90s console-to-PC ports, though.  It does recognize my gamepad at least, though, so that’s something. I really don’t like playing games which should be fullscreen windowed, however, so I’d rather only play this on a version of Windows able to run in 320×240 fullscreen.  Do know that the game needs your screens’ refresh rate to be 60hz to run right; alternatively there is a patch to fix this issue.

Still, beyond that this is a great version of one of the best platformers ever.  Super Mario World may be my favorite 2d platformer, but Sonic 3 & Knuckles is one of the next-best games on the list!  This is a fast-paced game which manages to be great fun despite its speed, unlike too many Sonic clones.  S3&K has a lot of levels to play through, three playable characters in four modes (with Sonic alone or Sonic with Tails being separate options) each of which plays differently enough to well be worth trying, that great classic Sonic art design, and all the fantastic platform fun of its console counterparts.  Sure, the music is a bit off versus the Genesis, and fullscreen is an issue, but this is an exceptional game regardless.  The controls are spot-on and levels very well designed.  This game has the perfect balance between letting you run fast and learn stages, and has plenty of challenge without resorting to too many cheap traps you’ll need to memorize.  Some levels have minor puzzle elements too, and they’re fun to figure out.  It’s great stuff.  I love the bonus game too; Blue Spheres is easily my favorite Sonic bonus game ever.  It’s fantastic that this collection includes the full Sonic 1 lock-on Blue Spheres game, where you can play a near-endless number of Blue Spheres levels.  Unfortunately just like on the Genesis you will need to write down long passwords in order to return to a favorite stage, as this is a straight port, but still, it’s great to have.  They could easily have left it out, as some subsequent Sonic 3 & Knuckles digital re-releases on consoles do.

Still, overall, despite how great the game is, and how much fun I had with this game in the late ’90s, today this is not the best way to play Sonic 3 & Knuckles.  Unless you’ve got an older Win9x computer to play this on, dealing with this games’ problems will be much more of a hassle than just playing some newer port of the game.  It is true that many collections after this one and digital re-releases have not actually included the full Sonic 3 & Knuckles, and thus do not match up to this, but enough do that this has been superseded.  There is no new content here, either, and the music is not as good as it is on Genesis.  At least one song has been altered, also.  Still, on a computer or virtual machine which can run this as intended, the Sonic & Knuckles Collection is a great version of one of the best platformers ever, so pick it up if you see it cheap. Genesis port.  This version is PC-exclusive, but all content from this disc is also playable on the Saturn in Sonic Jam and the PS2/Gamecube in Sonic Mega Collection & Mega Collection Plus.  The Sonic Classic Collection for the DS includes everything except Blue Spheres, though the port is apparently not the best. Digitally, Sonic 3, Sonic & Knuckles, and Sonic 3 & Knuckles are available on Wii Virtual Console, Xbox 360 Live Arcade, and PC (Steam), but Blue Spheres is not.  There is also an iOS port that I think includes everything.  Sonic 3 and Sonic & Knuckles, but NOT any lock-on games for some stupid reason, are playable in the Sonic’s Ultimate Genesis Collection for the X360 and PS3.  Sonic & Knuckles is also included, on its own, in many Genesis handheld and clone consoles.


Sonic 3D Blast (1996, Win9x) – 1 player, saves, gamepad supported. Sonic 3D Blast is an isometric platformer developed by Traveller’s Tales, now known as TT Games, and published by Sega. The game is controversial, and many people don’t like it. And indeed, it is quite different from other Sonic games, with its collection focus, slower pace, and isometric gameplay. However, I do like the game myself, and have all three versions of it, Genesis, Saturn, and PC. Sega ported many of their top console games to the PC in the mid ’90s, and this was among them. The game is similar to the Saturn version, but there are some PC-exclusive changes as well, including saving, finally, and a slightly different version of the bonus game. That’s all pretty good, and feature-wise, this is maybe the best version of Sonic 3D Blast, but like Sonic CD, I can’t get this game to run at all on my newer computer; it needs actual Win9x to work. So, this is another one for people with virtual machines or a Win9X computer only, unfortunately.

And that is unfortunate, because despite its iffy reputation, this game is fun! In Sonic 3D Blast, you explore overhead-isometric stages, trying to find all the small birds called Flickies on each part of each stage.  Get all the Flickies and you can move on to the next area.  Unlike the main Sonic games, this is not a fast-paced game; you’ll move around somewhat slowly, exploring each level, avoiding the obstacles, and getting those Flickies.  Each stage is complex and I like exploring them and figuring out what to do and where to go.  The designers knew that jumping in isometric 3d can be difficult, so they accounted for this by having most jumping puzzles be not over death or injury pits, but just areas that make you go back, which is great.  Good design elements like that make this game much more fun than some games in this genre.  The typically Euro-platformer focus on collecting may get old to some, but only having to get five per area isn’t nearly as bad as some games, and I do find stages fun to explore.  The addition of saving is really great too, because with this game’s somewhat slow pace, playing the whole thing in one sitting as you have to do on the Genesis or Saturn is kind of a pain.  No such issue here!  The graphics are quite nice also.  This version uses the improved Saturn graphics for the main game, and everything looks pretty good.  The bonus game is, sort of like on the Saturn, a Sonic 2-style tube you run down.  However, here everything is made up of sprites, not polygons like on Saturn.  That change is perhaps a bit unfortunate, as the Saturn one looks pretty good for the time, but it looks fine here, and plays about as well.

Overall, Sonic 3D Blast is a good isometric platformer.  This game isn’t quite the great classic of the 2d Genesis and Sega CD Sonic games, but it’s still a good game, mixed critical reaction or no.  I certainly recommend trying some version of Sonic 3D Blast, you never know; you might like it.  This version, however, due to its technical issues probably is only for fans of the game.  It is probably the best version, but you’ll need a computer that can actually run it.  This PC version of Sonic 3D Blast is a physical-only PC exclusive. The Genesis version of Sonic 3D Blast is included in the Sonic Mega Collection for Gamecube, Sonic Mega Collection Plus for PS2, Xbox, & PC, and Sonic’s Ultimate Genesis Collection for PS3 & X360, and digitally on Wii Virtual Console and PC (Steam).  The better-looking Saturn and Win9x PC versions, however, have never been re-released.


Teenage Mutant Ninja Turtles (1989, DOS) – 1 player, saves, gamepad supported (sometimes).  Teenage Mutant Ninja Turtles is the PC port of Konami’s NES game of the same name.  This somewhat infamous platformer is well-known for being frustratingly hard and kind of odd.  This is a worse version of that game, but unfortunately, while I loved the Ninja Turtles through the late ’80s to mid ’90s, somehow THIS was the one and only Ninja Turtles game I bought that decade.  Now there was a bad decision; sure, I loved both arcade games, so I played great Ninja Turtles games, but this… this is not good.  As a kid I convinced myself it was decent, I guess, probably mostly because I loved the license, though I never got past level two, because it’s very hard and quite flawed.  And yes, it is worse than the NES original, as this version has worse controls; some altered graphics and decent but not-quite-as-good music; the game has been made much harder than it is on the NES as there are more enemies, enemies don’t bounce back when you hit them, and they do more damage; and worst of all, there is a bug which makes one stage impossible in the US version I have unless you cheat to skip that level.  It has one advantage though, it does add saving.  That one positive isn’t worth all the negatives in this port of an already-poor game, but it’s better than nothing, I guess.  Still, the graphics really are kind of ugly. The monsters are all misshapen weird things, the game has EGA or CGA support but not VGA, scrolling is choppy, and the Turtles don’t look great either.  I don’t have the NES version, but from what I’ve seen it does look a bit better there.

As for the game, though, in this game you play as any of the four Ninja Turtles, going through a series of extremely tough missions.  They jump and attack with their weapon, though jumping is awkward and hard to control in this version.  The keyboard controls are annoying too, and unconfigurable: Enter to jump, Space to attack.  There should be gamepad support, but some versions of the game seem to be missing it, though the one I bought back then does have it.  Odd.  You can walk around an overhead-view overworld, and from there can enter various sewer or door entrances to play side-scrolling levels. Some levels are necessary, some have useful powerups, while others are just distractions and serve no purpose other than to drain more health than you’ll get back from whatever powerup is there, so you will need to learn where to go and where to avoid as you play. And for another change from the NES, no items spawn randomly or when you kill enemies, so the only powerups in this game are the one-time pickups in pre-planned locations. Between all the enemy-behavior changes listed above and this, this game is quite a bit harder than the already-tough NES version.  It’s just too difficult, an issue I see mentioned in pretty much any online review of this version of the game. And you won’t be able to avoid damage, because only Don has a weapon with much range, and it’s not going to be enough.  You have a health bar, but enemies drain it quickly and health powerups quickly become few and far between.  If a turtle runs out of health there are VERY few ways to get them back, and if all four die it’s Game Over, so this game gets hard quickly. Enemies swarm you, and they take your health bar down quickly.  They respawn the instant you leave the screen, too, and levels are designed to force you to go back and forth some and fight the same guys multiple times.  The hit detection is iffy sometimes as well; play control here is a mess.  The constant swarms of cheap enemies will overwhelm even Don in a hurry, and once he’s low health you’re finished.  Level designs are mostly fairly basic corridors and platforms, too.  There are obstacles to jump over, ladders, platforms, and such, but it’s forgettable stuff.

And of course, the second level, an underwater level near a dam, is infamously annoying thanks to its tight timer and mazelike layout; you’ve got to find some bombs scattered around, and sure won’t do it on your first try.  What’s past level two?  Who knows, I never got that far.  But level 3 is the one with the impossible jump unless you find a European copy of this game or use a cheat, so there’s that.  On the positive side, though, you can save anywhere in this version (press Control+S) and continue from exactly that point if you quit to the menu (Control+Q) and load the game, though there is only one save file so watch out where you save.  On the NES you can’t save and have limited continues, and I do like this addition, but as much as I like saving in games, it does not make up for everything else bad about this game.  And the NES game isn’t exactly good, either. Also apparently the game gets even more difficult near the end, as the few health powerups drop to almost none. No thanks. This game is mediocre enough in the first two levels, I don’t need to see the rest.  Overall, the original TMNT game isn’t the worst thing, but it is bad.  This game is too hard, has mediocre controls with enemies you often have to get too close to to hit, poor level designs, annoying enemies, poor visuals and sound, and a pretty bad bug if you have the US version like I do.  Don’t play this.


Zool 2 (1994, DOS) – 1-2 player alternating, No Saving, gamepad supported. Zool 2 is a below-average European platformer from Gremlin.  This game was inspired by Sonic, but has shooting instead of jumping as your main method of attack.  I’ve never really played the first Zool, though it was apparently more popular than this game and was on more platforms, but I got this sequel in the mid ’90s because I thought it looked interesting.  I don’t know what I paid, but I hope it wasn’t too much because while games get a lot worse than this, this is one of the weakest games on this list so far.  It’s okay, I guess, but never was great and has aged somewhat badly.  The game has some annoying design traits common to European computer games as well, including bad controls and no saving.  This game is an Amiga port with alright graphics, decent audio with limitations, and large levels to explore and collect stuff in.   You can play as Zool or his female counterpart Zooz, and the two are the same gameplay-wise.  Your controls are okay, but very fast and bouncy. Your character does not feel good to control and moves or bounces around too quickly for you to keep track of, and avoiding damage is often near-impossible. You do have a life bar and health does drop, but still, it can be a problem.  Your fast movement can be fun at times, though, and you can grab onto and climb walls, which is nice, and spin-attack if you hold attack while jumping, but still it’s way too easy to take hits.  You also can only jump with the up button or up on your gamepad, which is terrible; this isn’t an Amiga, PCs support more than one-button joysticks!  Come on.  Gamepad buttons all shoot.  And maybe even more annoying, the game does not have both sound effects and music at the same time! You’ve got to choose one or the other in the menu.  I usually choose music, so you’re running around grabbing stuff without much sense of interaction with the world around you. It’s weird stuff, in a bad way.  I really hope that isn’t common on the Amiga, it’s no good. No other PC platformer I have played is like this.  If you want to play a version of this game with both sound AND music, your only option is the Atari Jaguar port, but few people have that console of course. I sure didn’t in the ’90s.

As for the gameplay, it’s okay, but also flawed.  “Collect” is the operative term, here, from my description above, as your goal in each level is to get the pickups-collected number in the bottom left up to 99; before that point, even if you reach the end of a level you cannot exit. So, grab everything you can, get up to 99, then go to the exit.  The game starts in a candyland world, and perhaps takes that too far, as the game has a license from British lollipop company Chupa Chups, whose logo is all over the game on pickups.  It’s kind of silly that this American release of the game still has advertising all over for a company I’d never heard of here in the US, but it does.  The levels themselves are large and full of enemies, lots of small pickups that look like teddy bears, worms, chicken legs, and all kinds of other weird stuff, bounce pads which look like odd things like eggs, and secrets to find behind hidden walls you can break if you attack them.  So yeah, this game is for item-collection fans only!  Exploring levels, finding secrets, and picking up the mountains of items can be fun, and the game thankfully has few to no bottomless pits, always a plus in fast-paced platformers like this one.  The game is somewhat repetitive, however, particularly when you have to backtrack to find more items to pick up to max out that percentage.  Oh, and enemies respawn, too, unfortunately.  As a result of all this, the game quickly gets hard, and you have no saving in this game frustratingly enough, and only have any continues if you earn them ingame.   There are cheat codes for level-skip, lots of lives, and the like, but without them I’ve never gotten past world two in Zool 2.  Most PC platformers have saving, so the absence of a save system always has been one of my biggest complaints about this game; it has other issues as well, but saving is the worst one.  If I could save my progress between levels, the game would be more fun for sure, it would help reduce the frustration factor.  You can cheat, but that’s not as satisfying. There are some good points to this game, including decent VGA graphics with some okay background designs, large levels to explore which can be fun to find the secrets in, and nicely bouncy music.  However, Zool 2 has many issues, including the overfocus on collecting, the too-fast movement and jumping, the absence of both music and sound at the same time, the up-to-jump-only controls, and the inability to save your game. On the whole Zool 2 is an okay but below-average game I can’t really recommend except for huge collection-game fans who like European platformer design or for people who want to see all the Sonic-inspired games out there.  Also available on Amiga, Amiga CD32 (Europe only), and Atari Jaguar.  The Jaguar version is the best as it is the only one with both music and sound at once.  Unfortunately no version allows you to save your progress.  Too bad.

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PC Platformers Game Opinion Summaries – Intro and Part 1

I want to keep moving and start on something new, now that the Genesis list is done, so I decided to finally do this list that I have been thinking of writing for at least a year now.  Platformers were probably my first favorite genre on the PC, back in the early ’90s, and even if many of the most famous ones are only on consoles, PCs also have their share of great platformers. Just as a warning though, I like platformers a lot, particularly some of the ones in this first update, so there are some summaries (read: Keens 1 and 4, particularly) in this update that are a bit long.  The Commander Keen series is fantastic though, they deserve it!

The biggest challenge with a genre-based list is, which games on the margins do you include? I’m still unsure about some — do Tomb Raider and its sequels, Baron Baldric, or Jump!/Dschump! count? I’m really not sure if they should or not, good arguments could go either way.  This is something I will have to decide, but it’d be interesting to hear others’ opinions as well, about these and others listed below.

Finally, again this will be a multi-part series; I really like breaking it up, instead of writing a whole update then uploading it all at once.  This first update covers 12 games.

First I will post the list of titles I currently intend to cover, though again this could change based on decisions above; Tomb Raider games after the first one probably won’t make it into the final list, unless someone thinks otherwise, for example.  But who knows.  Then after that I will post the first 12 summaries.

Games Summarized In This Update

1A. 2D Platformers – Physical Copies (Disk or Disc) [see below for table of contents]

Ancient Empires (Educational) (1990)
Arcade America (1996)
Batman Forever: The Real Game Begins (1994)
Blackthorne (1994)
Bumpy’s Arcade Fantasy (1992)
Claw (1997)
Commander Keen Episode I: Marooned on Mars (1990)
Commander Keen Episode II: The Earth Explodes (1990)
Commander Keen Episode III: Keen Must Die (1990)
Commander Keen Episode IV: Secrets of the Oracles (Shareware) (1991)
Commander Keen Episode VI: Aliens Ate My Babysitter! (1991)
Earthworm Jim for Windows 95 (1995)

Before we begin with the summaries, though, I should list the games to be covered here.  This list will grow as I buy new games or decide on more freeware or shareware games to cover, but it’s a good starting point to show what the intended list is right now.  As the above list of games covered shows, I’m going to use the same organization method that I used in my PC racing games list, but with added dividers for 2d, 2.5d, or 3d platformers. So:

Table of Contents

1. Platformers I own physical copies of, not digital.
1A. 2D Platformers
1B. 3D Platformers
2. Full games that I own through digital download services.
2A. 2D Platformers
2B. 2.5D Platformers
2C. 3D Platformers
3. Freeware titles (selected titles only).
4. Demos and shareware (selected titles only).
5. Demos of games I also own the full versions of, but still have the demo of on my computer too.

List of Titles To Be Covered In This Series

1A. 2D Platformers  – Physical Copies (Disk or Disc)

Ancient Empires (Educational) (1990)
Arcade America (1996)
Batman Forever: The Real Game Begins (1994)
Blackthorne (1994)
Bumpy’s Arcade Fantasy (1992)
Claw (1997)
Commander Keen Episode I: Marooned on Mars (1990)
Commander Keen Episode II: The Earth Explodes (1990)
Commander Keen Episode III: Keen Must Die (1990)
Commander Keen Episode IV: Secrets of the Oracles (Shareware) (1991)
Commander Keen Episode VI: Aliens Ate My Babysitter! (1991)
Earthworm Jim for Windows 95 (1995)

Jazz Jackrabbit 2 (1998)
Jazz Jackrabbit 2: Holiday Hare 98 (1998)
Lode Runner: The Legend Returns (1994)
The Lost Vikings – Puzzle-Platformer (2D) (1993)
Interplay 15th: Norse by Norsewest: The Return of the Lost Vikings (1997)
Mega Man 3 (1992)
Mega Man X (1995)
Mega Man X4 (1998)
Mega Man X5 (2002)
Oddworld: Abe’s Oddysee (1997)
PCG CGC1: Duke Nukem II (1993)
Pitfall: The Mayan Adventure (1996)

Rayman (1996)
Rayman Forever (1998)
Sonic CD (1996)
Sonic & Knuckles Collection (1997)
Sonic 3D Blast (1996)
Teenage Mutant Ninja Turtles (1989)
Zool 2 (1994)

1B. 3D Platformers – PC Physical Copies

Croc 2 (2000)
Donald Duck: Goin’ Quackers (2000)
Emperor’s New Groove, The — Action Game (2001)
Frogger: The Great Quest (2002)
Rayman 2: The Great Escape (1999)
Rayman 3: Hoodlum Havoc (2003)

2A. 2D Platformers  – Digital Download

1001 Spikes (2014)
8BitBoy (2014)
Aaru’s Awakening (2015)
Adventures of Shuggy, The (2011)
Arctic Adventure (1991)
Apotheon (2015)
BattleBlock Theater (2014)
BiT Evolution (2015)
Bleed (2012) – Platform-Action
Camera Obscura
Capsized (2011)
The Cave (2013) – Platform-Adventure
Closure (2012)
Commander Keen Episode I: Marooned on Mars (1990)
Commander Keen Episode II: The Earth Explodes (1990)
Commander Keen Episode III: Keen Must Die (1990)
Commander Keen Episode IV: Secret of the Oracles (1991)
Commander Keen Episode V: The Armageddon Machine (1991)
Cosmo’s Cosmic Adventure (1992)
Crystal Caves (1991)
Dangerous Dave in the Haunted Mansion (1991) – Platform-Action
Dangerous Dave’s Risky Rescue (1993)
Dark Void Zero (2010)
Dave Goes Nutz (1995)
Deadlight (2012)
Defy Gravity Extended (2011)
Duke Nukem (1991)
Duke Nukem II (1993)
Dust: An Elysian Tale (2013) – Platform-Action-RPG
Earthworm Jim 1 & 2: The Whole Can of Worms (1996)
Electronic Super Joy (2013)
Fly’n (2012)
Freedom Planet (2014)
Gateways (2012)
Gigantic Army (2014)
Gunhound EX (2014)
Guacamelee! Gold Edition (2013) – Platform-Action
Hell Yeah! Wrath of the Dead Rabbit (2012) – Platform-Action
Hocus Pocus (1994)
Joylancer, The: Legendary Motor Knight (Early Access Game) (2014-)
Just Get Through (2015)
Limbo (2011)
Love (2014)
Magnetic by Nature (2014)
Magicmaker (2014)
Math Rescue (1992) – Educational Platformer
Momodora III
Monster Bash (1993)
Monuments of Mars (1990)
MURI (2013)
Mystik Belle (2015)
Nimbus (2010)
Oniken (2014)
Out There Somewhere
PixelJunk Eden
Pharaoh’s Tomb (1990)
Polarity
Puddle (2012)
Rayman Origins (2012)
Realms of Chaos (1995)
Residue: Final Cut (2014) – Platform-Adventure
Rogue Legacy (2014) – Platformer-RPG (Roguelike)
Schrodinger’s Cat and the Raiders of the Lost Quark (2015)
Scribblenauts Unlimited (2012)
Secret Agent (1992)
Serious Sam: Kamikaze Attack (2011) – Autorunner Platformer
Shantae: Risky’s Revenge: Director’s Cut (2011/201?)
Shiny The Firefly (2014)
Super Lemonade Factory (2012)
Super Meat Boy (2010)
Superfrog (1993)
Swapper, The (2013)
Tembo the Badass Elephant (2015)
Terraria (2011) – 2D Minecraft
Terrian Saga: KR-17 (2014) – Platform-Action
They Bleed Pixels () – Platform-Action
Ultionus: A Tale of Petty Revenge (2013) – Platform-Shmup
Umihara Kawase (199?/200?)
Umihara Kawase Syun (199?/200?)
Valdis Story: Abyssal City – Platform-Action
VECTOR (2013)
VVVVVV (2010)
Volgarr The Viking (2013)
Waking Mars (2012) – Platform-Adventure
World of Goo (2008)
Word Rescue (1992) – Educational Platformer

Maybe consider including:

2B. 2.5D Platformers – Digital Download

Bionic Commando Rearmed (2008)
Blade Kitten (2010)
Blade Kitten: Hollow Wish Collection (Parts 1 & 2)
Brothers: A Tale of Two Sons (2013)
Fez (2013) – Platform-Puzzle
Giana Sisters: Twisted Dreams (2012)
Pandemonium (1996)
Pandemonium 2 (1997)
Red Goddess: Inner World (2015)
Sayonara Umihara Kawase (201?)
Sonic the Hedgehog 4: Episode I (2012)
Sonic the Hedgehog 4: Episode II (2012)
Strider (2014)
Toki Tori 2+
Trine (2009)
Trine 2 (2011)

2C. 3D Platformers – Digital Download

Cloudbuilt – Platform-Shooter
Edge (2011)
Grow Home (2015)
Jet Set Radio
Mirror’s Edge
NiGHTS into dreams…
Psychonauts (2005)
Puzzle Dimension (2011)
Quantum Conundrum
Sonic Adventure DX: Director’s Cut
Sonic Generations
StuntMANIA Reloaded (2014) – Platformer (3D) (Vehicular)
Tomb Raider (1996) – Platform Action-Adventure

Maybe consider including:
Mystic Towers (1994) – Isometric Platform-RPG
Tomb Raider II (1997) – Platform Action-Adventure
Tomb Raider III (1998) – Platform Action-Adventure
Tomb Raider: Angel of Darkness (2003) – Platform Action-Adventure

3. Freeware and Full Shareware titles (selected titles only)

2D

Abuse (1996) (originally retail title, now freeware)
Akuji the Demon (always freeware)
BioMenace (1991) (originally retail title, now freeware)
Cave Story (always freeware; has retail remakes)
Commander Keen in Keen Dreams (1991) (full shareware)
Dark Ages (1991) (originally retail title, now freeware)
Dopefish (always freeware)
Dopefish Forever (always freeware)
Dschump!/Jump! (full shareware)
Eternal Daughter (always freeware)
Guardian Twins (always freeware)
Halloween Harry (aka Alien Carnage) (1993) (originally retail title, now freeware)
Holdover (always freeware)
Keen 2000 (always freeware)
Legend of Princess (always freeware)
Mario!! (always freeware)
N (always freeware; has retail sequels)
Natuki (always freeware)
Ninja Senki (always freeware)
Noitu Love (always freeware)
SideSwipe (always freeware)
SkyRoads (once shareware, now freeware)
XEVIL (1994) (always freeware)

3D

Miko-san’s Miracle Board (always freeware)

4. Demos and limited-content shareware (selected titles only, this list will get longer)

Adventures of Captain Comic
Aldo I, II, and III
Alien Rampage
Clyde’s Adventure
Eduardo the Magical Toaster
Electro Man
Gateworld
Hunter/Hunted
Jazz Jackrabbit
Jazz Jackrabbit Holiday Hare ’95
Jill of the Jungle
Rochard
Vinyl Goddesses from Mars
Xargon

5. Demos of games I also own the full versions of, but still have the demo of on my computer too.   (this section may be removed from this list)

Nothing I can think of at the moment.

 

Summaries

And now for the actual summaries in this first update.

1A. 2D Platformers  – Physical Copies (Disk or Disc)

Notes: “Saves” mean the game supports save files saved to your hard drive.  “Password save” means that the game will give you codes that you will need to write down in order to continue from that point.  “No saving” means you can’t save in that game (shame on them!).  The number of players listed is for single-system multiplayer first; if a game has online play support, that will be listed afterwards, and noted as such.


Ancient Empires (Educational) (1990, DOS) – One player, saves.  This game was later re-released as Super Solvers: Challenge of the Ancient Empires, but I have a copy with the original title.  Ancient Empires is one of many edutainment games from The Learning Company.  Sort of like how Operation Neptune is an undersea shooter crossed with a math game, Ancient Empires is one part puzzle learning game, one part platformer. This really does feel like Operation Neptune’s logic-puzzle-focused platformer cousin, and uses a similar interface.  Both are pretty good examples of edutainment, games which are both decent games and might teach you something.  These games always seemed less well known than Super Solvers games such as Treasure MathStorm or Midnight Rescue, but they’re just as good or better than those games.  Maybe the slightly older “10-adult” (AE) or “9-14” (ON) age ranges on the boxes hurt them, versus the games like MathStorm that are for younger children?  These two games have more traditional videogame action than titles like those, but still have plenty of educational elements.As usual for Super Solvers games, you play as an anonymous person in a blue coat who you name.  This time you’re a tomb-adventurer variant of this person, so you have a backpack and such, but it’s mostly the same as the character in most of these games, Operation Neptune excepted since there you are a submarine.  So, this game has two parts, platforming and logic puzzles.  The platforming side looks reasonably nice for a 1990 PC game, and has VGA graphics and even soundblaster/adlib music, though it’s not great and repeats often.  At least it has sound card support, though, which puts it above some games of the day, so it’s nice they tried.  The graphics are well-drawn and varied, with different visuals for each setting in the game.

As for the gameplay, you control your character with the arrow keys on the keyboard.  Up jumps or grabs on to things, left and right move, down  goes down a rope or such.  Enter switches between your three items, a headlamp that shoots out a beam of light that can temporarily freeze enemies, spring-boots for a high jump, and a limited-uses-per-level shield that protects you from damage.  Frozen enemies can still hurt you, though, unlike in Operation Neptune, so watch out, and shoot them when you won’t hit them while walking past!  The game does not scroll, but instead flips between the screens that make up each level.  Again ON works the same way.  This isn’t a fast-paced action game, then; instead, careful thought should go in to each move.  This is a puzzle-platformer, after all, and there is a puzzle to solve on almost every screen.  There are five different ancient tomb settings to explore in this game, and you can access four right from the start – Egypt, Greece & Rome, India & China, and Middle East.  Each setting has four levels to complete, for a total of 20 stages.  There is a harder difficulty option, if normal is too easy; this makes the puzzles harder.  Each setting has somewhat different puzzles as well, in addition to graphics.  Egypt has many puzzles where you shoot beams of light into rotating prisms; the Middle East mostly has puzzles with numerous switches that move platforms or walls around the screen, and yes solving these requires a lot of trial and error; Greece & Rome has puzzles where you have to hit switches in the correct order in order to move platforms out of your way, a challenge made harder by that enemies will trigger them as well; and the final stage combines the previous types together.  The random nature of many puzzles, particularly the switch puzzles in the Middle East area, is kind of annoying as you hit the switches until you luck into the right combination, but still this game will build some puzzle-solving skills among children, or adults, who play it.  At the end of each level, you have to put together an image of an ancient treasure from that region.  On the lower difficulty these are fairly simple, and thankfully are NOT sliding tile puzzles; you just take the tiles and place each one in the right place.  After that is a tougher challenge at the stage exit, to solve a logic puzzle by figuring out what the right tile is for a question-mark block on a 3×3 grid of tiles with various pictures on them.  These start out not too hard, but do get tricky; these are definitely good logic puzzles.

So, overall, Ancient Empires is a fun little obscure puzzle-platformer with decent to good level designs, tricky puzzles, and enough enemy-avoiding action to keep things interesting.  The gameplay is stiff, and some elements require maybe too much trial and error, but it’s at least a  decent to good game.  The Learning Company were known in the early ’90s for making some of the best educational games, and this is one of their better ones.  I wish I’d had this as a kid, but getting it as an adult in the ’00s I still have had quite a bit of fun with it.  Pick this up if you can, and think you might like this kind of game.  Also get Operation Neptune, this games’ math/sub-shooter cousin!  Unlike the more popular Super Solvers games, this game is DOS floppy disk exclusive; it doesn’t even have a Windows-port CD version re-release like ON does, much less a Mac version like the most popular Super Solvers games.  For the adult gamer, though, if you want any Super Solvers games, this and ON are the two to get.  Physical release only.


Arcade America (1996, Win3.x) – One player, saves, gamepad supported (if it works for you).  Arcade America is a bad single-screen ‘comedic’ platformer with a crass, redneck-styled theme to it that I mostly quite dislike.  You’re a cartoony redneck guy on a road trip across America, seeing the sights and challenging platformer levels in each area you pass through.  The platforming levels are okay I guess, though they can be frustrating due to the games’ control issues.  You navigate the platforms on each stage, shooting or belly-bumping enemies and jumping between platforms as you make your way to the exit on each stage.  It works, though enemies can be hard to avoid at times, and cheap hits are an inevitability.  This is a hard game, and it’s not the good kind of hard.  The graphics are well-animated, though, and vary between amusing and unpleasantly gross, which I’m sure is the point, for those who actually like gross stuff, something I never really have.  That animation does sometimes that animation get in the way of the gameplay as well, as it can be distracting.  And when you’re playing a level for the tenth time, those intro cutscenes and animations the game also has get VERY old.  There is one more problem: there is a somewhat hidden time limit.  Take too long to finish and you won’t get the ending.  I hate game-wide timers in games, they’re awful!  Still, the platforming here is okay.  Arcade America is overly difficult and not all that fun, but there is some decent platform-action challenge to be had.

The game has performance issues, however.  The installer won’t run on my newer computer, it just crashes.  Copying the game folder to the hard drive seems to work though, though I also tried installing it in a Windows 3.11 installation in DOSBox; that also did the trick.  Unfortunately, I have never been able to get most Windows 9x games to recognize gamepads or joysticks on my current computer, which is a real pain for platformers like this one; they aren’t as good on keyboard!  I recommend using a keyboard-to-joystick mapper if you also have this problem.  Running it in that Win3.1 installation in DOSBox didn’t fix the problem, either; still no joystick.  On my older WinME computer the game does recognize that a joystick exists, but I can’t get all of the buttons to work, only jump and shoot, and you need four — jump, shoot, interact (to grab the end-level pullchain, mostly), and belly-bump.  And you can’t use the keyboard and gamepad together, so you can’t use those on the pad but the others on keyboard.  And of course, you can’t change any settings while in a game, only from the main menu… and you can only save after each level.  Great.  So yeah, this game has problems.  If you can get the game working with a 4-button gamepad or it works well with a keyboard mapper the game is better, but it’s still a frustrating game with only adequate-at-best platforming; this game is not that good.

Unfortunately, that’s not all there is to this game.  It should be, but it isn’t.  No, there is also a driving component, as you travel between each location around America, finding your scattered companions.  The problem is, this plays in the most minuscule window imaginable!  It’s somewhat unbelievable that they actually thought that that was a good idea, it’s an awful one.  Almost all of the screen is taken up with a map of America, and you drive in a tiny one or two postage stamp-sized corner of the screen.  Here you have a view behind your car, and flip between three different lanes in order to avoid obstacles coming at you and pick up turbo and ammo pickups.  In order to have ammo in the platformer levels you need to collect it here, there aren’t ammo pickups in the main game.  This mode controls just fine, but these segments go on far too long, so they take up a significant amount of time.  With something you play this much, they really needed to put some actual work in and make something fullscreen.  But no.  As it is, Arcade America is one half incredibly bad racing game, and one half mediocre platformer, all with a visual look and comedy style I greatly dislike.  Pass on this game unless you have fond memories of it and can get it running well on your computer.  Physical release only.


Batman Forever: The Real Game Begins (1996, DOS) – 1-2 player simultaneous, no saving, gamepad supported (kind of).  Batman Forever is the PC port of Acclaim’s infamous 1995 SNES and Genesis game based on this unpopular Batman movie.  This is a sidescrolling beat ’em up / platformer with prerendered graphics and somewhat awful controls.  Batman Forever is difficult, frustrating, and hard to control.  It does look nice for the time, but the gameplay beyond the graphics is poor, and this has always been the main issue people have with this game.  The core gameplay here is that as either Batman or Robin, you explore levels, beat up the guys who pop up in front of you, and make your way through each stage.  You can walk, jump or duck, punch and kick, grapple, and drop through floors.  Using those last two is much trickier than it should be because you need to stand in precise, but very poorly marked, spots to do either, and the controls for doing so are awful as well; more on that below.  The punching and kicking does work, and you have a couple of variations of each type of attack, but enemies seem stronger than you are, at least on Normal difficulty, so the game quickly gets frustrating.  And like an old console game, the game has no saving and not even any continues!  When you die you respawn right where you were, but run out of lives and that’s it, start over from the beginning.  There aren’t any cheatcodes either, I believe.  Awful, for a PC game.  For modes, there is the main game, for one or two players simultaneous, and a bad 2-player-only versus fight option.  There are difficulty settings for the main game, but it’s hard on any of them.  My main issue with this game goes beyond any feature quibbles, however.  Beyond the bad controls, my main problem with this game is that I’ve never really been a fan of side-scrolling beat ’em ups.  I like isometric beat ’em ups, they’re good fun despite their simplicity, but removing that third dimension makes games too simplistic; there just isn’t enough left to keep a game interesting, most of the time.  This game tries to mix things up with its platforming, puzzle elements, inventory, varied moves, and tough enemies that often attack you from both sides at once, but the core gameplay still isn’t all that fun or rewarding.  The internet may overstate how bad this game is a bit, as it can be fun to walk around and beat up baddies, but it is extremely repetitive, has control issues, and is far too difficult.  Had it had saving it would have been much better.

When compared to the console versions of the game, some things are improved and others are worse.  While they did not put in a save system, Acclaim did add CD audio music, voice acting for all text boxes that pop up, and a nice-for-the-time, several minute long CG-rendered introduction.  There are also short CG scenes introducing the setting for each subsequent level.  Those features are exclusive to this PC version, as there never was a CD-based console release of the game, only cartridge ones.  And those are nice features, for sure.  However, the controls on the PC are even worse than they are on consoles.  You have two options, keyboard or gamepad.  On keyboard, the controls are weird and hard to get used to; I list them below.  On gamepad, the problem is that DOS only has standard support for 2 or 4 button gamepads, but this game is a port of a console game that used more buttons than that.  So, like in Blackthorne (below), you need to use the keyboard along with the gamepad to play this game, if you use one. Movement, blocking, and attacks are on the pad, but the drop-through-floor and grapple buttons are not.  You get used to it, but there is a worse problem I have with this game: While the game runs okay in DOSBox on a modern PC, it doesn’t like the joystick emulation somehow and when I tried to enable a gamepad, Batman will randomly jump or duck even when I wasn’t touching the pad. and the cursor randomly moves around the main menu if you return to it, making selecting anything impossible.  Great.  Other games in DOSBox do not have this issue.  Also, the game only supports one standard gamepad, so if you play a two player game, one player is going to be on keyboard.  The only way to get around this is to have a Gravis GrIP setup, which was a multitap for the PC, essentially, for games programmed to support it like this one is.  GrIP controllers are, I believe, 4-button gamepads somewhat similar to Gravis’s standard classic PC Gamepad from the early ’90s.  Maybe DOSBox supports the GrIP?  If so then that would work, but I haven’t tried it myself.

Finally, here are the controls for this game.  No, they are not customizable.  I’m not sure what all the keys are because I do not have the manual, just a CD in jewelcase, and this game does not have any kind of readme or in-game help, so this is just what I managed to figure out by randomly pressing every key on the keyboard.  Finding the grapple and drop-through-floor keys took a while!

left/right arrow keys or numpad 4/6 or joystick left/right – move left/right
arrow key up or numpad 8 or joystick up – jump
arrow key down or numpad 2 or joystick down – duck
arrow key 5 or a joystick button – block
End, (numpad) 1, (numpad) 3, or a joystick button – punch (maybe different types?)
Page Down, (numpad) 7, (numpad) 9, or 2 joystick buttons – kick (maybe different types?)
Insert – grappling hook
Insert + arrow Up or numpad 8 (hit at exactly same time for this to work) – grapple up to next platform above (if at right point)
Delete + arrow Down or numpad 2 (hit at exactly same time for this to work) – drop to next platform below (if at right point)
Esc – Quit to main menu.  If there is a pause button, I can’t find it – this ends your game, start again from the beginning!
Alt+Q – Quit game.

… Yes, really.  No, this is not a very good layout.  And again, you cannot change them.  So, is the game worth it?  Again, it’s not all bad; there is a little fun to be had here, as you explore around and beat people up.  But with its high difficulty, flawed controls, and mediocre, repetitive gameplay, it’s not all that good either.  For the few people who actually liked this game on the SNES or Genesis, the question is, is dealing with the iffy controls and emulation issues worth it for the exclusive CD soundtrack and CG introduction?  Well, with how dirt-cheap this game should be, maybe.  Everyone else should probably pass.  Enhanced port of a game also available on SNES, Genesis, Game Boy, and Game Gear.  Physical release only.


Blackthorne (1994, DOS) – One player, password save, gamepad supported.  Blackthorne, from Blizzard Entertainment and published by Interplay, is a game in the Prince of Persia vein, but with guns and more action.  Set in a dark almost fantasy-esque sci-fi world, you are a hero, of sorts, off to defeat the evil king.  You’ve been taken prisoner, but break free, grab a gun with infinite ammo, and begin your quest for vengeance in the prison mines.  While you are the hero, you don’t actually need to be heroic along the way, as the numerous other prisoners in the game can be killed with no consequence.  You can’t even free them, just ignore or murder them!  I really wish you could free them, the game would be more satisfying that way.  Platforming controls are similar to Prince of Persia, so the game is well-animated and your movements are deliberate and controlled.  When you move you tap a direction you move a set distance forward, jumps must be pixel-accurate, you have different controls for jumping up and forwards, and you’ll need to carefully let yourself up or down platform edges if you don’t want to die on impact from the fall damage.  You also have an inventory, though do know that if you play with a gamepad you’ll need to scroll through it with the bracket [] keys on your keyboard, as this is a DOS game so it only supports the standard 4-button limit on joysticks, unfortunately.  Maybe there was no good way around that.  It works, but is a little annoying at times.  Fortunately you only rarely need to switch items.  It’s worth using a gamepad anyway, because the rest of the time it’s more fun with one.  The controls are fine for the genre, though I’ve always found these games somewhat tediously slow compared to traditional platformers like Mario or Keen.  You need to always be careful here, or you’ll run off some cliff or walk into a trap and die.  Having to carefully face the right direction from the exact right spot to jump up to a ledge above you also gets old fast.

Visually, Blackthorne has classic Blizzard graphics, with an art style similar to The Lost Vikings or Warcraft, but taken in a somewhat different direction.  The game looks pretty good and is very well drawn.  Each level is large and complex as well, though each area clearly draws from a common tileset so every level in an area will look somewhat similar.  The game also uses screen-flipping, instead of scrolling, as in PoP.  However, as with Blizzard’s earlier great platformer The Lost Vikings, this games was originally developed for the SNES, and the console roots do show in the password-only saving, absence of any features to really explain why this is a CD game and not floppy disk — the game is under 2MB, has only a Soundblaster or General MIDI soundtrack based on the SNES chiptunes, and does not need the CD in the drive to run — and console-styled controls.  There was apparently also a floppy release of this game in Europe, but they added nothing for the CD version.  What is here is good, though, as I really do like the visuals and art design, and the music is pretty good as always from Blizzard.

As for those level designs, this game isn’t quite as trap-heavy as PoP games are, but it is still tricky and has plenty of puzzle elements to work through in the stages.  Each of the 16 stages is fairly long, so this game will take a while.  I’ve never been a PoP fan so I don’t love this either, but the Blizzard touch and more action-packed style makes this a bit more fun for me than Prince of Persia.  Plus, no game-wide time limit, thank goodness!  The biggest distinguishing element between Blackthorne and PoP, however, is the combat.  While PoP 1 and 2 have the occasional swordfight, traps are your more common foe.  Here, however, you will fight many enemies.  And while combat is deliberate, it is nothing like PoP, as this games’ combat is cover-based.  Yes, this is sort of a 2d proto-cover-based shooter, mixed with a Prince of Persia clone.  By pressing Up, you hide in the stage background, and while doing this enemy attacks cannot hurt you, bombs excepted.  When you let go you dodge back into the plane of action, hopefully to shoot the enemy before they dodge themselves.  Naturally prisoners are often in the way, doomed to be killed by you or them.  Combat is a tense game of hiding, then popping out when the enemy is vulnerable.  You can shoot either direction without moving with two different buttons, which is occasionally useful, as well.  The combat system is good.  Some stronger enemies must be blown up with bombs, but be careful, because levels usually only give you exactly what you need, so if you waste a bomb somewhere on an enemy that didn’t need it you probably won’t be able to finish the stage.

Overall, Blackthorne is a good game for this highly-animated-deliberate-platforming subgenre that Prince of Persia created, and mixes things up with its original combat system, but I’ve never much for this kind of game.  I’ve never gotten more than one or two levels into other popular games of this style, including Prince of Persia, Out of this World, or Oddworld: Abe’s Oddysee, and while I have gotten to level four in this game, I doubt I’ll stick with it; this just isn’t my thing.  Still, Blackthorne is probably one of the best games in this subgenre.  Fans of this kind of game who haven’t tried the game certainly should play it.  For the rest, maybe try it out if you’re interested, you might like it more than I do.  Also available on the Mac, PC-98 (in Japan only), SNES, Sega 32X (with a 32X-exclusive graphical overhaul and several exclusive levels), and Game Boy Advance.  This PC version is a SNES port.  Blizzard has also made a downloadable PC version of this game available on their website for free, though I have the disc.


Bumpy’s Arcade Fantasy
(1992, DOS) – One player, password save, gamepad supported.  Bumpy is a pretty fun but difficult little puzzle-heavy platformer probably inspired by  Namco’s classic ’80s game Mappy.  I think it was only released in Europe, but I found a copy sometime in the mid ’90s anyway.  The game was made by the French studio Loriciel.  This is a fairly obscure game, but it’s good, though very tough!  Bumpy has decent graphics in that classic early ’90s European cartoony-videogame style, but it’s only a single-screen platformer; no scrolling here.  That works well for the design, though, which is around tough single-screen puzzles to work your way through.  The number of colors on screen may be limited for something that does support VGA, but the art design is decent.  There is also Soundblaster and Roland MT sound support, but only for sound effects; there is no music, unfortunately.  There also isn’t any real saving, so the high-scores table is useless, it won’t save any of that.  Fortunately there are passwords to continue from the start of each level.  Bumpy’s gameplay more than makes up for these shortcomings, however, and that’s why I like it, frustration and all.  Sort of like Mappy, you move a character around a screen made of paths separated by narrow walls, and have to collect all the stuff on each stage and then get to an exit.  The differences pretty much end there, though, as that is a fast-action scrolling arcade game, quite unlike this one.  Here you play as a bouncing smilie-face ball, Bumpy.  You bounce as you move, from one tile to the next, so you’ve got to set up your next move about a tile ahead of time — he bounces, remember, and you need to hit the button before the beginning of the bounce.  You move with the arrow keys or joystick d-pad, but I recommend the keyboard; this game demands precision, and a d-pad isn’t quite as precise as hitting the exact key you want, the exact number of times you need to press it.  Hitting, or holding, Enter makes you jump up to the top of the screen.  While in the air, left or right will move you a space that direction, though you can only do this while going upwards, not down, and only once per jump.  Down makes you stop, vital for avoiding spikes above you.  You die in one hit, so you’ve got to get each puzzle right to progress!

And indeed, while Bumpy starts out simple, by the second level this game is hard, and it just gets harder from there.  I’ve never beaten this game and don’t know if I ever will, but it is fun to challenge.  Each level in Bumpy is made up of about ten single-screen stages, and you can play these stages in any order from a level-select screen.  You only get a few lives for each level, though, and only get passwords between levels, not stages, which is probably the key to why this is such a hard game.  There are difficulty choices, but it’s hard even on Easy; it mostly seems to just give you a couple more lives.  The centerpoint of this game are the many different types of tiles you will bounce on.  Wall pieces can form walls or floors; you can’t stop on wet tiles, though you can jump or turn around; bounce tiles toss you over two spaces; other tiles throw you horizontally across the screen; spike tiles will kill you on contact; some tiles can only be passed through a limited number of times; and more.  There are also enemies to contend with, and if you fall off the bottom of the screen you also die.  The free stage select within each world allows you to practice any level without having to beat the others, which is great, but you do need to beat them all in one game to actually progress, and the game quickly starts expecting perfection to get through each stage.  I eventually gave up on this game in level three, and never have gotten past that point.  Still, based on what I have played of the game I do recommend it.  I had fun with this game when I first played it in the mid ’90s, and the gameplay holds up fairly well.  Bumpy is an interesting and somewhat unique game, with a tough but fun style of puzzle-platforming that keeps you coming back.  This game is obscure and perhaps too hard, but it is good.  Unfortunately this game doesn’t have a digital re-release anywhere, but it’d be nice to see someone bring it back; it deserves it.  Play Bumpy if you can.  In addition to this PC release there re also Atari ST, and Amstrad CPC versions, all Europe-only of course.  Physical release only.


Claw
(1997, Win9x) – One player single system or 1-2? player online, saves, gamepad supported (if it works for you).  Claw is a good platform-action game developed and published by the American publisher Monolith Software.  They also released a 2d Gauntlet-style game called Get Medieval around the same time, but this is their platformer.  Claw is a hand-drawn 2d title released at a time when more and more platformers were going 3d, but it achieved at least a moderate level of popularity, probably particularly in Europe.  You are an anthropomorphic pirate cat named Capatain Claw, and need to run, jump, slash, and shoot your way through many levels of platforming fun as you try to win a hidden treasure hoard and defeat the evil dog-people of the Spanish Armada.  Good cat versus evil dogs?  This sounds like my kind of plot! 🙂  The game has 17.5 minutes of fully-animated cutscenes, mostly hand-drawn but with some CG elements such as ships, which is pretty cool.  There are two relelases of the game, CD and DVD.  The much rarer and more expensive DVD version has 640×480 videos, but is otherwise identical to the CD release.  I was lucky and found a cheap copy of the DVD version years back, and I do like the higher-quality videos, but the gameplay in both is the same.  The in-game graphics are also good, with large, nicely-drawn and animated sprites on detailed backgrounds.  As with most of my Win9x platformers I can’t get this game to see my gamepad, annoyingly, but at least keyboard-to-joystick software exists.  Claw moves fairly quickly, and you can jump, melee attack, and use several different kinds of ranged weapons that you can switch between.  You have a percent-based health meter, and your ranged attacks have limited ammo.  The game controls well, though sometimes I was wishing you had a double jump.  Ah well.  The game also lets you set buttons to directly use the four kinds of ranged weapons, but only supports 8 joystick buttons while there are a total of 9 functions, so if you want to use these and do have the in-game joystick functionality working you’ll need to not use one.  This doesn’t matter much because just switching to the one you need and using that is simple enough.

Level designs in Claw are large and loaded with treasures to collect for points.  A little like Commander Keen games, the game is loaded with side areas full of items to get for points.  Unlike those games, though, Claw levels are mostly linear paths, not squares or mazes as so many Keen levels are, and they are fairly long.  Levels may twist and turn around, but the path forward is usually obvious and well-marked.  Getting through those side areas will take practice, though, particularly the ones that require special, one-time-use, time-limited powerups such as the high-jump power to access.  This adds some nice replay value to the game.  The 14 levels in this game will take longer to get through in a single run than a Keen game would due to the length of the levels.  The game allows you to start or continue from any level or save checkpoint you have reached.  But yes, there are two kinds of checkpoints here.  Each level has some small checkpoints that just continue you from that point as long as you still have lives, but there are also two per stage which save your progress just like a completed level.  The levels are long enough that these are welcome, as they do drag on a bit long.  If you continue your last game instead of starting a new one, you keep the score you had before, but you also keep the number of lives, which makes progress difficult once your life counter runs low.  The solution is starting a new game from that point, but this, of course, resets your score.  I would be trying to collect as much as I can in each level anyway, but this is a good dynamic which makes the score system mean something.  Claw is a reasonably challenging game, but it’s balanced well and is neither too hard nor too easy.  This is a good game that is quite fun to play, repetition aside, and I can see why the people who did play it mostly seem to have liked it.  And if you do beat it, the game also supports custom levels, which is a pretty awesome feature.  A bunch come with the game, and you can also find an editor for the game online to make your own.  The multiplayer is level-racing, competing to get through stages the fastest.  It is unfortunately linked only, not splitscreen, but it is nice to have as an option, though I haven’t played it myself.  It supports IPX network, dialup modem, and direct-IP connections.  There was also online play on Engage back when it released, though that has been dead for a long time.  Overall, Claw is a good game worth seeking out if you are a platformer fan.  The visuals are nice, the game plays well, and levels are fun to explore and collect stuff in.  You do do the same things a lot, but what you’re doing is interesting so it works.  Recommended.  Physical release only.


Commander Keen Episode I: Marooned on Mars
(1990, DOS) – One player, saves, gamepad supported.  Part one of the three-part Commander Keen in the Invasion of the Vortions game, Commander Keen Episode I: Marooned on Mars is the first game in this great platformer series developed by ID Software, later to be id Software, and published by Apogee, now better known as 3D Realms.  You play as kid supergenius Billy Blaze, a young boy off to on an adventure in a homemade spaceship put together with some parts from around the house.  Billy, Commander Keen once he puts on his brothers’ football helmet, has taken off to Mars on an adventure, but he crash-landed there, and the place is crawling with aliens who stole parts of his ship!  You’ll need to find all four parts to win.  What, a car battery can’t power a spaceship?  Nah, it can, and this game is proof!  Yeah, the story here is a funny and a great encapsulation of childhood fantasy, except it’s a childhood where the adventure is real.  I first played the shareware release of this game sometime after we got a computer in early 1992, and this was by far the best platformer I had played on PC up to that point.  The game made a big impression on me, and I’ve loved the Keen series ever since.  So, this game is a very hard one to review, or even summarize; how to be even kind of impartial about a game I have this degree of nostalgia for?  It’s not easy.  I have always regarded the original Commander Keen trilogy as my favorite games ever developed by ID, and still say their name as “eye dee” not “id” because that’s how their name was originally presented as. (Also, as a a little aside, I’ve always referred to the games by Roman numerals, but you could also use regular Arabic ones; they are sometimes referred to either way.)

But anyway, on to the actual game.  Commander Keen is a platformer, of course.  But as it is an ID game, the technology behind the game is almost as important as the game itself.  At the time of its release in early 1990 it was a revolutionary game because programmer John Carmack figured out how to get a smooth-scrolling platformer to run on the PC, something no one had done before.  ID’s first thought was to approach Nintendo about a Mario PC game, but that was immediately turned down, so Tom Hall came up with an original idea instead.  It turned out pretty well, for sure.  There is no parallax scrolling here, but just getting regular scrolling on the PC had never been seen in a platformer in the ’80s.  All seven Keen games run in only 16-color EGA, and this original trilogy really can’t match up to the kind of graphics seen in contemporary console games on the Genesis, but for the PC it was a huge step forwards visually.  The art design is pretty good too.  The sprites look great, and stages look alright, though backgrounds in this episode are just solid colors.  Aurally there isn’t much to say; Keens 1-3 have no music and only PC Speaker sound effects.  I like that there are movement sounds for things such as walking, jumping, hitting a ceiling, using the pogo, and more, so at least there is something to listen to beyond silence.  PC Speaker sounds are simple, but these are good, I like them.  I also quite like the signs written in “Standard Galactic Alphabet”, a letter-replacement cypher.  Find the hidden code in the hidden level in Episode III for the key to read all those signs!  Or just look it up online, but that’s less fun.  The character art is great.  Episode I’s Yorp and Garg enemies are iconic for sure!  Environment graphics are tile-based, as in games like Mario, and levels all draw from the same tileset; each episode in this game has a consistent look to it that is distinct from the others.  There are also only a handful of enemy types in this game, but it’s enough, as each one is very different and has its own unique style.  Each episode of the three in the original game does look a little better than the one before it, in some different colors, but despite this each level has its own unique look and feel.

Each game also has an overworld map you can move around between stages that fits its setting, so for this game it’s the planet Mars.  There are 16 levels in this game, but this one has the fewest full-sized levels of any Keen game.  This game has 8 mini-stages, and 8 full levels.  Mini stages are just little areas with only a couple of screens and few or no enemies.  These are all optional, and the pogo is in one, so don’t skip it!  Some have little bits of story, too.  As for the full levels, two are required but do not have ship parts, four have ship parts, and three are optional, one of those a hidden stage.  I drew maps of the overworlds of most of the Keen games as a kid, listing the shortest paths, number of levels, and such; came in handy here. 🙂

As for the gameplay, Keen has large, open levels with a lot of stuff to collect in them, in that Western platformer style but with better level designs and controls than most.  Much like Doom or Wolfenstein would later also do, collecting keycards is central here.  There can be up to three in each stage, in red blue and yellow just like Doom, and when stages have keycards they are usually required.  A lot of items are out there off the main path if you want to get them for points, though.  Your goal in each stage is to reach the exit, but four levels have a Vorticon to avoid or kill in them, at the end; they serve as the games’ bosses.  Going back to it this is not a particularly long game, but there are enough levels here for a few hours of fun anyway, or many more if you’re a kid like I was when I first played the game.  Once you finish a level you can’t return to it, and the game does have a scoring system, so there is a lot of replay value here if you want to get higher places on the high-scores table.  Be wary, though!  While bottomless pits are in short supply here, sometimes the game likes to try to trick you with lines of powerups leading straight into pits and the like.  With enough skill you can get everything, but be cautious as you explore.  I think they got the balance between challenge and fun just right, as the game is not a cheap-death-laden nightmare, but beating each level while getting most of the stuff will take at least a little practice. Keen controls well, also.  One button jumps, the other uses the pogo stick, and both together shoot; yes, you do have to hit both to shoot, either control+alt or buttons 1+2 on your gamepad.  The pogo stick, once you get it, is great and one of the trademark elements of this series.  Once you get used to how it controls it gives you a lot of mobility.  As for that gun, ammo is limited, so don’t waste it.  You only get ammo from the somewhat uncommon gun pickups; enemies never drop anything in this series after death.  In addition, you die in one hit, and there are no checkpoints in levels, so watch out!  When you die you restart the stage.  You can touch some enemies, such as the small robots or Yorps, without dying, but they still can push you into a hazard, and others such as Gargs and Vorticons are deadly at the touch.  However, you can save anytime on the map, so game only is only for the inattentive.  Apogee required all games they published to support saving to save files, a fantastic standard that all console games should have been doing since as early as they could save.  That I grew up with Apogee games and the like is a huge part of why the absence of saving in so many console games in the 3rd through 5th generations bothers me so much.

Even the greatest games have some flaws, though, and I guess this game has a few.  Playing the game again now, the game is fairly short, and there aren’t a huge number of levels.  Also, the shared tileset and limited enemy variety are of note.  Additionally, sometimes you can accidentally shoot when you meant to do a tricky diagonal pogo jump because of the two-button control scheme.  The scoring system is also partially pointless, since you can save between levels and retry stages as long as you have lives, so you aren’t working from a set maximum score; it will just go up as long as you keep playing, though watching it increase is fun.  Even if most ‘only’ got me points, I have very often found myself trying to get every item I can in Keen games.  The game does keep track of the overall best scores with a high score table on the main menu.  And last, some will dislike the often open nature of the stages.  I think that the game strikes a good balance here, with levels short and well-designed enough to hold up well design-wise compared to console platformers while also having lots of stuff to collect as was common in Western platformers of the day, but this is a matter of taste.  But overall, Commander Keen Episode I: Marooned on Mars is a fantastic game and one of my favorite platformers ever.  This is a 10/10 game on my list, without question.  This great game was better than any PC platformer that came before it in both graphics and gameplay, and has some of the most fun game design around.  The art design and stage layouts are great as well.  I really like things such as the lighting in the Yorp temple mini-stages, areas with Gargs suddenly charging in at you out of pipes, and more.  This is a fantastic, must-play title for any genre fan.  This game is shareware, and is also available in digital-download compilations of Apogee and Commander Keen games.


Commander Keen Episode II: The Earth Explodes (1990, DOS) – One player, saves, gamepad supported.  While the first episode of Keen was distributed free as shareware, parts II and III are available by purchase only.  I loved Keen 1, though, so via mail order, which was how you bought these games back then, my parents bought me the registered version of Keens I-III back in the early ’90s. I still have the original disk and manual.  So, ID made this game bigger and more challenging than its predecessor.  Episode II of Commander Keen: Invasion of the Vorticons is, essentially, more of the above, but with new graphics and enemies.  This time, Keen has left Mars, but finds a Vorticon mothership heading towards earth, planning to blow up the planet!  You need to take out its death rays to save the Earth.  With the stakes raised considerably above the first games’ simple ‘get off this planet and go home’ story, Keen sets off to defeat each base on the mothership and save the world.  So, this time the theme is industrial, with more robots and machine environments, instead of the often-red facilities of Mars.  I’ll probably always like the first games’ look the most since it’s the original, but this game looks good as well.  I always have liked this game the least of the three in Invasion of the Vorticons, for some reason, but it is still pretty good.  This game has as many levels as before, and it’s a harder game with tougher opposition; as a kid I beat Keen 1 without too much of a problem, but this game took me much longer.  It’s not only a bit tougher though, but more levels are required this time; there are 15 stages, one less than before, but this game has no mini-levels, so it’s probably got more content.  Of those ten are required: 8 with death-rays, two other required stages, and five optional levels.  The other two Invasion of the Vorticons titles have much smaller numbers of required levels.  This was  the last of the original trilogy that I finished.  I can beat it now of course, but it does take more effort than the first one.  It’s fun though, of course.  Also, the game has enhanced graphics and more complex levels with additional puzzle elements.  Keen 2 does some interesting things, and really is a pretty good game.  The backgrounds are now cross-hatched, instead of just solid colors like in the original, and stages now have elements such as light switches that make everything dark, and jumping enemies who won’t jump in the dark.  That sounds good, until they hit a light switch and kill you, but hey, that’s part of the challenge!  Overall Episode II of Commander Keen is a very good game.  The great core gameplay of the first game returns, but the gameplay additions and greater challenge make this a nice followup to the original.  This game may be my least favorite of the original trilogy, but it’s still a pretty good game definitely worth having.  This game is available in digital-download compilations of Apogee and Commander Keen games.


Commander Keen Episode III: Keen Must Die (1990, DOS) – One player, saves, gamepad supported.  Episode III of Commander Keen concludes the original trilogy.  This game has the same core graphical style and gameplay as the original, but again the graphics have improved, and so has the gameplay.  Keen III is a fantastic game very nearly as great as the original Keen, and in some ways is the best Keen game.  I like this game a lot!  This time Keen has traveled all the way to the Vorticon home planet, there to end the threat once and for all.  There is a nice twist near the end, but the story here is appropriately simple as always.  I like the new setting, and the graphics have more varied environments within each stage than before, though it is still drawing from a limited tileset.  You’ll travel through towns, caverns, and more; the urban theme is a nice change from the sci-fi installations of the first two games.  The level designs are really good, maybe the best of the trilogy, as well.  There are a lot of mazelike environs to explore of course, but also some very clever areas.  As you are on Vorticon you face a lot of Vorticons this time, but most are much weaker than the tough ones from the first game; those were Vorticon commandos, apparently, while these are just the home guard.  New foes are harder, though, so there is challenge here, though overall this game isn’t as hard as the second game.  The world is made up of six small islands connected with teleporters, and if you use the teleport right, you can beat this game having played only three of the 16 levels.  Your goal is only to beat the boss you see, you don’t need to collect other things along the way.  If you play all the levels this will be a tough game, but it’s much easier if you take the shortest path.  I like having options like that.  Mini-levels make a return as well; there are 7 of them, and 9 full stages.  Unlike Keen 1 these “mini” levels are pretty much full stages now, though they are shorter and easier than the main levels are.  There is also a hidden level again, after not having one in the second game, and it has that aforementioned SGA alphabet cipher to copy down.  Once you have it written, reading the signs everywhere throughout the series is fun stuff!  So yeah, while Episode has always been my favorite, Commander Keen III is a great game, and a fantastic conclusion to one of the best PC-exclusive platformers ever.  This game is available in digital-download compilations of Apogee and Commander Keen games.


Commander Keen Episode IV: Secrets of the Oracles (Shareware) (1991, DOS) – One player, saves, gamepad supported.  Commander Keen IV (or 4): Secrets of the Oracle began the second Keen series developed by ID Software for Apogee.  Part one of the two-part Commander Keen in: Goodbye, Galaxy game, this is the second shareware Keen game, and was distributed free just like Episode I was.  That was how I first played it, and it’s great!  This game released over a year after the first one, and it shows — the game has much better graphics with a slightly angled perspective to give a bit of depth to everything, much-enhanced graphics even if they still are EGA stuff that do not quite match up to console games of 1991 like Super Mario World or Sonic the Hedgehog, and actual sound card support for music.  CGA support was also added for some reason, but forget that, play in more than 4 colors!  We didn’t have a sound card when I first played this game, but when we finally got a PC with sound in 1995 it was nice to go back and listen to.  The game has 17 levels, about as usual for the series, with 11 required levels, 5 optional, and a hidden stage.  Levels are larger and more difficult than before, so despite not having more stages, Keen IV is a pretty tough game and beating it will take effort and a lot of memorization within each level.  They added a difficulty option this time though, and Easy mode doesn’t just reduce the number of enemies but also slows down your falling speed, so that’s a great option for anyone who finds Normal too hard.  Again you can play most of the levels in any order, though, so when you get stuck in one stage you can always just try another one, and the stages have a great amount of graphical variety; each is distinct, and many have unique visual looks.  The enemies and environments are all new this time, and are more detailed and cartoonish than before.  Backgrounds also are improved and look more drawn and less tile-based, and the cartoonish qualities of everything have really been played up.  Perhaps for nostalgia reasons I do like the look of the original Keen trilogy the best, but this style Keens 4 through 6 use also looks great.  There are quite a few different environments this time, including underwater for the first time in the series, as well as pyramids, jungles, caverns, and more.  The addition of music is very nice as well, and the songs here are good.  In this game you need to rescue the eight Oracles, who have been kidnapped, so finding them makes up eight of the required stages.  Of course, which stages have oracles in them isn’t marked, so just play all of them until you find them all.

As for the gameplay, for the most part Keen 4 plays like its predecessors, but with some additions.  Keen is now better-animated, and you have some more move though this is still a classic platformer.  Your gun is now a neural stunner, not a deadly raygun, but in effect it’s the same; you just stun foes permanently, instead of killing them.  You run, jump, shoot, and pogo like before, though pogo physics may be improved over before; getting used to it will take a minute, but the pogo stick is great and incredibly useful once you learn it.  Additionally, Keen 4 adds four-button gamepad support and a dedicated shoot button, so jump, shoot, and pogo are each on a separate button.  It’s a welcome change which makes getting around a little easier, though you can play in 2-button mode if you want.  You can also now grab on ledges and both look and shoot up and down, all very nice improvements.  Looking down is particularly useful to see whether jumping down from somewhere is safe.  As always ID doesn’t load levels with cheap death pits, but there are many ways to die, you still die in one hit, and levels don’t have checkpoints, so when you do mess up and bump into an enemy or killer obstacle, you start the stage over.  You still have limited ammo too, though it’s easy enough to find more.  Keycards return, though there are four now, with a green one added.  There are also now many switches, usually to turn moving platforms on or off, though some also manipulate other devices.  Last, in addition to the many items you collect for points, there are also water drops that do not give points, but instead, like coins in Mario, a 1-up if you collect 100 of them.  So, the gameplay here is familiar, but more varied than before.  The larger enemy and obstacle variety mixes things up as well.  The slugs, invincible bouncing mushrooms, fire-breathing orbs, harmless bouncing smilie faces, and more are fun and varied foes.

Levels are still very, very well designed.  Some are straightforward but have optional side areas or hidden areas full of stuff to get, while others are mazes you need to figure out.  Your goal is either to get to the opposite end of the stage, in normal stages with exit signs, or to find the Oracle in those stages.  Oracles will be in the deepest point of the level, often through a door with a second challenging area behind it.  So, you know your goal, the challenge is just to get there.  Exploration is key as ever, and levels are just the right size: large enough to be interesting, but not so big that you get lost.  Looking around to figure out the path forward and find the many secrets is great fun, if the regular dying doesn’t frustrate you.  Level size is just right, and the game is not cheap or unfair, just challenging.  Like Doom for FPSes, ID showed their impressive level designs skill with games like this one.  Just make sure to save after beating a level!  Sometimes I have thought it would be nice if levels had checkpoints, but they’re doable as they are, once practiced enough.  It’s quite rewarding when you finish one.  The point system returns too, and it’s a bit odd as ever — you get points for everything, there is a high score table, and you can’t replay a level once you have finished it, but since you can replay a level so long as you don’t beat it and can save anytime on the map, getting a very high score isn’t hard if you are good at the game.  Still, is is nice to see your score climb as you get farther into this tough game.  Oh, lastly, there is also a little 1-player-only Pong minigame in the options menu, with a look as if you’re playing it on Keen’s watch.  It’s a nice little touch.

Overall, Keen IV is a great platformer, and certainly a must-play for platformer fans.  This game is perhaps the most popular Keen game, and with its good graphics, music, and gameplay, it’s easy to see why!  This is a great classic, and it’s awesome stuff.  As with Keen 1, if you registered this game you got its paid followup, Keen V: The Armageddon Machine.  I didn’t buy that one back in the ’90s, so it is covered below in the digital-downloads category.  The weird spinoff title Keen Dreams, aka ” Keen 3.5″, will be covered in the shareware section since I also didn’t play that one back then, and it’s full shareware.  I did buy the last Keen game, the retail-only Keen VI: Aliens ate my Babysitter! back in the mid ’90s, though, fortunately, so I’ll cover that one next!  Keens V and VI both use the Keen IV engine, though, so they look and play similarly, much like II and III do for the original.  This game is shareware, and is also available in digital-download compilations of Apogee and Commander Keen games.


Commander Keen Episode VI: Aliens Ate My Babysitter! (1991) – 1 player, saves, gamepad supported.  Commander Keen [Episode VI]: Aliens Ate My Babysitter! is the final Keen game.  It was released shortly after Keens IV and V as a retail-only title published by the publisher FormGen, though apparently it was actually developed between those two because of retail lead-times.  Originally this was probably supposed to be part three of Goodby Galaxy, but they got an offer for a retail game, and did not refuse it.  Unfortunately, the contract was bad and ID lost the rights for this game to FormGen, so it has not been re-released since the ’90s.  After multiple mergers the rights now belong to Atari, but that publisher sadly has no interest in making a reasonable deal for someone to publish this game on Steam, GOG, or such, or it would have happened already.  And that’s really sad, because this is a great game!  I am very lucky to have found a new copy of the game to buy back in the mid ’90s.  I still have the box, manual, Keenings mini-newsletter, and disks, but sadly the Keen wristwatch that also came in the box vanished sometime over the years.  That watch did not come with all copies of the game and seems to be quite hard to find now, so it’s unfortunate that I lost it.

As for the game though, this is yet another great Keen game, much like 4 and 5 but with even more graphical variety.  As this was a retail title they had a bit more space, so this is a two-floppy game, versus less than one for Keen 4.  However, in actual file size it is only barely bigger than that game, and it shows.  This game does have one of the longer shortest paths to the end you’ll find in this series, but the actual amount of content is is very similar to Keens 4 and 5, and Keen 6 still only has the usual 16 stages.  So, my initial hopes that because this game is a retail title the game would be bigger than the previous ones was dashed.  I remember being disappointed by that when I bought it.  What you do get, though, is a fantastic platformer that is again among the better games in the genre, so I don’t mind this too much.  The game does have a somewhat different structure from before, though.  Instead of a large map you can wander around, this time the game is more linear.  You often do have multiple stage options, but unlike some previous games you do have to play most of the stages in order, instead of just being able to wander around and after getting through a few gate stages play most levels in any order as you can in 2 or 4, for instance.  There are still some stages with items to get, but this time they are items to get past certain overworld hazards, so they just function as a gate for getting to the next stage, instead of a ‘collect all the things to win’ design like you see in Keens 1 or 4.  I think this game design works just fine, and it’s nice to see a slightly different style in the series even if the openness of the original was great fun.  Keen 5 also has a more linear design, it is worth noting, so of the second trilogy only 4 is fully open.

Within the levels, though, Keen 6 is pretty much the same as 4, structurally.  The graphics and enemies here are all-new, of course, as always, but the engine and gameplay come straight out of the Keen IV style.  Of course, this means it’s outstanding, just like its predecessors!  This time Keen is on the planet Fribbulus Xax, home to the giant green Bloog people.  So yes, as in every Keen game, the setting and enemies are new and game-exclusive even though the core gameplay is shared by the previous two episodes.  Keen is there to rescue his babysitter who was kidnapped by aliens.  So yes, the last Keen game has the series’ first and only “rescue the girl” plot, though she is not a love interest.  I don’t like “rescue the girl” plots, of course, but 6/7 is not bad and at least it’s done entertainingly here.  The level designs are as good as ever, though this game is probably a bit easier than Keen 4.  If they eased things up a bit for the retail release, it was probably a welcome adjustment.  Keen 6 is still plenty hard, with some very tough levels and many of the usual grueling optional areas full of stuff to get, but this is the fun kind of challenge that keeps you coming back until you beat it.  As a kid I remember Keen 4 being harder than 6, but I played that game earlier so that makes sense.  I was a bit better at games by the time I played this one.  This is a fantastic platformer, and exploring the levels for items, hitting the now cartoonishly-giant switches, and going into those tough areas even if there is no real reason to is all great, great fun.  Keen 6: Aliens Ate My Babysitter is a nice looking, well-polished game with the usual great controls and level designs you expect from the series.  Definitely play it if you can, it’s one of the best!  It’s really tragic that ID never made another platformer after Keens 4-6, they were one of the best ever at the genre.  Retail exclusive.


Earthworm Jim for Windows 95 (1995) – 1 player, saves, gamepad supported.  Earthworm Jim for Windows 95, from Dave Perry’s studio Shiny and published by Activision, is the first PC port of the original Earthworm Jim game, or rather, the improved Sega CD version of the game.  This platform-shooter was very popular at the time, enough so to have sequels and even a short-lived TV cartoon (though from what little I watched it’s terrible).  I really love Perry’s earlier platformer Aladdin for the Sega Genesis, but have mixed opinions on his other games, this one included.  I got this game back in ’97, and was happy to get a game that still was fairly popular.  This game is a very nice-looking game with good art design, great animation, good backgrounds and a ridiculous comedic style.  By 1995 PC games could look better than this, but it still looks good.  You play as an earthworm named Jim in a powered superhero suit with plenty of guns to fight with, and body-whip and shoot your way through many enemies in large, complex levels.  EWJ looks great and is initially fun to play, but for me that doesn’t last long; I thought this game had issues even back in the ’90s, and it’s probably aged even more now.  Jim controls somewhat inaccurately, first; the game does not have the tight, responsive controls you would hope for.  You can aim any direction, and while shooting you can’t move.  This works, but means you’ll take hits for sure.  Hits are often near-impossible to dodge, anyway.  You have a health meter and can take a lot of damage, but still, that the game is designed around this can be frustrating.  This game can be cheap and quickly gets extremely difficult and sometimes unfair.  The levels also can be confusing, and figuring out where to go in these big, similar-looking stages sometimes is a problem.  Worse, what you can interact with and what you can’t is not always obvious.  Bosses don’t have health bars either, and take a lot of hits to defeat, if you’re even damaging them; it isn’t always clear enough.

So, as popular as the game was, after playing it I thought that this game was probably a case of style over substance, a game not as fun to play as I expected it to be.  Sure, it looks and sounds great, and the comedy elements are sometimes amusing.  If you get into it this game is plenty hard, too.  The levels also have quite a bit of variety both in the normal levels and in bonus stages where you ride an asteroid.  Each stage has a new setting and music, and some levels change up the gameplay too, including swimming areas, some areas where you are not in your suit so you’re just a worm, and such.  EWJ 2 focuses entirely on making levels each have a unique gimmick, but this game does head towards that.  That’s fine, I love the weird level concepts on Donkey Kong Country 3 for instance, but I just don’t find this game fun enough to want to deal with.  Still, if you do want to play Earthworm Jim, this is one of the best versions of the game, and it’s probably the best ’90s version.  It has the Sega CD versions’ great CD audio soundtrack, but with 256 color graphics like the SNES, and it saves your progress as you can continue from any level you have reached from the menu.  Still, back in ’97 I quit playing this game maybe a third of the way through, and I’ve never wanted to go back, deal with this flawed, too-hard game, and get farther; Earthworm Jim is average at best, and may even be a little below average, and the graphics are the best thing about it.  Even so, it is unique and weird enough to maybe be worth a try… or maybe not. Maybe skip it if you don’t have memories of EWJ.

EWJ is on a lot of platforms, though I only have the two ’90s PC versions.  The other one beyond this version is a 1996 DOS release of this game in Interplay’s Earthworm Jim 1 & 2 collection.  I have that digitally (to be covered later), but this is the better game — that version is a SNES port, without the SCD extras, though they did add password save over the nothing of the SNES/Genesis original.  That version is available today for download on PC (Steam and GOG); it’s just not as good as this one.  However, as this is a very early Windows 95 game, it has serious problems running on modern computers, and indeed the game does not run well at all on my modern PC.  It does run, sans joystick support of course, but the full-screen mode doesn’t work (it’s 320×220/236 only) and sound effects are horribly broken and skip constantly, rendering the game sort of unplayable.  Fortunately the game does run great on my old WinME PC.  This game is also available on Sega CD as Earthworm Jim: Special Edition, and on Nintendo DSiWare and mobile platforms (iOS, BREW, webOS, J2ME) as Earthworm Jim.  Yes, those latter ports are based on this version and not the original release, though they likely have downgraded sound quality.  The DSiWare version at least should still be accessible.  The original, not quite as good version is available on the PC (DOS EWJ1&2), SNES, Genesis, Game Boy, Game Gear, and Game Boy Advance.  The EWJ1&2 version is available on PC digital download platfoms (Steam, GOG, etc.), and the Genesis version on Wii Virtual Console.  There is also a digital-only version, Earthworm Jim HD, for Xbox 360 Live Arcade, PS3 PSN, and Windows Mobile.  That version has redone graphics, some gameplay improvements apparently, and three new levels and redone visuals and sound, but doesn’t have the SCD/Win95 added level.

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Article: Losing Rare, and How Nintendo Lost Western Developers

I have started on a PC Platformers Game Opinion Summaries list, but that will take a little while before it gets started.  Today, though, I’ve got this!  This article was based on posts I made in this NeoGAF thread here, but significantly reworked and expanded on.

Introduction

Nintendo once had home consoles that were very popular with third party developers.  Those times are now long past, of course; now things seem to nearly have hit bottom, as Nintendo home consoles get almost no third-party games, and handhelds get fewer than they used to thanks to the rise of smartphones.  Indie download-only titles excepted, modern Nintendo consoles have fewer games for them than older ones did, and even worse software droughts.  And making things worse here in the West, over the course of the ’00s, Nintendo separated from most of their first, second, and close third party Western partners.  In Japan the 3DS at least still gets some game support, and that helps, but it’s not enough.  But how did things get to where they are?

First, I must start with the Nintendo 64.  In Japan, the N64 was something of a disaster.  Sales were only a small fraction of the SNES (Super Famicom), and most third-party developers abandoned Nintendo for Sony and, in some cases, Sega as well.  However, here in the US, the N64 was successful and sold nearly as well as the SNES had here.  Developers noticed this and its impressive-for-the-time power, and as a result the N64 has a fairly good library of American-developed games.  At that point the best American game developers made computer games, but some of the better console teams supported the N64.  While Nintendo’s primary audience was younger, they did very good outreach to teen and older gamers: the N64 was the console of choice for the first-person shooter fan who wanted to play on consoles, had the best wrestling games, and had some very good sports and racing games as well.  Nintendo also built up a team of Western first, second, and third-party studios from the mid ’90s to early ’00s, starting with Rare and the N64 “Dream Team” in 1994 and going from there.  For more on Nintendo’s great Western offerings on the N64, read my Nintendo 64 Game Opinion Summaries list; I will not get into that here.  This article is about the Gamecube and Wii generations.

These are the major studios Nintendo partnered with in this period.

Rare: Second party. Rare is a British studio, but they were discovered by great Nintendo of America exec Howard Lincoln, and had their greatest sales success here.  The most important purchase Nintendo made that decade, Rare bought an about 50% share in Rare in 1994, changing that developer from a multiplatform studio to a Nintendo-exclusive one.  Working with Nintendo, Rare responded and made their best game yet, the all-time classic Donkey Kong Country.  With its success, Rare instantly became one of the most prominent developers around.

Left Field: Second party.  This smaller American studio mostly focused on basketball games on the N64 and Gamecube (yes, despite their baseball-inspired name), but they did also make one fantastic racing game in Excitebike 64.

Nintendo Software Technology, or NST: First party.  NST is a small-ish studio with initially young staff, mostly from a game-development school I believe.  The studio started out making some Game Boy Color and N64 versions of popular games such as Ridge Racer and Bionic Commando, and continued making both handheld and console games through the GC generation, mostly focusing on racing games on consoles and various things on handhelds.

Silicon Knights: Second party.  Run by the controversial Dennis Dyack, Silicon Knights may be unpopular now, but they did make one of my favorite games while working with Nintendo, Eternal Darkness.  The studio didn’t release any N64 games, but their two GC games did help the system.

Retro Studios: First party.  This studio was started up by Howard Lincoln in the late ’90s, and was initially run by some ex-Acclaim people.  After early difficulties, they eventually made the exceptional Metroid Prime for the Gamecube and its sequels.

Factor 5: Third party.  Though Factor 5 was a third party, they worked closely with Nintendo, particularly on system audio, and made a sound program to aid Game Boy Color sound programming.  Factor 5 was always a tech-focused company, and released some of the most technically impressive games on the N64 and Gamecube.

Iwata’s New Direction

However, around the turn of the millennium Howard Lincoln and his boss Minoru Arakawa both retired from Nintendo of America.  Lincoln was a strong leader, and without him the developer network he built up started to slowly crumble.  And around that same time, a new boss took over in Japan, as Satoru Iwata replaced the longtime Nintendo head Hiroshi Yamauchi.  I’m sorry to be critical to someone who sadly died young, but while Iwata did many great things for Nintendo and I love a lot of his work, particularly Nintendo’s first-party Japanese efforts and some of the partnership titles, there is some legitimate criticism I need to make.  Iwata wanted to reverse Nintendo’s 5th-gen failure in Japan, and take more direct control over Nintendo’s overseas subsidiaries as well.  He did rebuild Japanese relationships, though the Gamecube ended up selling worse than the Nintendo 64 there, so sales did not recover; the PlayStation 2 proved to be unstoppable.

Meanwhile, he allowed Western relationships, the ones which had maintained the Nintendo 64 and led it to success here, founder.  Taking direct control over Nintendo of America also probably did more harm than good, as since the early ’00s NoA no longer had the independence to make deals such as the Rare purchase.  Reggie may be a good marketing guy, but he does not have Lincoln’s authority.  Nintendo needed both Western and Japanese developers, and a more independent branch in the region where Nintendo sees the most sales, America, made sense.  Iwata’s Nintendo needed to put a lot more money into Western development teams, along with the important work he did to rebuild relationships with Japanese third parties, but the first place to look would be to the pretty good teams Nintendo was already working with.  Rare is the most prominent of those, but those others on the list above are noteworthy as well.  However, Nintendo really needed both American AND Japanese partnerships, not one at the cost of the other.  They have never accomplished this, unfortunately.

The end result of this was that of all of the studios on the list above, only only two, the two first-party studios, still work for Nintendo, and only one, Retro, is still as important as they once were, as NST’s console team was shut down early in the Wii generation.  And even Retro was reduced in size, as in the early days the studio worked on multiple games at once, instead of only one.  Of the rest Factor 5, Silicon Knights, and Left Field have closed, and Rare is a shell of its former self.  And nobody on their level has replaced them, either; Nintendo has partnered with Next Level Games and Monster Games for a few titles, but that’s about it. Satoru Iwata focused instead on rebuilding Nintendo’s relationships with Square-Enix, Bandai Namco, Capcom, and other major Japanese studios.  Iwata thought that that kind of partnership with Japanese third parties was preferable to Howard Lincoln’s system of wholly and partly-owned Western developers, but Nintendo needed some of both, not one or the other. Paying a third party to make a game for you isn’t a bad idea, but it won’t necessarily lead to lots of support outside of those games, as we have seen on the Wii and Wii U.

I do need to acknowledge, though, that this is not all Nintendo’s fault; the other developers often did choose to leave on their own, for various reasons.  I think that those developers who left should have rethought it some — Rare, Left Field, Silicon Knights, and Factor 5 would all find much less success without Nintendo’s development support, that’s for sure, and the benefits of that Nintendo development support are something that has been fairly well documented from other teams they have worked with more recently such as Next Level, too. Again Nintendo makes developers who work with them better, and those studios all found that they could not replicate that magic without Nintendo’s help. But still, as the chief partner NCL deserves the largest amount of fault.  And Silicon Knights and Factor 5 particularly were both alienated primiarily by the Wii’s seriously lacking hardware power compared to the Xbox 360 and PS3, the other consoles of its generation… and the Wii’s low-power, casuals-first design was a response to the Gamecube’s failure to sell despite its being very powerful, about as powerful as its competition that generation.

Losing Rare, and Rare’s Games

But while all of those studios had been important, the loss of Rare is the signature one.  Nintendo and Rare parted ways in late 2002, shortly after Rare’s only Gamecube game, Star Fox Adventures, released.  Rare’s co-founders the Stamper brothers wanted to retire, and Nintendo had first dibs at buying the rest of company, but refused an offer to buy up the other 50% of the company for some not-very-good reasons.  Some Rare people wanted to try moving beyond Nintendo, as well.  So, both the Stampers and Nintendo sold to Microsoft.  This was a disastrous mistake which, in my opinion, Nintendo still has not gotten over.  Yes, Microsoft paid Nintendo $100 million dollars for Rare and probably have not gotten that much value back as Rare declined in success over the course of that decade, but Nintendo needed Rare’s games more than that money, and Rare needed Nintendo’s audience to sell lots of copies of their games.  The two worked together well, and neither have quite been able to replicate that since they separated.  The expense of buying the other half of Rare would be a $100 million better spent than gained because of the long-term benefit Nintendo would have gotten.  I know Rare has many critics who do not believe this, but it’s true.  I think Rare was starting TO recover when Nintendo and the Stampers doomed any chances of that happening that generation by selling them to MS. That sale is what really messed up Rare, worse than anything from during the Nintendo era.

Indeed, I have absolutely no reason to believe that a Rare that stuck with Nintendo would have released as few games as Rare did during those years, and their games would have sold better as well.  Rare’s critics significantly under-estimate how important Donkey Kong was to Rare, for example; the DK games were among Rare’s best sellers.  Donkey Kong 64 is Rare’s best-selling 3d platformer, not the Banjo games.  Even beyond losing the GC audience, losing Donkey Kong is something that Rare’s sales have never recovered from.  Rare wasn’t sold until September 2002, well after the GC’s November 2001 release. Rare had no GC games early on because they had some struggles moving over to the next generation, and then just as they were working through them and were ready to start releasing stuff, they got sold to MS and had to start all over on a new console… and then had to do that AGAIN a couple of years later because of the early X360 release. Maybe Rare’s best games were going to be on the N64 regardless, but I don’t think the “Rare wasn’t worth it anymore” narrative would be nearly as popular as it is had Nintendo kept Rare, their games in the ’00s would have been more and better.  Nintendo’s Japanese studios had struggled with the SNES-to-N64 transition, and Rare helped bail them out there.  Losing patience with Rare just a few years later when they were going through similar issues was incredibly hypocritical and wrong.

Had Nintendo kept Rare, the GC absolutely would have done better. It would have helped the Wii as well. Rare was key to Nintendo’s success on the GC.  People who claim Rare had become irrelevant are overlooking how important that Nintendo audience, and Nintendo input, was to Rare’s success, I would say.  With Nintendo, Rare would have been a much better developer than they have been with Microsoft; Nintendo makes developers who work with them better, and messes with developers less than Microsoft does.  There are bad stories out there of what MS did to Rare!  Rare’s 3d platformers would have been huge, instead of abruptly ceasing to exist, first.  Xbox beat ’em up game Grabbed by the Ghoulies was going to be a 3d platformer had it stayed a Gamecube title, there would probably have been something new from the Conker team instead of the Xbox port of the N64 Conker title that they did release, and we may also have seen a DK and/or Banjo game.  More 3d platformers were sorely needed on the Gamecube, a platform with a very thin first-party platformer library.  Rare had covered for Nintendo’s inability to make more than one first-party 3d platformer on the N64, but couldn’t do that again because they left and were not replaced.  Donkey Kong Racing would have been a great complement to Mario Kart: Double Dash, as well, in the racing genre.  Nintendo also really needed Perfect Dark Zero to bolster their shooter selection, and Kameo would have been just as good as it is on X360, that is, great.  Yes, many of these are genres Nintendo made as well, but complimentary games help sell consoles.  That’s exactly what sold the N64, with both Nintendo and Rare titles, and that’s why MS has both Gears and Halo, and not only one of them.  And that’s what Rare gave Nintendo.

And there likely would have been a few more games than that, too, as having to switch platforms twice that generation, from Gamecube to Xbox and then Xbox to Xbox 360 in 2005, really threw off Rare’s game output.  We know that Rare had a lot of games well into development and would have started to deliver titles for the GC in later ’02 and into ’03.  Even if some games ended up delayed, Rare’s games, once released, would have sold well and filled in those software droughts just as expected.  Rare was one of the best developers of the 5th generation, and had Nintendo not been so foolish as to throw them away that could, and should, have continued.  Ditching Rare just because they were having a hard generation transition was incredibly short-sighted, considering how just a few years before Rare had saved Nintendo when NCL’s Japanese teams were having those same kind of troubles on the N64!  Rare found that MS was much less likely to approve the games they wanted to make than Nintendo had been.  Iwata’s shift away from Western first and second parties was a definite mistake.  If Rare finished the games they were working on on the GC in ’02, and perhaps added a game or two to that by the time the GC was done, that’d be 5-7 games for the system, all major releases.  It could be even more than that if there were more later titles.  Some would surely have been successful and good.  Even Star Fox Adventures did fairly well, even if the game was disappointing gameplay-wise.  So yeah, who can say? Well, just look at their projects in development and extrapolate from there.  With Donkey Kong and Rare’s own IPs both, Rare would have continued to be a good studio.  Even if they couldn’t quite recapture their N64 greatness, they still would have been successful and popular.

Losing Rare to Microsoft Made Things Worse

While keeping Rare would have helped the Gamecube, what it would not have done is made the GC as successful as the N64.  The problem is that Microsoft’s entry into the industry hurt Nintendo the most that generation.  The Xbox stole away the core Western shooters-and-such audience who had owned N64s, and after failing to recapture them with games like Metroid Prime and Geist Nintendo gave up on that audience for good.  GC to early Wii-era strategy that didn’t give up on almost all of Nintendo’s Western relationships would have helped for sure, but I don’t think it could have stopped Microsoft, with Halo and then later Gears and such, from taking that audience.  The best Nintendo could have hoped for was to hold on to a bit more of it than they did… but even that could have meant a lot in the long run, if it meant more third-party support for the later GC years and the Wii. That may be too optimistic a scenario, but losing all of the studios I listed earlier really did hurt.  The new strategy, focused on contracting out single games with external teams much more often than buying developers, works, but leads to less certainty than when you know a developer is working with you.  Namco isn’t making Ace Combat games for Nintendo systems just because that team worked on Star Fox Assault, for example.

Still, MS was set up for success with the American shooter-fan audience. They aimed right at it, and got the games and marketing just right.  Microsoft’s most important release was Halo, and with that they won over shooter fans, both those previously PC-only and those who had loved Goldeneye.  Nintendo didn’t, or couldn’t, match it.  MS also pushed the mostly PC-focused Western development base to also support their console, and publishers, starting to struggle because PC-only sales weren’t keeping up with the rising costs of development, listened.  Over the course of the ’00s this badly damaged the US PC game development base, but was a big boost to console development.  Nintendo ended up mostly missing out on this, as a lot of games either were for Xbox, or were on the PS360 and not Wii.  Nintendo selling their one FPS team to Microsoft certainly hurt them, but by the time they sold Rare to MS, a lot of the damage had already been done thanks to the success of the first Halo game.

The problem is, Halo was released in late 2001, right when the Xbox and Gamecube both launched.  I don’t think there’d have been much of a chance of Rare finishing their next shooter, Perfect Dark Zero, in only a year and a half, considering that PD was an early ’00 release. If they could have gotten it done by launch though, or by spring ’02 at the latest, yes, I think it would have made a real difference… but MS’s entry still would have been a huge problem for Nintendo.  Even if Nintendo did everything right, MS’s existence as a company aiming straight at shooter fans and PC game developers was going to take away a good chunk of N64 fans. But Nintendo could have done better than they did at trying to hold on to what they could.  Instead, Nintendo decided to sell Rare in fall 2002, and PD Zero still wasn’t out, though Metroid Prime was only a few months away.  As an aside I always did find Halo only decent, while Metroid Prime is one of the best games ever and the far better game, but most people disagreed, unfortunately… and I can’t deny that it has good multiplayer (on splitscreen and LAN; Xbox Live didn’t exist yet), while MP of course had none.  The end result of Nintendo’s loss of Western core gamers was the Wii’s casuals-first strategy, which was hugely successful for a while before crashing on the rocks of the rise of smartphones, while losing almost all remaining Western developers.  Short-term gain, long-term pain, there.

The question is, could a PD Zero in, say, 2003, or maybe even later, have helped the Gamecube keep up with the Xbox in that market?  I’m skeptical, and think that it’d have probably been too late.  Maybe if PDZ could have released in 2003 it could have made a difference, but if it slipped later than that, it’d be simply too late to matter much. And of course it’d need to be a great game, too. The PDZ we got on the 360 in late ’05 wasn’t as good as the first game on N64 had been, certainly. Who knows how an earlier GC version would have turned out.  But even so, some help would have been better than selling that team to your primary competition for that audience!  So yes, the GC would have done better with Rare. How much better I don’t know, but it would have done better, and had an even better overall library — and even as it is the GC is my favorite 6th-gen console. However, the GC would still have finished miles behind the PS2, the Xbox still might have finished second worldwide (though maybe not, the gap was only a few million so who knows), and Microsoft still would have taken most of the American “core” gamer audience away thanks to Halo taking on the Goldeneye mantle for popular console shooting games. Those things are all true.

Still, though, dropping Rare was a big mistake and even if it couldn’t have “saved the Gamecube” all on its own, giving up and selling Rare off hurt.  Rare’s output has still not really been replaced, Nintendo released more 3d platformers on the N64 thanks to Rare than on any console since, for instance… and those post-Rare years in the ’00s were painful for Donkey Kong games, as Nintendo struggled to figure out what to do with DK without Rare around to make the games. And yes, DK64 is amazing and one of the best 3d platformers ever, the haters are all wrong!  Also, the other games Rare was working on when Nintendo sold them, including Kameo, the original 3d platformer version of Grabbed by the Ghoulies, Donkey Kong Racing, and maybe other unannounced games (Conker 2? Some DK or Banjo platformer?), timing wouldn’t have been as critical because those games would appeal to the audience of Nintendo fans who did own Gamecubes.  That audience wanted PDZ as well, of course, but a lot of Goldeneye fans had bout Xboxes, not GCs, and if you want to have the GC do better, you’d need PDZ to convince at least some of them to buy Gamecubes. And considering how previously supportive third parties such as Acclaim, Lucasarts, and Midway started abandoning the Gamecube in and after 2003 because of lacking sales, time was of the essence if the system was going to keep that from happening!

So, in conclusion, I cannot think of any situation where Rare gets as irrelevant under Nintendo as they have been for years under Microsoft.  Even a lesser Rare would still have still had much better sales than it has had in our history since leaving Nintendo.  A Rare releasing a mixture of new games and pretty good DK titles would have had more than enough sales to justify continued support.  Nintendo and Rare needed each other, and today Nintendo still needs a new Rare.

Conclusion: The Wii and Beyond

As a result of all of the above, the Gamecube failed to sell in the US as well as the N64 had.  Third parties started out supporting the system reasonably well, but as sales failed to match expectations, by 2003 most Western third parties dramatically cut back on GC support.  From that point on the system only got more family-friendly games and the occasional major title, with very few major exclusives or ports.  As described earlier, Nintendo’s response to this was the less-powerful Wii, and we all know how that went for Nintendo and third parties — the GC-era losses became permanent, and Nintendo now has entirely lost the core Western base, both developers and fans, at a time when they are absolutely vital for success as the number and quality of Western console games rose dramatically over the course of the ’00s and beyond, as those studios Microsoft helped lure over from the PC side focused on consoles.  Those developers wanted to support systems powerful enough to keep up with the other major consoles and the PC, and the Wii was not that, even if it is a great console and certainly my favorite home console of its generation.  Nintendo lost Western developers at exactly the wrong time.  I like the Wiimote, but Nintendo needed both traditional games and the new stuff that controller allows.

Beyond the issue of Rare, the basic question is this: Which would be better for Nintendo overall, either doing as they did and prioritizing lower-power systems with a heavy casual gamer focus with the DS and Wii, or making some other system that perhaps still had the motion controls, but was more powerful, enough so to be competitive with the other two systems?  The issue is, the Wii had its greatest success in the early years of the generation, when the Xbox 360 and PS3 were expensive and constantly failing due to hardware issues.  Could a more expensive Wii have replicated its success?  And if not, would it be worth it?  That generation, the Wii was just right particularly from 2006 to 2010, so perhaps not.  However, losing Western developers as Nintendo did had very serious long-term implications, and the Wii U has done badly in part because of that, as the casuals did not stay and the hardcore were gone.  Some would say that Nintendo were doomed either way, but as a Nintendo fan I don’t believe that.  With more and better games from Western teams, the Wii and Wii U would have been more successful with core gamers than they have been.  So, dropping teams like Rare, Left Field, and Factor 5, and not replacing them with Western teams on their size and caliber, did more harm than good.  There is no definite answer to what Nintendo should have done, but I have always thought that the Wii was somewhat underpowered, more so than it should have been, so I’d lean towards that.  Nintendo did not need to match the PS3, just be closer than they were.  Third parties would surely still have mostly ignored the console, but if it was easier to port games over to from the PS3 or X360, we probably would have gotten more high-quality third-party releases than it got.

So, as for me, while it is entirely possible that had Nintendo kept Rare everything else would have happened very similarly to how it did in our history, I do think that it would have made a positive difference for both Nintendo and gaming in general.  Would it have been enough to nudge Nintendo into making the Wii more powerful and not giving up on system power, while still innovating with the Wiimote?  If that is even a “perhaps”, then selling off Rare was a mistake.  Rare was a great developer, and keeping them would definitely have meant more great Rare games on Nintendo systems, and Nintendo would have been better off if they had had that; Rare’s games were always a draw, particularly their Donkey Kong games.  Post-Nintendo Rare made some great games, such as Kameo and Banjo-Kazooie: Nuts & Bolts, but without Donkey Kong or the Nintendo audience they could never recapture the level of sales they needed to convince Microsoft to let them keep making games like that.  With Nintendo that would not have been an issue.  Developers are not all going to stay great forever, but Rare’s collapse was largely externally-ordained, not because of internal problems.  Even if those other studios would not have stayed great even had they stuck with Nintendo, and as much as I like many games from all of those teams that is entirely possible, having Rare at their side would benefit all Nintendo consoles.  And a continued focus on Western developers, with a more independent Nintendo of America reacting to the changing market here more quickly than far-away NCL Japan can, would help.

But regardless of how things could have gone, with things as they are, as casuals switched from the DS or Wii over to smartphones Nintendo lost a lot of sales.  But unlike before, there is no obvious route to turn to to turn things around.  Casuals are gone, and MS, Sony, and PCs have locked up core gamers.  Nintendo today has virtually no third-party support on their home consoles outside of indie games on their eShop downloadable platform, and on handhelds only Japanese studios still release many games for Nintendo.  This is worth repeating because even if people today know these things, all of this happened because of Nintendo’s reaction to the Gamecube’s failure.  With a more successful Gamecube, maybe Nintendo does not react as strongly against powerful hardware.  While it is true that Nintendo does not have the same amount of money as Sony or Microsoft, and reacting to their big bucks by retreating and focusing on games and innovation such as the Wiimote instead of continuing what they had always done before and releasing systems as powerful or more powerful than the competitions’, the end result of that path has not been good.  The glory days of the “it prints money!” DS and Wii have been replaced with today’s struggles to find a place in this quickly-changing industry.  I love Nintendo, and hope that they continue on as not only a developer, but also a hardware manufacturer.  For now consoles do still have a place, and I want to see Nintendo find something that brings sales and developers back to their platforms again.  But success based purely on first-party offerings will be difficult, and after progressively alienating developers, and watching a new business take away the people they brought in thanks to the Wii and DS, that future will be difficult to find.  Nintendo needs to find it, though, and with skill and luck they can.  I badly hope that this industry will not collapse in favor of nothing more than terrible, exploitative fee-to-play mobile games, that would be a dark future indeed… and yes, that Nintendo now makes a few such games is not something I love.  But that is another issue.  For this article, I will conclude by just saying that yes, I love Rare, and still hope the studio can return to at least some of its former glory.  Perhaps their new pirate-themed game for the Xbox One will do that, we will see.  But it will probably be less successful than some comparable Wii U game would have been, even with the Wii U’s limited sales…

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Sega Genesis Game Opinion Summaries, Part 16: Letters Wi – Z

Final update!  This includes summaries for the last ten games, plus one for a game I just got last week, making for eleven total.  It’s nice to get this done, though playing all these Genesis games again has been great fun.  I’m not sure what I’ll do next, but I’m leaning towards something about PC platformers…

Games covered in this update

Space Invaders ’91
Winter Challenge
Wiz ‘n’ Liz
Wolfchild
Wonder Boy in Monster World
[Monster World IV]
World of Illusion Starring Mickey Mouse & Donald Duck
X-Men
Zero Tolerance
Zombies Ate My Neighbors
Zoom!


Space Invaders ’91 – 1 player.  This good but simple shooter and early-ish Genesis release is one of Taito’s many follow-ups to the original Space Invaders.  It may say “’91” in the title, but the original Japanese version released in 1990.  Oddly, unlike most other classic franchises which keep coming back, Taito has decided to make pretty much all Space Invaders games static-screen shooters.  Why not even one scrolling one?  That does make this game stand out a bit from most Genesis shmups, though, so that’s okay; it’s just a bit odd.  It has little depth or variety, but this is a fun little game.  This game has basic graphics, simple gameplay, and absolutely no options of any kind, but it is plenty of fun.  You just move left and right, and shoot up while dodging enemy fire.  The enemies can move a bit more to the left and right than you can, frustratingly, so dodging can be difficult sometimes; this is my only issue with the games’ design.  The controls are very responsive, though, thankfully.  There are a full 18 stages, each made up of two waves, so you’ve got to get through 36 waves of enemies to win, which is a good number.  Most stages have a flat plane you move left and right on, but a few have angled pits and such.  I wish there were more of those, as your fire shoots diagonally when you’re on a slope; nice touch.  Each enemy type shoots a different kind of shot at you, and they slowly move downwards.  If one reaches the bottom you lose, time to use a continue, if you have any left — you only get 5 hits per continue and 3 continues.  If you hit the faster enemies which move by at the top of the screen a powerup may drop.  You’ll want these, as they will give you powers such as a shield, homing missiles, a shot which clears an entire row, and more.  Very useful stuff.  The game has graphics as basic as its gameplay.  This game looks dated visually and doesn’t get much out of the hardware.  You’ve just got sprites moving over a backdrop, that’s about it.  The sprite work is okay, though, and I like the music.  It’s good and fits the game well, even if music tracks repeat often and technically are as underwhelming as the visuals.  Better presentation would have helped this game, but the simple fun gameplay shines through regardless, and I do like the variety of backdrops and enemy types.

This game is actually Taito’s second Taito’s second 4th-gen home console Space Invaders game.  The first one is Space Invaders Plus for the PC Engine (TurboGrafx).  That game released only in Japan, but I do have it.  It’s simple, but fun, and has an interesting branching mission structure on top of the traditional shooting gameplay.  It also has power-ups.  This game is somewhat similar to that game, but they are different.  First, this time the game is linear; no branching paths.  So, each game of this is longer, but they may have similar amounts of content.  This game gives you more hits per game but fewer continues, and given the longer length is probably a bit harder.  Gameplay in both is very similar, though.  You also still have powerups, though the specific types are different.  Both games do have an ending, but this game is a few minutes longer on average; not a huge difference there, but it’s something.  However, the PCE game also includes a full version of the original Space Invaders arcade game, while this does not, unfortunately.  I wish it had been included here too, because it’s a great classic.  Ah well.  As it is, Space Invaders ’91 is a good game, and I’m glad I got it.  Moving left and right, avoiding enemy fire, and wiping out all the attacking aliens is fun.  However, the graphics and sound are very bland, the game has absolutely no options or alternate modes, and everything is the same every time you play.  It’s a good game, but with better graphics and more content it could have been better.  Genre fans should pick this up; for anyone else, maybe get it if you find it cheap.  Pick it up if you like shooters and see it for a reasonable price.


Winter Challenge – 1-10 player alternating, on-cart saving (EEPROM).  Winter Challenge is Accolade’s winter equivalent to Summer Challenge, which I covered above.  This game released after that one, and has very similar presentation, but with winter olympics sports instead of summer, of course.  Again there are eight events here, and the game has polygonal 3d environments in many events, mixed with sprite characters and some 2d events.  The interface looks pretty much the same as Hardball III or Summer Challenge, but with some new graphics in the Summer Challenge opening ceremony, to fit the winter theme.  The graphics are good as before, but the framerate is still atrocous.  The featureset is the same as before, with 10 player alternating multiplayer and battery save which saves quite a few player names, and your best times for each event.  Good stuff.  The controls are also similar to before, in that it uses one main button plus the d-pad for all commands.  Sure, there’s nothing new here in presentation, graphical quality, sound, or features, but the game is built on a good base, so that’s fine.  Summer Challenge is a very good game for its time, framerate aside, and this is close to as good.  That game may be a little better, as this game has less variety and I don’t have the nostalgia for this game that I do that one as I did not own this game in the ’90s, but still, it is also a good game.

The most important thing here, though, are the events, which are all new.  You’ve got downhill skiing, giant slalom, cross country skiing, biathalon, ski jumping, speed skating (long track only, as short track did not exist yet), bobsled, and luge.  Versus Summer Challenge, this game has less event variety; two events have downhill skiing, two are on the sled course, two have cross-country skiing, and two others are stand-alone events.  All eight events are good, though.  Again, the game uses 3d graphics.  The biathalon target-shooting component is 2d, but the rest of this game is 3d.  This makes it very different from most other winter sports games of the generation; on 4th-gen consoles, only the Europe-only Winter Gold for the SNES is also polygonal.  That game does use a Super FX 2 chip for a better framerate than you’ll see in this game, but don’t discount Winter Challenge just because it runs slowly, it does play well.  The different groups of events each are quite different.  The cross-country events are the longest and slowest-paced.  You ski along by mashing the button hard but not too hard, as you have a stamina meter and if it goes too low you will slow down.  So, moderate your button-tapping sometimes.  The course is fully 3d, which is pretty cool for the time, and you will have to actually turn, you aren’t on a rail.  That’s great, it really adds something to this game versus others… just make sure to make those turns; the single-digit framerates occasionally make that tricky.  Yes, it’s a slow and “boring” event made slower by the very low framerate, and there is almost no audio during races, but I love loves cross-country skiing in real life, so I, at least, find it fun in this game.  The other events are faster-paced.  The two downhill events are similar to the cross-country ones, except you go in only one direction and need to go through the gates while you go down the hill.  That’s easy enough in Downhill, but the Giant Slalom is quite difficult; it might be the hardest event here.  Learning the course can be fun, though, and it looks nice for the time as usual.  This game is probably the first ever home-console polygonal skiing game, and it’s a decent first step, though titles on more powerful consoles are of course faster and not as hard.  The sledding events are probably the simplest ones here; just turn in the right direction at each turn, and make it down as fast as you can.  Unlike the other similar events these two are on the exact same course, so practice for one will help with the other.  Speed skating is also simple, just button-mash the whole time and turn at the corners.  Ski jumping is trickier, though; look up the commands for that one, it takes practice to not do badly at!  Once learned it’s not too hard, but figuring out how to land can be tough.

In conclusion, Winter Challenge is a good game.  The game has good graphics which really push the limits of non-enhanced 4th-generation hardware, eight events, can be fun to play, and will save your best times, championship in progress, and player names, too.  However, while the music is decent, there is no music at all during events, which can get dull.  Also, some events can get boring, and the events are much more similar than those in Summer Challenge.  I can easily see why most people would dismiss this game as a dated, boring relic, but I would say that it’s a decent, above-average game despite its definite issues.  Maybe give Summer and/or Winter Challenge a try, they’re interesting.  Winter Challenge is also available on PC.  The PC version has better graphics and framerates, but this is playable.


Wiz ‘n’ Liz – 1-2 player simultaneous, password save.  Wiz ‘n’ Liz is a somewhat odd collectathon platformer from Psygnosis.  It’s got a very ‘Psygnosis’ feel to the menus and style, but the gameplay is original.  This game is mostly non-violent, as the only combat in the game is the boss fights; normal stages are exclusively about running around trying to collect all the rabbits, or wabbits as the game calls them, and the powerups that they drop, before time runs out, not about fighting anything.  You can play the stages in each game in any order, but it does get harder as you go.  In between stages, you go to your house, and can combine pairs of items from the stages you just played in an early crafting system, for various bonuses.  You play as Wiz and Liz, two old wizards.  You’ve got mountains of wabbits to collect, but fortunately, despite their age they sure can move!  You zip around at a very fast pace in this game, and jump just as quickly.  The game has small sprites and only decent graphics.  The game has cartoony graphics with a very early ’90s European style and some okay music.  The game looks okay, but not great.  The fast-paced gameplay and constant movement keep things fun, though.  This game has three difficulty levels and three sets of stages to play, named similarly to those from Lemmings.  The game defaults to the highest difficulty, so I guess that is the expected one, and the others are easy modes.  Unlike Lemmings, though, each game of Wiz n Liz is fairly short.  It does have some replay value in that you can play the other two sets of stages, but each of the three feel VERY similar, with the same gameplay, the same backrounds, and the same boss at the end.  I think the stage layouts change, but the stages in this game are all very similar anyway, so variety is seriously lacking, though the game is fun enough that it’s fun to replay regardless.

The core gameplay of Wiz n Liz is of you running left or right in each stage.  Each stage is a couple of screens tall and a couple of screens long, so they are small.  Wabbits will spawn regularly throughout the stage, and you’ve got to collect them all as fast as possible.  Making things tougher, though, each time you touch one it spawns a powerup which then floats upwards from the wabbit.  You’ll have to jump to get the powerup, but collecting all of them will take a lot of time, which will definitely be a problem if you’re playing on the default (top) difficulty setting!  You need to get the first powerups in each stage to spell that stages’ magic word, but after that powerups are theoretically optional, though you’ll want things such as timer increases for sure, and bonus stars are nice too.  The timer isn’t just for the current stage, you see; instead it’s for the whole game.  If you used a lot of time getting every powerup in the early stages, you’ll run out of time later on for sure.  It’s a good system which balances challenge and fun in a quite well-designed way.  This game may seem conceptually simplistic, but there’s a satisfying amount of challenge here once you get into it.  You only have three lives until it’s Game Over, but there is a password displayed on the screen after every stage, so you can use those to continue if you wish.  It’s odd that there are passwords but no way to continue without entering the last password, but that’s better than the alternative!  For negatives, the main one is that the crafting system is annoying.  I almost always dislike crafting in games, and this one is no exception.  Each combination of two fruits results in a different thing happening.  Some give you nothing, some give you bonus time, some open bonus rooms around the house area you can go in, and more.  Things like the bonus and hint rooms are very useful to have, so looking up a list of combinations online, or making one yourself, is advised.  And as for that boss, they are not too exciting.  Do know that you need to hold down a button to hit them with a magic beam, so something beyond run-and-jump is needed, but not much more.  The core gameplay is the best thing here, but the bosses and crafting are mediocre.  The visuals are also average.  However, Wiz ‘n’ Liz is a fun, fast-paced game well worth playing.  It has one or two player cooperative play support, fast-paced gameplay, and nice, unique design as you decide how many of the items you can afford to jump for and frantically run around looking for wabbits.  This is a good game, and I really like that Psygnosis figured out how to make a mostly nonviolent platformer good.  Pick up Wiz ‘n’ Liz if you see it affordably.  Also available on the Amiga.


Wolfchild – 1 player.  Wolfchild is a solid sidescrolling action-platformer from Core Design.  This game looks very much like an Amiga port and has decent but average Euro-platformer graphics and not-great music, but it plays fairly well.  You are a man who is a werewolf, and in the game can transform back and forth between human and wolf forms.  There is no story in this version of the game; play the Sega CD version if you want an intro.  The CD version also added two new levels and makes some other improvements.  What’s here can be fun, but I do wish I had the disc release.  This is a conventional game in that you walk, run, jump, and slash stuff and explore levels as you make your way through to the end.  There are bosses after every couple of levels, and most stages have unique settings.  I like some of the settings and art, though it is mostly formulaic — the forest, the airship, the Alien stage, and such.  The game is a bit like a Turrican game, but nowhere near Turrican 2/Universal Soldier’s level.  Maybe my biggest issue is that only one of your forms, wolf form, is fun to play as.  Wolf form has a ranged shot, but human does not, and if you get hit a few times you’ll drop back to human form… ugh.  While you can take a fair amount of hits per life, in human form you can only attack at melee range, which is frustrating and leads to taking many hits unless you are VERY careful.  And apparently the Sega CD version lets you fire two shots at once in wolf form, while on the Genesis you can only shoot one while enemies take just as many hits to kill.  That would be nice here, though the weak human form is the biggest issue.  Sure, the game controls well, but you get knocked back a bit when you take a hit, and facing numerous enemies shooting at you with a guy who can’t hit them a lot of the time due to the very short range of your human forms’ attacks gets annoying.

Versus the Turrican games, Wolfchild’s levels are not as large or open, and there is usually only one main linear path instead of multiple routes through the stage.  I’m fine with that, and the stage layouts here are at least average and can be fun to explore.  You just need to figure out what the route to the end is; sometimes it is obvious, other times a bit less so.  The level designs here can be interesting, and figuring out how to get through the stages is fun.  There also aren’t any instant-death pits, which is great, but the many enemies and traps will drain health steadily, and health powerups are somewhat infrequent.  You have only three continues as well, and there is no saving, but you can choose how many lives you get per continue, up to six, and increase the difficulty if you want, but not decrease it as Easy is default.  Overall, Wolfchild is a decent platformer.  The game has some interesting stage layouts and challenges, but the average graphics, maybe below-average music, and frustrating human form hold the game back.  If you could stay in wolf form the whole time this game would be easier but more fun, but you can’t.  Ah well.  It is an average game, at least, and I can see how some may like it more than that.  Get the Sega CD version if you can, though, it’s better.  Also available on the Sega CD, SNES, Amiga, and Atari ST.  There is also a European-exclusive Game Gear and Master System version, but I imagine it’s different.


Wonder Boy in Monster World – Wonder Boy in Monster World is the third game in Westone’s Monster Land/World series of side-scrolling action-RPGs.  This version was published by Sega.  The series started as a spinoff of the basic side-scroller Wonder Boy, aka Adventure Island on the NES, but quickly superseded its originator, as Westone would not make any more games like the first Wonder Boy; instead they moved on to games like these, and the one-off autoscrolling platform/shooter Monster Lair. I love the Monster World and Lair games, but don’t like the original Wonder Boy much at all; it’s just too simplistic in ways that games like this vastly add to.  Monster World is a great series, and this is one of the best of the four Monster World games, too!  Wonder Boy in Monster World has good graphics, great art cartoony design, fun action, good music, plenty of challenge, and a good-sized world to explore.  You are Wonder Boy, a hero, and need to save the land from evil in this fantasy side-scrolling action-adventure game.  Your main weapon is a sword, but you also have limited-use magic and a shield for protection against ranged attacks only, as in some Zelda games.  You can get helpers who will follow you around as well, but all they’ll do is reveal extra money and such.  There are several, each with a different function.  None are really important, but I guess they’re occasionally helpful.  The game does not have experience or levels, but you will find or buy new weapons and armor as you progress, and find heart containers to add to your health bar as well.  The game takes place in a large semi-open world, and you travel from area to area killing monsters and helping people out.  Monsters all respawn quickly, which can be annoying but is also useful, as you will need the money they drop to buy things.  Grinding money from monsters is necessary here at many points, unfortunately, but the combat is fun so it’s not too bad.  You can only save at inns in towns; though there are special items which will refill your health when it runs out, try to save those for the bosses, you’ll need the help!  Remember to save when you can, for if you die you’re sent back to the games’ title screen and go back to your last save.  Harsh death penalty there.  There is also only one save slot, so don’t start a new game if you’re playing a current one!

This game is made up of an overworld with towns and dungeons scattered around.  Overworld areas mostly scroll only left and right, though some areas, mostly in towns, also have a height element.  Different sections of the world each have unique features and enemies, so there is more variety than in some past games in the series.  The series came a long way between the constant extreme repetition of the original Wonder Boy and this!  The game does reuse area concepts a bit too often in some areas and you can at times feel like you’ve been on slight variations of the same screen for the past three areas.  This is worse in the overworld than in dungeons, though, and most dungeon areas feel unique and interesting, which is great.  So dungeons are are interesting, but they are also tougher than the overworld.  Bosses in particular are quite hard in the US release; some bosses were made much harder than they are in the original Japanese version in order to make the game harder to finish, to foil renters I presume.  That’s a bit annoying at times, but this is a great game despite how much harder the boss fights are than the dungeons they are in.  Still, everything in this game is fun, even if I wish Sega hadn’t made the game harder.  Still, the dungeons can be really good.  Dungeons are not just complex, bland mazes, but instead have arranged traps, waves of enemies, and occasional branching paths to explore.  I like the variety of obstacles, puzzles, and enemies you face in this game, it really keeps things interesting even if the basic mechanics do not change beyond getting a new spell every once in a while.  Towns are small but important, since inns and stores are only found there.  Each town also has a handful of people to talk to, though not as many as in a full JRPG.  Similarly, the story is simple, but there is just enough of it to keep the game going.

The game looks good, too.  Wonder Boy in Monster World has a cute, cartoony fantasy-anime theme, though the cuteness of the world hides the high challenge within.  I like variety of settings, enemies, and bosses; each area has its own character and enemy types, and they all look good to great.  As in all of the Wonder Boy games the art design here is good, and it looks better than ever here probably thanks to this being the first Monster World game designed first for a 4th-gen console, instead of the other way around as with the TurboGrafx versions of the first two games.  The game does use parallax scrolling, but more of it would have been nice; there is none in most dungeons, for example.  Still, the game looks good to great.  Overall, Wonder Boy in Monster World is a great game.  This US release is much harder than the Japanese version, or the easier TurboGrafx CD version (where it is titled “The Dynastic Hero”), but it’s still great fun.  This game looks beautiful with its very well drawn, varied sprites, has a nice world to explore with plenty of hidden secrets and platforming and combat challenges to face, and a good-length quest to challenge.  This game might be the most popular Monster World game, and while all four games are great, I can see why this one did so well — it’s outstanding.  Definitely pick this game up if you like the genre at all.  Look into the other Monster World games too though, for various platforms; they’re all very good!  This game is available in collections and digital re-releases of Sega’s Genesis games.  The game is also available on TurboGrafx CD as The Dynastic Hero.  The game is the same (lower difficulty aside), but the sprites have been altered, as usual for the Hudson versions of the first three Monster World games.


[Monster World IV] – 1 player, on-cart save (battery).  Monster World IV is a great sidescrolling action-RPG form Westone, and the final game in the Wonder Boy / Monster World series.  The game has great graphics, music, controls, dungeons, puzzles, action, and gameplay; it really is very good in all categories.  Sadly, however, someone at Sega made an incredibly bad decision back in 1994 and decided not to localize this game, so on the actual Genesis, Monster World IV is Japan-exclusive.  And while I would like to get it, I don’t have that version.  However, while I probably will someday import the real cart, there is something better;  an English-language version, released digitally on WiiWare, PS3 PSN, and X360 Xbox Live Arcade!  This is one of the only previously Japan-exclusive classic games to get translated for an official release, and it was quite exciting when it was announced.  I got the game for WiiWare shortly afterwards.  I’m not going to cover every game I have in the X360 Sonic’s Ultimate Genesis Collection but not on a Genesis cartridge, but this game I have to mention, both because I got it as a stand-alone release, because of the translation, and because it is part of a series covered in this list.

Anyway, Monster World IV is fantastic, similar to the previous Monster World games but probably better overall.  This time you play as a female character, so the “Wonder Boy” name is absent.  I like that they tried something different this time.  This isn’t the only Wonder Boy game where you can play as a female, as Monster Lair lets you play as one character of either gender, but it is the only one of the six with only a female character.  The game has an anime-fantasy-Arabian theme, so the game takes place in a desert kingdom and everyone wears middle eastern-ish dress.  The change of setting from the usual anime-medieval fantasy themes of previous games is nice, if probably inspired by Aladdin.  The game this time is much more linear than the previous ones.  You can still wander around, but the game has a clear structure: there is a main town, and you venture from there to a linear series of areas.  Each area is large, though, and the dungeons within those areas can be large and tricky.  Fortunately you will get maps for dungeons, which is a huge help.  The gameplay is similar to before, but you have a better shield now, as holding down will bring up a shield that blocks enemies as well as arrows.  This allows for more strategic combat, which is great.  Enemies can have shields too, so you’ll need to think about how to approach foes.  The other addition is your helper-creature Pelepegoo, who you can grab on to.  When you grab it (him?) you can’t walk, but can jump and will float while jumping.  Hitting that button again will double-jump, very useful.  You can also throw Pelepegoo, and this can reveal secrets and more.  The previous game had helpers ,but this game expands on the concept in nice ways.  Combat is fun, and so is exploring the levels and dungeons.  I like the level-based approach, it means I’m never wandering around an overworld unsure about what to do but instead can focus on the next challenge.  And yes, those challenges can be plenty tough.  This game is not as hard as the US version of Wonder Boy in Monster World, but it wasn’t made harder unlike that game, so it’s more like the challenge these games should be.  The dungeons have more puzzles than before too, including things such as statues you have to put into order based on verbal clues.  It’s great fun stuff.

Visually, Monster World IV looks fantastic.  The last game looked great too, but this one has even better visuals with lots of nice graphical effects including parallax, clouds, and more.  The art design is great and the sprites are large and detailed, and while the whole game has an Arabian theme, each area has a different setting, including a fire level, an ice pyramid, and more.  So yeah, the settings aren’t the most original, but it mixes things up a bit — a pyramid, for the ice level?  Haven’t seen that before.  The music is also really good, this game sounds almost as great as it looks.  Overall, Monster World IV is a great game with no major flaws.  Sure, the part where you have to throw Pelepegoo around to find hidden doors may be tedious, but it’s also clever and the level design has just the right amount of complexity.  This really is a great game, among the best in its genre for sure.  Definitely pick up Monster World IV, it’s fantastic!  This game is available in collections and digital re-releases of Sega’s Genesis games.  The best way to play this game legally is via the Wii WiiWare, PS3 PSN, or X360 XBLA re-releases, which are translated into English.


World of Illusion Starring Mickey Mouse & Donald Duck – 1-2 player simultaneous, password save.  World of Illusion, from Sega, is the sequel to Castle of Illusion, the classic early Genesis platformer starring Mickey Mouse.  This game builds on that title with a second playable character, two player co-op, passwords, and much better graphics.  The game may be a bit easier this time than before, but as much of that is because of the more forgiving setup, I think; the first game has limited continues and no saving, remember.  This is a pretty good game with very nice graphics and sound, great controls, lots of variety, and good stage designs.  World of Illusion is a very good game with a lot going for it, and you see that right from the start.  You can play as Mickey, Donald, or both of them in two player mode.  They use magical capes to attack, but you can only attack on the ground, and not while jumping.  The cape has a nice animation, though.  The two are mostly similar, but have some differences that mean that each one will be able to go in some areas the other can’t, which is nice and adds replay value, which is good in a game with only five levels and not too long a run time.  The game starts out in a fantasy forest level.  You bounce on things, magic away baddies with the cape, and such.  Every stage has multiple parts each with different settings, and the variety is great.  You’ll cross spider webs, balance on a trail a spider emits as it moves, swim under the sea in a bubble, and of course do your usual platform-jumping in forests and the like.  Again each character will see some different areas, and there are even some exclusive to the two player co-op mode.

I do have a few issues with the game, though.  The gameplay is good, but mostly straightforward.  There are some minor puzzle elements, but they are, as usual in the series, quite basic.  They do add something to the game, but not much.  Just make sure you know your characters’ moves, such as Mickey’s crouch (C plus down), you’ll need them.  Bosses are also a bit disappointing.  The multiple route elements are also mostly minor, though it’s great there is something to encourage you to come back to this game.  And beyond that, as good as this game, somehow it never grabbed me enough to make me want to write down the passwords and finish the game, despite its moderate length and not-too-hard difficulty.  The game is fun, but I haven’t been drawn in quite enough to stick with it; not sure why.  But still, I do like this game despite that, and I’ll play through the rest of it hopefully soon.  Despite it issues though, World of Illusion is a good sequel to Castle of Illusion.  It is improved over the original in a lot of ways, and I like the better graphics, co-op support, and password save, but despite that I’m not sure which of the two games I like more.  I’ve played more of Castle, but World is great too.  Both are better than any of Capcom’s three SNES Mickey games, or the Genesis version of the second one, The Great Circus Mystery.  Pick World of Illusion up, it’s a very good platformer that plays as well as it looks, and it looks very good.  There is a Japan-only Saturn port of this game.


X-Men – 1-2 player simultaneous.  X-Men is a fun but challenging platformer with beat ’em up elements from Sega.  I’ve never been a big superhero fan, but got this game last year because it’s fairly well-known and I wanted to finally give it a try.  You can play as four X-Men in this game, Wolverine, Nightcrawler, Cyclops, and Gambit.  Unfortunately no female characters are playable in this game; there are some, but only in support roles.  The game is mostly good, though.  You choose your starting character first, then set off.  You mostly run, jump, and punch or jump-kick enemies.  And there are a lot of enemies to fight, giving the game a somewhat beat ’em up-esque feel at times, though the levels are complex platformer stages.  The four characters are similar, but each has some unique properties, including some exclusive attacks and a character-specific special ability: Wolverine can bring out his claws for a stronger attack, Nightcrawler can warp around the screen and go through some walls, Cyclops can shoot eyebeams, and Gambit can throw stuff.  You can switch between characters during play, but can only do so a limited number of times per level, so watch out.  Each character has a separate health bar, but these do not recover between stages, unfortunately; instead you’ll have to find the somewhat uncommon health powerups to heal.  There is also some health in the Danger Room area you are in between levels, but this won’t be enough to heal even one character up to full, much less several if you took a lot of damage, and the game has no continues at all, so a lot of memorization will be required to make progress here.  The four support characters can be called out as well a limited number of times, though powerups will replenish them.  The most useful is the one who pulls you up out of pits, so falling in one is not instant death; it just takes off a bit of health, instead.  It’s a solid system, just a bit overly unforgiving for me; I, of course, dislike that so much memorization is required in a game with such a harsh penalty for dying.

The level designs in this game are decent, though not fantastic.  Levels are good-sized and exploration is required.  I’m fine with wandering around some, but occasionally I didn’t know what to do and it did get frustrating.  Still, levels are mostly linear, you just need to figure out what to do to proceed.  There are switches you will need to hit, platforms to jump between, and numerous enemies to beat up along the way.  I like the stage variety here, as many stages have different environments and obstacles.  There are also bosses, which can be tricky.  While stages are occasionally confusing, thankfully this game is not nearly as mazelike or frustrating as the Game Gear X-Men game is; I was afraid this game would be like that not very good game, but it isn’t, it’s much better.  In terms of presentation this game is on the good side of average.  X-Men has nice graphics with some fine, though not amazing, art design and good variety in stage settings and enemies.  The music is good as well, if you like that classic very chunky Genesis sound.  Overall X-Men is a good but difficult platformer with sidescrolling beat ’em up-style action and large levels to find your way through.  You will walk around, punch things, find the switches and doors, and make your way through the stages.  The challenge is to do that while taking the least amount of damage possible, because damage is not easy to refill once lost.  I like how you can switch between characters during missions, but more health-ups would be great, and no restrictions on how often you can swap.  The level designs are occasionally confusing as well, though it’s mostly okay.  The action feels good, though; this is a quality game on the whole.  The controls are responsive, action fun, levels interesting to explore, and graphics and sound decent if not the best.  I am not a superhero fan, but X-Men is a good game worth a look regardless of what you think of the license.  There is also a sequel which looks similar but maybe a bit better, but I don’t have that one.


Zero Tolerance – 1 player, 2 player system link supported.  Zero Tolerance is a first-person shooter on the Genesis from Accolade and developed by Technopop.  Yes, a FPS, on this system, without any addon chips.  As you might expect, this means that this game has a very low framerate.  While something like Summer or Winter Challenge is simple enough to be playable despite a very low framerate, this game is much more complex than that, and the very slow gameplay is hard to get over.  There are more issues than that with this game, though it has some good points as well.  The game is an admirable attempt at a Wolfenstein 3D-inspired FPS, and it’s one of a very few on the Genesis.  While the game made a bad first impression with its terrible framerate, small play window, slow controls with a VERY slow turn speed that makes turning around to hit an enemy behind you an agonizingly slow process, and boring, too-open level designs, after playing it again for this summary I liked it more than before.  Once you get used to it Zero Tolerance can be fun, at least some of the time.  In the game you play as a team of five special operatives trying to save the world.  They play more like lives than anything, though, as you can’t switch between them as you play, only when one gets killed.  Note that dead characters are gone and can’t be resurrected, but you are given a password each time you clear a floor, thankfully.  That’s good, but the game has only a couple of environments, so expect a huge amount of visual repetition.  There’s the space station, a skyscraper, and that might be about it.  On screen you have an area map with radar, the viewscreen, info about your characters’ stats, your health, your weapons, and the number of enemies remaining on the current floor.  A plus a direction jumps, ducks, or strafes, but none of these are often important in this game; you want enemies dead long before you need to strafe, and the strafing is, like turning, slow anyway.  B fires, and C switches weapons.  The controls work, apart from that terribly slow turn speed.  Visually, the game looks pretty nice for a 4th-gen FPS that doesn’t use any kind of enhancement chip, but the game doesn’t have forgiving aim assist like SNES Doom does, so hitting enemies can be frustrating as they move around quickly while you slowly try to keep up.  The key is to kill enemies before they get close to you; look at that radar closely if you want to live, close enemies are hard to kill!  Don’t just rely on the game screen, that radar map is crucial.  Many enemies only spawn when you get close enough to them, though, so watch out both ahead and behind.  After a few levels I did start enjoying this game some despite its issues.

The level designs themselves are another problem with this game, though.  Levels in this game are large, flat, and blandly laid out.  The level designs in this game are just so unintresting, and the game makes it worse by requiring that you kill all enemies in a level in order to get a password.  Maps are just made up of walls, doors, and enemies, and are very large and open.  There are no keycards, no locked doors, and no secrets, all of which would have been very welcome.  There are angle walls, so it has that over Wolfenstein, though.  I also really like that there is a radar onscreen showing your surroundings and enemies near you.  There is also a full-screen map showing a full map of the current stage; this screen also shows your passwords for completed floors.  Even so, though, the simplistic, lacking level designs manage to make Wolf 3D look good, despite that games’ own extreme level-design repetition in a game full of identical bland corridors.  Versus Wolf 3D, only the map saves this game; without it I’d have stopped long before I did.  But worse, this game released after not only Wolf 3D, but also Doom!  The Genesis could never pull off Doom, but I’m sure it can do better than this.  The developers tried, but their inexperience shows.  Requiring you to kill all enemies to proceed in a game where many enemies only appear if you get close to their spawn point is also a pain; have fun re-walking around the whole level looking for those last two guys so you can get the next password!  Oh, and while you could just run through a floor (stage) and try the next one as there is no gate on the elevators between them just like there isn’t on any doors, you can only get the password for the uncleared floor directly after the last cleared floor, so if you skip to two levels down and clear that floor you won’t know it or get a password until you clear the floor above.  There must have been a much better way of gating progress than something as frustrating as that can be.  Overall, though, Zero Tolerance is okay.  This game is clearly the team’s first attempt at a FPS, and it’s amateurish in some frustrating ways including the controls and level designs, and the slow speed is hard to get used to, but still, there is a decently fun core shooter here.  Zero Tolerance is an average game overall.  Maybe try it if you like the genre and know what you’re getting into.  Oh, there is also a 2-player versus mode, but it requires a link cable, two systems, and two copies of the game.  Needless to say I have not tried it, but it is cool that the game has such a feature.  There was also supposed to be a sequel, Beyond Zero Tolerance, but it was cancelled.


Zombies Ate My Neighbors – 1-2 player simultaneous, password save, 6 button controller supported.  Zombies Ate my Neighbors is a fairly well-known top-down comic-horror action-adventure game from Lucasarts.  In this challenging game, two very ’90s-‘tude protagonists, one a guy and one a girl, are tasked with trying to keep your ten neighbors alive against an onslaught of zombies across dozens of stages.  In each stage, you explore around looking for enemies to fight and weapons to collect to fight them with.  You can use a variety of amusing weapons such as the iconic acid-shooting Super Soaker-knockoff water gun, once you collect them, but they all have limited ammo so looking for stuff is important.  You have a health bar on screen and can move, shoot and switch weapons, use and switch items, and bring the radar up on screen, but there is no strafing or shooting in a direction other than the one you are moving in, unfortunately.  The controls are fine with a 6-button controller, but the game uses more than three button as it was first made for the SNES, so a 6-button controller is highly recommended.  Those would have been nice to have.  There are different kinds of zombies, and you’ll need different strategies for each.  Saving key weapons for certain baddies can be useful.  You’ll also collect items such as traps, keys, crucial health-refill items, and more.

Your main goal in each stage is to rescue all of the neighbors.  This is also crucial, for you’ll only have the same number of people to rescue in the next stage that you saved in the last one, and when all die it’s game over.  Oh, and while the game has password save, you only get a password every four levels, and worse, passwords do not save your inventory, they only let you start from that stage, so if you want to do well at this game the best way is to play it in one sitting and don’t mess up at all… tough!  While it is possible to get neighbors back occasionally, this is a slow process.  And of course, keeping them alive won’t be easy, as they are scattered all over the map, and levels are complex and full of obstacles, including water pools, walls, and locked doors.  Zombies will keep spawning in, so you need to use effective strategy on each stage to keep yourselves, and the neighbors, alive.  The clever and unique stages are the main highlight of this game, and they, above anything else, are what makes this game so interesting and worth seeing.  Still, it is memorization-heavy.  That radar is very helpful, but still, you will need to learn exactly what to do in each stage and then execute well in at least each set of four levels and maybe the whole game in order to succeed.  It’s a punishing game and I haven’t stuck with it enough to get anywhere near the end; the game gets hard after a while.  The design is good, though.  It’s tough, but good.

Visually, Zombies Ate My Neighbors looks pretty good.  The cartoony art design looks great, with amusing characters and neighbors and cartoon-scary zombies and other foes.  The color depth is reduced versus the SNES, but still, this version looks good too.  The main issues with this game are the difficulty and degree of memorization required, downgraded graphics from the SNES, you really need a 6-button controller, and as good as it is it’s no match for Lucasarts’ PC classics of the early ’90s, but the strengths are much more significant.  The game has good art design and music, but it’s the gameplay that is best.  Exploring each level, finding the neighbors and figuring out how to get to them, and collecting the many great weapons and items is great fun.  This game is particularly good with two players, for sure.  Both do need to stay on the same screen so you need to work together, but good cooperation makes the game easier and more fun.  In the end this is a good to great game that I would highly recommend if it wasn’t so expensive now.  If you can afford it definitely pick the game up for either the SNES or Genesis, but otherwise, get the SNES version for Wii Virtual Console.  Lucasarts’ best games of the ’90s are all PC games and there they made some of the best games ever made.  This game is not that, but it is a very good game, deservedly one of Lucasarts’ most prominent console efforts of the decade.  I certainly recommend it.  Also available on SNES.  The SNES version is also available on Wii Virtual Console, but this version is Genesis-only.


Zoom! – 1-2 player alternating or simultaneous (simultaneous in Competition mode only).  Zoom! is a classic arcade-style action game inspired by the early ’80s title Amidar.  Just like that game, and sort of like another classic arcade game, Crush Roller, you go around a single-screen maze and need to walk along every path, like Pac-Man but with filling in lines instead of collecting stuff.  Also, in these games you do need to go over EVERY line in order to win, instead of just collecting specific dots like in a Pac-Man game.  As in Amidar but not Crush Roller, each time you surround a box on the screen it colors it in differently, by making it flash in this case.  Once all boxes on the screen are flashing, you move on to the next stage.  So, even though sometimes certain enemies can erase your lines, if you already surrounded that box that doesn’t matter; they can’t take away filled boxes.  This game differs from its predecessors in its additional movement options, lower difficulty, and isometric perspective.  Zoom! is a fun little game and eventually gets tough, but it the difficulty scales up slowly, and the game isn’t as punishing as Amidar.  The game is a LOT faster than that sluggish classic, though, which is nice.  The title is accurate, you really zoom around the screen quickly.  I like the fast movement, but sometimes it will kill you as you zip past the point you meant to turn before you can hit the button.  You also can shoot backwards with a button, but your shots only knock enemies backwards, not kill them.  This makes things tricky when the screen gets crowded with enemies in the later stages.  The angled perspective also can make it hard to see exactly where you are sometimes, though usually it’s not an issue.  And yes, you can only shoot back, not forwards.  Still, it’s a useful function sometimes, particularly when an unmoving enemy is in a key point you still need to go over.  On the good side though, there are also powerups to collect which give you points, invincibility, and more.  The game is much more good than bad.

In the game you play as a cute cartoon creature, perhaps a bit Pac-Man inspired but animal-like.  The game is comprised of six levels, each broken up into six single-screen stages.  You have infinite continues from the beginning of the current level, but not from the current stage so there is some challenge here, as you do die in one hit.  Level maps do eventually repeat but with more enemies so there are not new layouts for every stage, and I wish that the game had saving as infinite continues but no saving is one of the most annoying kinds of continue systems, and the graphics and sound are not great, but still, Zoom is a fun little classic arcade game and I like it.  The visuals and music are good enough to do, and the basic mechanics are solid.  The isometric grid looks nice enough in that classic sense, the sprites are decently well drawn, and the music is alright.  The game also has two multiplayer modes, either alternating in the main game, or competing against another player in a special mode.  You can choose between either two controllers or switching back and forth on one controller for the alternating mode, which is nice.  In summary Zoom is a fun classic-style arcade game, and I like it.  Sure, this game has a few issues, but it’s a fun little game well worth picking up for cheap.

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Sega Genesis Game Opinion Summaries, Part 15: U-Wh

Only 10 this time, and yet once again the update was much-delayed. That’s mostly because of Viewpoint, that game is great and totally hooked me until I finally finished it! Next time… the last ten games. It’s almost over.

Also, I updated the TMNT: The Hyperstone Heist summary from last time to correct a few mistake, about the number of enemies on screen in SNES Turtles in Time and a few other things.

Games covered in this update

Ultimate Qix
Universal Soldier
Vectorman
Vectorman 2
Viewpoint
Wardner
Warrior of Rome II
Warsong
WeaponLord
Whip Rush


Ultimate Qix
– 1 player. Ultimate Qix, known as Volfied in Japan, is a sequel to Taito’s early ’80s classic arcade game Qix. This time the game has a sci-fi setting and backstory, and you control a small spaceship instead of just a cursor or such, and you’re fighting aliens of various kinds instead of lines (the Qix), sparks (Sparx), and the like. The gameplay, however, is classic Qix. you move your ship around the border of the screen, and when you hold down a button you can move into the field. However, until you connect to the edge again you are vulnerable and if an enemy or their shots touch you or the unfinished line behind you, you die and lose a life. However, if you get back to the edge, you are safe, and the edge of the area you just outlined is the new edge of the screen. You win once you cover over a large enough percentage of the screen, with that percentage varying depending on difficulty setting. Unlike the first game, there are no enemies moving along the edges of the screen, but despite that, Ultimate Qix is harder and less fun to play than the original classic. This game does have an ending, unlike the endless original Qix, and it has preset levels you’ve got to get through. Qix is a classic, and I do like this game, but it gets frustrating quickly, and you get absolutely no continues in this version. You can choose up to 7 lives, and there are 4 difficulty settings and three game modes that further adjust the difficulty, but there’s no way to get even one continue, unfortunately. That makes this game very difficult and frustrating, as it’s very easy to die and soon have to start over from the beginning again. That gets old fast.

In addition, the game is visually somewhat bland and has very annoying droning sounds for “music”. The sound is not quite Xevious bad, but it’s bad. If that’s supposed to be the sound of the Qix, it fails to match the original’s. The graphics are better, but the backgrounds are not great and sprites only average-looking. Perhaps the arcade version looks the same, but this game has only average-at-best graphics and awful “music”. Even so, the core here is a good classic-style arcade game, and the originality of the original Qix shines though. This isn’t yet another shooter, or your average puzzle game, it’s something different. It stays faithful to the Qix formula, but adds new things such as more graphical variety, various bonus items you can surround on the field that give point bonuses, and an actual ending to strive for. Even so, Ultimate Qix isn’t quite as great a game as the original, and the steep difficulty level gets frustrating. With enough practice you will get farther, but this game is really only for fans of this genre. Overall Ultimate Qix is average or maybe slightly below average. Arcade port. There is also a Japan-only PC Engine (TurboGrafx) version, and a Playstation version released as Qix Neo in the US and Simple 1500 Series Vol. 80: The Jintori – Volfied in Japan. I haven’t played that version, but I would like to get it sometime. It has saving support of some kind; I hope it’s actual progress save and not just scores, but I’m not sure. There are also ports of the original arcade game on the Amiga, FM Towns, PC, and Commodore 64 computers, in various regioeview.


Universal Soldier – 1 player, password save. This borderline run & gun action-platformer called “Universal Soldier” is actually the Genesis port of Turrican 2. This game, from Accolade under its Ballistic label and programmed by The Code Monkeys, is a port of Factor 5’s Amiga port of Rainbow Arts’ Commodore 64 original. Accolade got the rights for the console ports, and decided to use their recently-acquired Universal Soldier license on the game. The film is a Stallone sci-fi action movie, but I haven’t seen it; I got this because it’s Turrican. Despite the name change, though, this is mostly just Turrican 2. The main and boss sprites replaced with characters from the movie, the title-screen theme is now a song from the movie I believe, and a couple of new platformer levels set in locations from the film replace the now-removed shmup levels the original game had, but otherwise, this is just Turrican 2, but on the Genesis, and with a password save system added. The original Turrican 2 is the most loved game in the series by the games’ European fanbase, and after playing it I can see why. Earlier I explained my issues with the first Turrican, but while this game brings back some of that games’ issues, including the absence of any invincibility or hitflash while taking damage and the health system, though damage thankfully now happens at the correct, slower rate versus the first Genesis game, in most ways it’s hugely improved over the original. Universal Soldier/Turrican 2 has better graphics, better-designed, much more fun to play levels, better music, password save, a much fairer challenge that actually is probably a bit on the easy side now, versus the super-hard first game, almost no instant-death pits and none in trap locations, no required blind jumps, and fixing that health-drain issue really is huge as well. Sure, the graphics and music pale in comparison to the three SNES and Genesis Turrican games made by Factor 5 itself and US doesn’t come even close to Mega Turrican’s level in either graphics or sound, but The Code Monkies did a good job here and the results are great. Not quite Factor 5-tier work, but great.

Yes, despite its flaws and stupid unnecessary tacked-on license, this is a fantastic game! This version of the game gets far, FAR too much flak from series fans. Universal Soldier may have only a second-tier port of Chris Huelsbecks’ incredible Amiga soundtrack, and the redrawn elements of the graphics are silly and don’t fit the game at all, but these issues are somewhat minor compared to all the great gameplay and fun to be had here. The basic controls are familiar Turrican stuff and work well, though that fast-draining health system is kind of a pain; stay away from enemies. You can shoot, use a beam attack if you hold down the button, go into ball form, use several kinds of super attacks, and now drop bombs in ball form as well. US/Turrican 2 has absolutely huge levels loaded with enemies, powerups, and extra lives to find. Exploration is fun and rewarding, as points and lives are all over. This game is much more generous with extra lives than the first game, and when combined with the removal of almost all death pits, the change to make required jump points visible on the screen so you don’t need to blindly jump into space, the slower rate you take damage, and the passwords, this game is a LOT easier than the first Turrican. I can barely get even a few levels into that game, but this one I can finish no problem. The game does have a difficulty curve and by the last, immense level can be a challenge, but it’s the fun kind of challenge you want to keep trying at until you beat it. And thanks to the password system, you should. This game is great beginning to end. So yeah, I don’t mind the lowered difficulty at all! Every level in this game is great fun to explore, and I like the variety. You’ll traverse alien worlds, fight bosses, swim through caverns, and more. Turrican 2/US’s stages are some of the best in the exploration platform-action game category.

The game has other improvements over its predecessor as well. The weapons are improved, and the new scatter-shot ball gun is great and would return again in future Turrican games. You now will drop bombs as your attack in ball form, too, instead of shoot; nice improvement there. Also, for the only time in the series, you can use your ball form at will! Yes, while all other Turrican games have limited uses of Turrican’s Samus-like ball form, in this game you can use it as much as you want. Universal Soldier is a great game, and it’s easy to understand why Turrican 2 is so popular with those who played it back in the early ’90s. The mechanics are great, the level designs huge and yet well-designed and absent of frustration like that in the first game, the difficulty is well-balanced and fun to the point where masochists may prefer the first game since it’s so much harder than this one, the addition of password save is fantastic and puts this game above the others in the series in at least this one way, and the new levels are even pretty good, even if the themes do not fit with the rest of the game. Yes, as before Accolade’s version here does not look or sound as great as the computer originals and the loss of the shmup stagers is unfortunate, but US looks fine and sounds pretty good. Overall Universal Soldier is a very good A-grade classic which unfairly gets hated on because of the silly license applied to this good version of Turrican 2. Pick it up for sure, this is a great game you can get for very cheap. Also on the Game Boy. The original Turrican 2 version is on Commodore 64, Amiga, and PC.


Vectorman – 1 player. Vectorman is a very good run & gun-ish action-platformer developed by Blue Sky Software and published by Sega. Blue Sky’s earlier Genesis games were mixed in quality, but with this one they put everything together and made a game with some of the best graphics on the system, and pretty great gameplay as well. The fantastic graphics are the first thing you’ll notice about Vectorman, and really show off the hardware. The game also has great music, good controls and level designs, and lots of great fun action as well, though, so it’s about much more than just the visuals! This game has both great graphics and great gameplay, and has greatly impressed me ever since it first released in 1995. The game is difficult and memorization is absolutely key, but even though I still haven’t beaten this game, it’s really, really good. You are Vectorman, a robot in the future. The Earth is a polluted wasteland, and you’re going back to take out the villain Warhead and maybe start the Earth’s recovery. So yeah, it’s one of the ’90s many environmentally-themed games. This is no Captain Planet, though, thankfully; the story is irrelevant to the actual game. But back to those graphics. Visually, Vectorman impresses right from the start. This game released in the wake of 1994’s Donkey Kong Country, and uses a somewhat similar CG-rendered art style. Vectorman was probably the Genesis’s best answer to DKC on a visual level, and shows off the system’s capabilities nicely. Yes, there are fewer colors on screen than a SNES game would have, but the use of color here is great despite that. Every level looks different, and all of the settings are interesting and have quite nicely done backgrounds. The game has plenty of nice visual effects beyond that as well, including lots of software scaling and rotation in some top-down stages, large sprites, fair amounts of stuff on screen, great use of the system’s rarely-used hardware shadows feature to add to the number of colors seen, and more. There is also a neat flash when you shoot your gun; sure, it’s not actual hardware lighting, but it looks pretty cool. The soundtrack is great too, it’s good Genesis techno. I’ve always loved the cool spinning animation and electronic techno music on the title screen, it’s great stuff. From the art design to the technical accomplishments, Vectorman is one of the most visually impressive games on the Genesis, and for me at least was a good answer to Donkey Kong Country on a technical level.

On a gameplay level, however, Vectorman is pure Genesis; it’s an action game, not a platformer like DKC. This is an intense action game, and you’ll spend most of your time shooting baddies and jumping between platforms. Vectorman can walk, jump and double jump, and shoot. It is sometimes annoying that you can’t fire diagonally without moving, but otherwise the controls are great. You can shoot up and diagonally, and also down while you are jumping, and the double-jump activates some jets on your feet that will hurt an enemy below you; it’s cool to see a double jump actually explained in the game, and that it does damage too is a nice bonus! You have three hit points at the start, and can get more. The controls are tight and very responsive. You only have one main gun, but can collect many different time-limited weapon powerups for more firepower. The gameplay is almost as well-polished as the graphics. Vectorman’s sprite is large on the screen, but visibility is not a problem, as the bottomless pits seen in earlier Blue Sky games on the Genesis are absent here. There are no spike pits either, which is awesome; there’s more than enough challenge here from the numerous enemies, unfair death-pits are not also needed. And yes, the game is hard. You start with only a couple of lives and there is no way to get continues, so when you run out you go all the way back to the beginning. There are extra lives, and getting them will be absolutely essential, but some quirks add to the memorization required to maximize your chances of survival. You see, Vectorman has a point multiplier system. Health-ups, healthbar increasing items, extra lives, all give you one of the item if collected normally, but two, five, or even ten if collected while you have a multiplier… and of course multipliers are time-limited items, so if you don’t know where to go after getting that great multiplier it’ll go to waste. Powerups are hidden in televisions, as well, and all TVs look the same until destroyed so you can’t just look at them and know what’s in each one; you’ll just need to play the game repeatedly and learn the best route, or look something up online. This can be frustrating and is surely a major reason I have not finished the game, but I do like its originality; a bonus multiplier which multiplies the extra lives and health powerups? That’s an interesting idea, and Vectorman implements it well. All levels are very well designed, and are large with lots of secrets to find all over the place. You also respawn at certain TVs when you die; it’s not marked, so you only find checkpoints by dying, but you do have to have destroyed that TV to respawn there. Other powerups in TVs add to your score and such, or give you those special weapons. On the whole Vectorman very heavily rewards exploration, and it’s very fun to play the game, go through each level, and try to find everything. Learning where the bonus multipliers and key powerups the multiplier affects are is centrally important, but even when not maximizing that the game is great fun and feels rewarding to play, as you do a little better each time.

Vectorman has variety, too. This game has 16 levels, and each is different. Action stages each have their own character and style. The first level is open to the sky, the water level feels like climbing out of a pit, the sawmill level has moving platforms to take you between tiers, and more. This is a tough game, so I’ve never gotten to the end, but it There are also special morph powerups which turn you into a bomb or a drill, and then you need to go to a certain point in the level — usually nearby, but you’ll need to find the place — to break through a wall to reach some powerups or an alternate route forward. It’s one more way that the game emphasizes exploration and makes gameplay fun. The level designs here are great. Each level has a boss as well, and each one is entirely different. You’ll need to learn how to fight each one and approach them differently, and they’re all good; this game is really good all around. In addition, while most stages in Vectorman are side-scrolling action, the game has a couple of top-down levels as well. These can be tricky, the second one particularly, but are a nice break from the main action. As usual for games from this time Vectorman is not an especially long game, but it more than makes up for that with its difficulty. This game is no Adventures of Batman & Robin or Contra Hard Corps, challenge-wise, but it is a tough game that will take most people quite a while to finish. I don’t like having to repeatedly replay content I have finished before many times, and this is probably why I’ve never finished the game as I don’t keep trying as many times as I’d need to, but it’s a lot of fun to play so I don’t mind this here as much as I would in other games. In conclusion Vectorman looks and sounds fantastic, has good controls with great shooting control and an above-average variety of enemy types to fight, great stages to explore, and a somewhat unique game system centered around bonus multipliers. I don’t have much negative to say about this game, either, beyond that I wish it had continues so it’d be a bit easier to finish. I guess people who want a linear, Contra-esque game will not find it here, as while this is a shooting-heavy game there is also a lot of platforming and exploration, so its Western roots show, and people who prefer games designed around 1-hit-deaths instead of Vectorman’s hit points system may not love it as much as I do, but damage is avoidable if you play well; you do not often take random unfair hits in this game, when you take damage it was your fault. I don’t think these issues hold the game back much at all. Vectorman is one of my favorite action-platformers ever, and it’s a definite must-play. This game is available in collections and digital re-releases of Sega’s Genesis games.


Vectorman 2 – 1 player. Released a year after the first game, Vectorman 2 is one of Sega’s few major releases for the Genesis in 1996. For the most part, this is a good game very similar to its great predecessor. Unfortunately, while it is a good game, it’s not quite as great as Vectorman 1 is, for several reasons. First, the game gets off to a mediocre start, as the awesome start screen from the first game is gone, and replaced with a bland, static image of Vectorman instead. Still, the core gameplay in Vectorman 2 is very familiar, and still good. The controls, TVs (well, pods now), weapons, powerup system, and such are all the same as before. Once again you are Vectorman, off to save the day on horribly polluted future Earth. Vectorman’s sprite looks better than ever! This is still a great-looking game, with more animation and better graphics than most games on the console. The music is great electronic stuff as before, and there are more, better-quality voice samples, which is nice. You start out in a swamp this time; it’s a somewhat drab environment, worse than any from the first game, and goes on for multiple levels with only slight variation. Still, there is a cool lighting effect, as the swamp lights up each time you fire your gun. Nice. I do find the first environment disappointing and less interesting than any from the first game, though. Also, instead of making almost every level different as in the first one, this time each setting has multiple stages. This is another downgrade from the first game. The levels in each setting are much more similar than any two levels from the original, and some are just the same thing but with new stage layouts. Some levels have traps which can damage you, such as lava on the fire planet, too, which can be an issue in a game with a somewhat close zoom as this one; you do have to make some blind jumps. Thankfully, platforms are usually right where you expect them to be and you can look up and down, so this isn’t much of an issue, but it is worth mentioning. There are also fewer bosses, as most levels don’t have bosses anymore; instead, the few bosses are in their own stages. The bosses are large and fun to fight, but why are there so few of them? Levels feel different from the first game, too. This game has some very linear stages and some which have more side areas to explore, so there is some nice variety, but overall levels are more linear than they were in the first game. There is less exploration this time than before. That’s unfortunate. The game has more levels than the first one, 22 versus 16, but isn’t longer; the stages are just shorter. The fastest Vectorman 2 speedrun is actually shorter than the fastest Vectorman 1 one, though the two are not that far apart in length.

Even so, the game is still very fun to play. The action is fast and furious, and you’ll face a lot of enemies which can block your fire from one direction, which adds a bit to the mostly straightforward shooting from Vectorman 1. The controls are every bit as good as before too, though there are no new moves and few new special weapons available. Unfortunately there still isn’t any way to fire diagonally without moving, but otherwise it controls great. They re-used a lot from the first one, for sure. There are some new morphs, such as a fire-resistant scorpion in the fire levels and a spaceship for the shmup-style bonus stages between levels that you can access, but the timed bombs hiding bonus areas don’t seem to be present anymore. And as for those bonus stages, they’re kind of disappointingly easy and basic. Adding bonus stages is a potentially good idea, but these aren’t as good as they could have been; they’re average stuff. The TVs from the first one are now green pods, but they function the same way as before. Because of the simplified level layouts, finding them all in a stage is often easier than it was in Vectorman 1. In fact, the game is a bit easier than the first one, and shouldn’t be as hard to finish as the first one is. I haven’t beaten it yet, but while playing recently I got to level 11 with 15 lives left, only to have the game crash… argh. But yes, I found it much easier to build up lots of extra lives without needing nearly as much memorization of bonus-multiplier locations as before; I never have 15 lives in Vectorman 1! Overall, this is a good game with great graphics and controls, large levels to explore, find items, and kill evil creatures in, more great visuals to look at particularly after you get past the first few stages, and some pretty cool set-pieces to get past and bosses to fight. However, the game is more linear, not quite as challenging, less varied, and generally not quite as fun as its fantastic predecessor. Vectorman 2 is a pretty good game, and I definitely recommend it, but the first game is the essential one. Still, anyone who likes the first one at all should get this game as well, it’s good and won’t cost much. This game is available in collections and digital re-releases of Sega’s Genesis games.


Viewpoint – 1-2 player alternating. Another extremely impressive Genesis game, Viewpoint is a port of SNK’s Neo-Geo shooter of the same name.This Genesis version was made by Sammy, but for some reason is a US-exclusive release; it did not release in Japan or Europe. They really missed out! Viewpoint is a 3/4ths view isometric shmup, sort of like Zaxxon except on a flat plane. This is a shmup where you control a spaceship flying over a planet, instead of outer space, wiping out hordes of enemies. You can move around, shoot, charge up a power shot, and use superbombs of several types. The game has only one weapon powerup, one that gives you twin option fighters that protect you a bit from above and below and increase your firepower, sort of like in R-Type. That’s it, though; you do not have overwhelming firepower in this game, so you will need skill. The game was noteworthy after its release in ’93 thanks to its great visuals, style, and design, and it’s got solid shooting action as well. I remember Viewpoint and have always thought it looked really cool. The game has fantastic art design, with 2d backdrops and pre-rendered “3d” polygon model ships and enemies. The two styles mix very well and look great together; this is an early example of the CG-rendered sprites style that would quickly gain popularity particularly after Donkey Kong Country’s success. The game does interesting things in both visuals and stage layouts. The bosses are all really cool as well, and have a great amount of variety. And fortunately, this Genesis port is amazingly good considering the more limited hardware and smaller cartridge space. Viewpoint for the Genesis has some visual cutbacks and a huge amount of slowdown, indeed it’s maybe the slowest-running shmup on this console and it will speed up and slow down as things go on or off screen, but the core game is the same as the Neo-Geo original and that’s somewhat incredible. This game may not have quite as good graphics as Sega’s fairly similar later 32X title Zaxxon’s Motherbase 2000, but despite that this is the better game. Viewpoint is a hard game despite giving you infinite continues, but it’s great fun and seeing each new area and figuring out how to get past its enemies and obstacles is a great fun challenge. I really like Viewpoint, it’s great!

Now, this game is isometric, so it plays at an angle. This definitely takes getting used to, and you will die sometimes from bullets you barely even noticed due to the camera angle and graphical look of the game. Only bullets and enemies kill you, though; touching the sides of the stage will not. The game regularly uses special types of enemies as obstacles, however, and these will often kill you even with a shield if they touch you, so it is easy to die. I really like the variety and depth of the game, though. The obstacles and enemy types in each level are unique. You start out facing just waves of enemies, but soon you have to deal with spinning floor panels which can kill you if you’re on them when they flip, rotating circles of enemies R-Type style, and such. Manage to beat the first boss and you will find each level has even tougher obstacles than the last. Later there is a section with giant worms which come up out of holes in the ground, arcs of flame which pop up out of the lava in the lava level, blocks raising up out of the ground in a land-based segment in the mostly over-water level, centipedes moving around the screen that you can only kill by shooting their heads, and more. Sure, a lot of the Neo Geo versions’ background animations are gone, but some, such as the twisting fire in level 5, are still here, and enemies animate and twist around very well. And you’re rarely just facing these obstacles, but enemies and sometimes even minibosses at the same time! Enemies can shoot out quite a few bullets, too, and as you move slowly and this game has no speed powerups, if you’re in the wrong point on the screen at the wrong time, you will die. You do have infinite continues, but they start you from the beginning of the current level, not from the last checkpoint as a normal death does. So, beating the game will take a lot of practice and effort. I got hooked by this game again while playing it for the summary, and actually finished the game. This is probably the main reason why this update is late, too busy with Viewpoint. :p If you manage to get through without dying Viewpoint is a bit on the short side and the game does pad its length by repeating all the old bosses in the fifth level, but with everything going on here, with the detailed prerendered backgrounds, animations, numerous enemies, additional complexity from the isometric perspective, and more, that is entirely understandable.

The game is not perfect, of course. One issue I need to mention is the camera. That angled perspective can lead to deaths if you’re pushing up against the bottom edge of the screen and an enemy or bullet comes at you from behind or to the right off the screen, because the screen only scrolls left if you’re touching the edge. It might d be nice if it scrolled a bit away from the edge, so you didn’t have to risk death to move over that way. Still, you get used to this and mostly play a bit up and right from the bottom, and due to the camera angle some of the issue is unavoidable, but it is annoying at times. Additionally, sometimes you will die unfairly from a hard-to-see bullet that the angle makes hard to judge the exact location of. Your slow movement speed and taking advantage of the frequent, massive slowdown also take practice to get used to. This game is no too-slow nightmare like Gun Frontier (Arcade), though; it may be slow, but with practice I definitely get better. Overall the slowdown actually helps, as in Gradius III (SNES) where it makes the bullets easier to dodge than they are in other versions. The other issues are minor: The graphics aren’t as good as the arcade game, there is less animation, and the game pads its length with repeated boss fights. These are unimportant issues compared to Viewpoint’s many strengths. In conclusion, Viewpoint really is the total package. The game has great graphics both artistically and technically, lots of fantastic-looking, highly-animated prerendered CG sprites, an isometric perspective you will not find in many other 4th-gen shmups, unique game design with inventive levels full of not only a wide variety of enemies to shoot at but also interesting and varied environmental hazards you will need to figure out, a high difficulty level balanced with infinite continues and predictable design that greatly rewards practice, reasonable game length, and some pretty decent music, too. This is an amazing game that is really fun to play. Viewpoint is a fantastic top-tier shooter, and is easily one of the best and most under-rated Genesis shmups. Arcade port (on the Neo Geo MVS). Also on Neo-Geo AES, Neo-Geo CD, Playstation (US/EU only), and in Japan only on FM Towns and X68000. That PS1 version is supposed to be pretty bad, but I have not played it myself.


Wardner – 1 player. Wardner is a difficult platformer from Meldac that was clearly inspired by Ghosts n Goblins, though this is not just a clone. The game has mediocre graphics and sound, and isn’t particularly original, but it does provide plenty of frustrating platformer fun. You are a young mage guy, and have to rescue your kidnapped girlfriend, as usual in these games. The game controls well, and You die in one hit and are sent back to the last checkpoint when you lose a life, so you need to memorize each section to progress. The game has limited continues, of course, so you will be restarting the game regularly even though you get a lot of lives and continues because of how often you die. The magic element is the main thing that differentiates this game from Ghosts n Goblins and its sequels, but you start out with a standard arcing fireball, and powerups just add more fireballs, so there isn’t an interesting magic system like Jewel Master’s here. Still, I like mages a lot, they’re great and my favorite fantasy class, so it’s cool that you are a mage in this game and not a warrior-type. Still, though, this game has bland graphics with not so good art design. Humans like your character are particularly poorly drawn, and environments are simple and amateurish. There is parallax, sometimes, but the visuals look very flat and bland. The music is okay, but it’s not anything particularly good or memorable, either.

Even so, the game does have graphical and level-design variety. Each level looks different and has some unique enemies. Each stage plays differently, too, which is good. The first stage is fairly straightforward, the second is loaded with traps to avoid, the one after that has more exploration, and so on; the game does change as you progress through it. This game is more fun to play than it is to look at. Each level has a different setting, from an opening forest, to castles, and such. There are quite a few different types of enemies and traps, and learning all the traps certainly will take a lot of memorization! The constant dying can be frustrating for sure, and starting from the beginning again regularly is annoying, but even so, Wardner is an okay to good game, gameplay-wise. From pits to buzzsaws to other surprises, this game keeps throwing new challenges at you, and figuring them out is fun. There is also money to collect in each level, and a shop between levels. However, you lose all money collected if you get Game Over, so you need to play well to be able to buy powerups. Some powerups are lost upon death, too, which is kind of cruel. Still, if you do get to the store and buy a better weapon, that, at least, is permanent. The other powerups you can buy are one-time-use items, including a shield to absorb a hit and something to protect you from spikes once, but weapons do stick. Choose wisely, though! That one that spins as it moves is no good, it’s too hard to hit bosses with. And you cannot switch back once you'[ve bought something else. Mostly, though, this is a fairly standard overly-hard side-scrolling action-platformer. Levels are mostly linear, enemies die quickly but can and will kill you just as quickly, and levels are complex and loaded with challenging traps, pits, and optional treasures. Overall, Wardner is a fun but frustrating game. This game is probably too hard for its own good, but even so I kind of like the game. It’s above average and I do like this game despite the difficulty and bad graphics, but be prepared before starting this one. Still, it’s good and cheap enough that genre fans might want to pick it up. Arcade port.


Warrior of Rome II – 1-2 player simultaneous, on-cart save (battery). Warrior of Rome II is an intresting but seriously flawed real-time strategy game. You are Caesar, and fight a series of battles retelling Roman conquests. This is a game that was surely interesting when it released, but quickly became very, VERY badly dated, and is nearly unplayably boring today. This is an ambitious isometric strategy game, and I like how you can move menus around the screen and resize them; that’s very forward-thinking features for a 1993 console game! You can also save anywhere to two save files, which is fantastic. The graphics are good, but very small; it can be hard to make out details, and the two armies blend together far too much. As for audio, there is much, but it’s average stuff. The gameplay is the most interesting, but flawed, thing here. Your goal here is to defeat the enemy army on each map. There are 44 maps available for single-map play, a campaign, and even two player splitscreen, so there’s a lot here to do for those who can get into it. Each commander starts from a base, and from here you can send your troops out and build more troops. You can also have soldiers build several buildings, including forts, colisseums, and seaports. You can create troops from forward bases. Towns build up around bases over time, and these are your resources — when you create a soldier some buildings vanish, and you can only create new troops while there are still buildings nearby. There is only one base type of soldier, but they can level up to several different forms if they stay alive and rank up. The player and enemy use the same graphics, just one is red and the other blue. It’s a decent, though simple, system.

However, the game is unforgivably, glacially slow. Just waiting for your troops to move across the screen will take minutes, and reaching the enemy even on the smaller maps can take tens of minutes! It’s absolutely absurd and ruins what could have been a decent little simplistic early RTS, and RTSes have been one of my favorite genres for a long time so that could have been great. Sadly, as it is WoR II is probably not worth playing due to the incredible tedium of playing each map. There is a speed option, but it barely makes a difference. The game has other flaws, too. When you tell a unit to move, there is no marker telling you where you told it to go, and if you select it again the game won’t tell you where it’s going; you’ll just have to remember, or give a new movement order; annoying. Also, both armies look too similar, with nearly identical soldiers only differentiated by a blue or red thing on their head. When armies are fighting it looks like just a blob of troops, and figuring out what’s going on is much harder than it should be. You can access stat screens that show you the health and other stats for any of your troops or buildings, but I don’t think you can view any such stats for the enemy, so you never know when they will die. The game isn’t entirely balanced, either, and it’s hard to defeat people in forts shooting arrows; this can hurt or help you, depending, but when every reinforcement takes multiple minutes to get to the front, if you didn’t approach with enough troops you’re probably finished anyway. The game starts out fairly easy, but ramps up over time. That’s good, but I just don’t have the patience for a game this incredibly tedious. Apparently this is a 60 to 100 hour game, and it shouldn’t be if units moved at a reasonable speed. There is also a two-player splitscreen mode, but it’d be just as slow as single player, of course, and if you have many menus open with only a half screen it’ll quickly get covered, which could be annoying. The game does look somewhat nice and has some good ideas, but the perhaps too-simplistic gameplay and unbelievably slow pace are too much to look past. Overall Warrior of Rome II is a timepiece, something only for the very dedicated who have a lot of time to kill watching units move around in a game where only occasional interaction is required. As much as I like strategy games, this game is too dated to be worthwhile. This game is a series; there is also a first one for the Genesis, and a third one that’s a Japan-only SNES game. I haven’t played the others.


Warsong – 1 player, on-cart save (battery). Warsong, also known as the first Langrisser game, is a turn-based strategy game from NCS Masaya. Though they also made some good action games in the early ’90s Masaya was best known for its strategy games, and the Langrisser series became their main focus in the mid to later ’90s, before they shut down around 2000. Langrisser is a fantasy medieval TBS. The game clearly took a lot of influence from Fire Emblem in particular, as well as other Japanese TBSes of the era as well, but this is much more than just a clone. In this game, you control a force made up of heroes and their troops. Each of your hero units can build expendable regular troops between battles, and then you can use these troops as units during the mission. Each hero can have up to eight troops and you can control each one individually during missions, and you start with several heroes and will eventually get as many as eight, so you control quite a few units right from the start in this game, unlike many of its peers. The game does have a system to make moving all those units easier, though, as the regular units will automatically move towards their hero and move into a formation around them if you don’t tell them to move during your turn. Each hero has several stats including health and experience, so this game has RPG elements. Basic troops have their own health, but share their heros’ level and their attacks give their leader experience. Heroes also have a range around them in which their basic units are much stronger. You can see this range when you move the cursor over one of your heroes. If a heros’ regular units attack someone or are attacked while outside of that range they will be hurt badly and easily killed, so staying within range of the hero is recommended. Sometimes you may need to move them away, but be aware they will die much more easily. Heroes exclusively can also use several other skills, including healing and item use, and can set several attitudes including defensive or offensive-minded for their troops, while regular troops can only move and attack. Battles, much like Military Madness/Nectaris or Famicom/Advance Wars, show the two sides’ soldiers attacking eachother, then the damage done to the other. As units lose troops they become less effective. However, regular units can heal up by ending their turn on one of the four spaces directly next to their heroes’, which is great. Heroes can also heal themselves, though it costs a turn, and they can’t even move if they choose to heal. Also as in Fire Emblem units are strong against certain type(s), and weak against other types, as in FE’s ‘weapon triangle’. Each type of hero has their own strengths and weaknesses, and their own types of regular troops. Your starting guys are knights, and can choose between infantry, cavalry, or archers as regular troops, each is strong or weak against different foes. You get points based on how many enemies you killed in the previous mission that you can use for troops in the next, and unused points do carry over between missions, though purchased troops do not. Good system. The game has display options, too, including two different camera zoom levels and a useful minimap you can view. You can also save between missions to a permanent file, or even save a mission in progress during the game, to continue later! Those are great features to have in this kind of game. All in all the two-tiered heroes-and-troops system is interesting and original for a game from the early ’90s. The range-of-command system is particularly unique, and is an interesting way to emulate the fact that in a real battlefield commanders only could really be effective on those near them. It’s a very good game.

So, this game is mostly great, but it does have few design issues worth mentioning. First, the AI is terrible. AI allies suicidally get themselves killed, and enemies are very predictable and frequently move in very stupid ways. The game tries to balance this by giving the enemies larger numbers, but still, it’s weird and watching enemies randomly try to move over mountains and the like gets old after a while, as does that equally awful allied-forces AI. Better AI would have been great. Also, unfortunately battle animations are unskippable, which gets old after a while. Ah well. Also, many maps are too large for their own good, and you will spend more turns than you’d like just moving your troops towards the enemies. Sure, since soldiers will auto-move towards the leaders you only need to move a leader then watch the rest follow, but still this takes time. This may be realistic in that real battles involve a lot of maneuvering, but it’s not always fun. In addition, and this is sort of good and sort of bad, heroes in your party die for real if they are killed, as in Fire Emblem games, so reset if someone dies! Also, if either an allied or enemy commander dies their troops go with them, so kill troops first if you want the most experience. This only applies to your troops, not allied forces, but it is important and adds to the challenge. Of course, battle outcomes have a random element, so as in Fire Emblem the random element WILL get you killed sometimes in frustrating ways. Ah well. And last, the game has some balance issues between classes. Once characters reach level 10 they can rank up to new classes, but some classes are better than others, and you won’t know this unless you look it up online. All in all, though, it’s a good system and it is well implemented here. AI aside this is a well-designed game which clearly had some thought put in to it.

All told Warsong is a moderately difficult game, but it’s not too hard. The first mission is interesting in that if you stay and fight it is a very hard mission, but if you flee at the start it’s easy. Note that in this mission if, or when, the allied troops die they do not die for good, which is nice considering how impossible it is to keep them alive. After that the next few missions are easy, but the game starts ramping up the challenge after that. Moderate or challenging, though, this game is great fun and keeps you coming back again and again to try to beat each mission with everyone alive. Warsong grabbed me right from the start, as good strategy games should, even though the first mission is a bit overwhelming. Choosing the right support troops and using good strategies will be the difference between success and failure, though grinding up levels and choosing the right upgrade classes admittedly does count for a lot as well. The story matches this challenge, as it tells a sometimes dark and somewhat melodramatic story somewhat like those seen in Fire Emblem games, in a way. You are a prince, but of course your kingdom is attacked and crushed right at the start, and your real journey begins from there, once you escape and raise forces to defeat the villains trying to take over the world and such. The story is somewhat generic, but it’s good enough. Missions start with a bit of text to try to explain the backstory. Then you go to the screen where you choose what troops you will use in the battle, buying from a point pool for the mission. In-mission there are occasional story conversation scenes, but other parts of the story are told with single blocks of text on the mission-briefing screen. Unfortunately these text blocks are often vague and fail to fully explain the story, and the in-game conversations are poorly translated and can be confusing, so following the story is harder than it should be, but this doesn’t matter much, really. The gameplay is the main star here, and it’s pretty good.

The graphics and sound are solid too, though they aren’t amazing. Warsong looks okay, but the art design is fairly average and sprites are small both on the field and in battle animations. It’s no match for Shining Force visually, for sure, though gameplay-wise it’s just as great. The music is good and fits the game well, though. Good work there. Overall, Warsong, or Langrisser, is a pretty good game that is among the better strategy games on the Genesis. This under-rated classic is something any strategy fan should pick up for sure! The heroes-and-troops system is a bit different for the time, and the heroes’ support-range system is even more interesting. Both RPG levelling and strategy-game strategizing are required here, but thankfully this is much more of a strategy game than it is an RPG. Warsong/Langrisser is a great game I highly recommend! Definitely pick this one up if you find it affordably. It’s really too bad that none of the sequels ever had English-language releases, we missed out. The sequels seem even better than this first one. This games’ developers later left Masaya, and went on to make the also mostly fantastic Growlanser series for Atlus. Several of those games did get US releases, and Growlanser Generations (PS2) and Growlanser: Wayfarer of Time (PSP) are both fantastic. The latter title might actually be my favorite PSP game. The original Langrisser is not quite on that level, but it is good for an early ’90s strategy game, full of fun and challenging gameplay. Also available on PC Engine CD (TurboGrafx CD) in Japan only. I also have that version; it is similar to this, but with CD audio music and some voice acting in the cutscenes. The graphics are also perhaps a little better ingame as well; it did release after the Genesis original, so they had time to work on things. Of course, it’s only in Japanese, and while you can figure out the menus, it’s more fun in English for sure. And the Genesis version is good enough to hold its own, even if the music isn’t CD quality. This game is available in digital re-releases of Sega’s Genesis games.


WeaponLord – 1-2 player simultaneous, 6 button controller supported (and pretty much required if you want to have any fun), password save. WeaponLord is a decent fighting game from Namco, developed by the American team at Visual Concepts. This Conan the Barbarian-inspired fighter is an interesting but flawed one. The game can be good, but I don’t like it quite as much as I was hoping I would before I got the game. I like weapon-based fighting games like Samurai Shodown, The Last Blade, and in 3d Soul Calibur, but this is not quite on that level. WeaponLord isn’t bad, though. The game has good art design, characters which each look and play differently, plenty of challenge, and some decent to good gameplay. The game has a small cast of only seven characters, but they are different enough that it doesn’t feel like too small of a roster, though it is well below average for a game released in fall 1995, late in the generation. The biggest problem I have with this game, though, is the very choppy animation. WeaponLord doesn’t run slowly, but the game uses a lot fewer frames of animation than I’d expect, and the resulting look looks… wrong, somehow. The limited-animation gampeplay feels unpleasantly choppy. The game is probably being held back by the by-then-dated systems it’s running on. This really hurts the game and makes it hard to get used to. The characters and backdrops here do have a unique and very busy comic-book-like style set in a violent world of half-dressed barbarians, but I wish that the game ran better; you can get used to the slow pace, but it’s not ideal. This game looks great in still shots, and I was hoping to really like it, but it doesn’t play as well as it looks. This game is also a downgrade from the original SNES version visually, as fewer colors are used on screen and the interface doesn’t look as nice. The game still looks good, though, so I don’t mind this much.

The complex moveset and often difficult AI are also potential issues here.The difficult AI is also a problem. While the game is not as brutally difficult as Eternal Champions, on the default difficulty this game will absolutely punish you unless you go look up move-lists online and practice for a while! Sure, on the easiest setting the game is easy to beat, but then it insults you for not playing on normal when you win, so it’s a hollow victory. You will need to learn the moves to compete on the higher settings, normal included. The move list is not just standard Street Fighter moves, either. Each character has a good 10 moves, and some do use SF motions, but the game also takes inspiration from other fighting games, and has some moves where you hold a button then press directions, others where you just hold a button, some charge moves, and yet others where you do a motion then press a button. So yeah, there is a variety. There is also a combo system. I am hopelessly bad at doing combos in fighting games, but it is good that they have one, some fighting games of the era don’t and it does add something. The game displays the number of hits in a combo on screen after you complete one. For those good at combos, you can do long, very high-damage ones, maybe too damaging for good balance. The game does have fatalities, Mortal Kombat style, but I’ve never tried to learn them.

There also isn’t a training mode, so you can’t practice your moveset anywhere other than in real matches, unfortunately. Instead, the only modes here are story mode, arcade mode, and 2-player versus. In Story mode you choose any of the seven characters, then fight the other five each in their stage, then you fight all five of them again in a boneyard stage, then the boss. There is story text at the start and end for that character, and the game, interestingly, has a password save system, and gives you passwords at two points, before the boneyard stage and before the final boss. The SNES and Genesis’s fighting game libraries virtually never have saving, so this is a nice feature to see. However, there are a few oddities here. First, you do not fight a clone of your character, unlike in most fighting games, just the others. And second, one of the seven playable characters is that final boss, so you can play as the boss if you want and there isn’t some super-strong boss to fight at the end. Apparently this game was rushed, and features like these, or training mode, didn’t make it. And really, that’s my main issue here. On the one hand, WeaponLord is a good-looking fighting game with some varied mechanics, characters who each feel different, and fun gameplay, particularly at the lower settings. But the choppy, limited-animation visuals, lacking featureset, weird mix of special move styles that can be confusing to remember, and steep difficulty at default settings hold the game back. WeaponLord is, overall, average. It could have been better, but it is an okay game that genre fans might want to check out. Also available on SNES. I only have this version, but the SNES version is apparently slightly better, as it is the original version.


Whip Rush – 1 player. Whip Rush is an average-at-best horizontal shmup from Renovation. This game has mediocre graphics with a bit of a visual identicy crisis and bland but acceptable gameplay. You’ve got to save the Earth from an evil alien invasion, and have only a stubby little fighter to do that with. The game has below-average graphics for a Genesis shooter technically, and in art design as well. In visual design this game seems halfway between a more ‘serious’ Japanese sci-fi anime look like Gradius or R-Type, and cute ’em up games. Your ship is short and kind of cute-looking, and enemies are a bit cartoonish-looking as well, but this game isn’t a full-on cute ’em up. The look is a bit weird really, and I don’t care for it. And technically this game is very average. The backgrounds look okay, but too many levels have no or limited parallax, and the art design is not great. The early level with a cloud background looks better than most, but this isn’t a game you’ll be playing for its visuals, for sure. The music is similarly forgettable. As for the gameplay, you fly to the right and shoot things. This game is average in difficulty, so it’s not easy, but isn’t a nightmarish challenge like Renovation’s Gaiares, either. The difficulty balance is reasonable, but the game lacks excitement far too often.

For weapons you have a basic gun and four different powerups which drop from a specific enemy type. The powerups are a straight laser, two option helpers which stay above and below you and fire up and down only, missiles which can fire forward and back once upgraded, and an aimable shot which shoots in the opposite direction from the way you are moving. I’ve never liked that last type of weapon at all, and most of the others have limitations — the first isn’t great because many enemies in this game come from behind, the second because you need that upgrade to shoot backwards and the weapon is a bit weak, and the last because the helpers can’t shoot forwards or back. Also, if you have no weapon upgrade and get hit you lose a life and respawn where you died so long as it’s not Game Over, but if you do have a powerup you’ll lose the powerup first, so weapon upgrades serve as a hit point. Unfortunately it won’t level-down an upgraded weapon on the first hit, it’s just two hits and you die. Still, the additional hit is nice. If you do get Game Over you restart the current level, it must be said. and you have limited continues in this game, but it’s nice that other deaths don’t set you back.

In terms of design, Whip Rush is a conventional early ’90s shmup with bland graphics and enemy patterns and seriously lacking excitement. The levels do turn sometimes, so levels are not all just straight-line paths but instead sometimes you move up or down as well, but the actual stage layouts are boring. Other games do shmup stage layouts much better. Still, there are some interesting challenges, and the game does do more than just toss waves of similar enemies at you; there are also some environmental hazards, and some enemies can be hard to kill without the right powerups so you may need to avoid enemies sometimes instead of shooting them. There is also a boss at the end of each level, and it is satisfying when you beat them. This is a decent game which can be fun to play. Still, with generic stage layouts, graphics which can’t decide whether they should be cartoony or serious, no original game design elements anywhere, subpar visuals and music, underwhelming weapons, and gameplay which just is not as good as better shmups, Whip Rush disappointed me. You can definitely do a lot worse than this, but you can do much better too. Still, genre fans and people who want a slightly easier-than-average shmup might want to check it out if you find it cheap; this game isn’t awful or something, just visually dated and extremely derivative and bland.

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