Sega Genesis Game Opinion Summaries, Part 14: Ta-Tz

Whew… finally done with this update.  Been busy, but this one is done now!  15 summaries this time. Only 20 more to go…

Oh, I improved the Task Force Harrier EX summary from last time. Look at it again, I left out some important points before.

Games covered in this update

Taz in Escape from Mars
Technoclash
Technocop
Teenage Mutant Ninja Turtles: Hyperstone Heist
Teenage Mutant Ninja Turtles: Tournament Fighters
Thunder Force II
Tinhead
Tiny Toon Adventures: Buster’s Hidden Treasure
Toki: Going Ape Spit
Tom and Jerry: Frantic Antics
Trouble Shooter
Truxton
Turrican
Twin Cobra
Tyrants: Fight Through Time


Taz in Escape from Mars – 1 player.   Taz in Escape from Mars is a decent platformer. It is a somewhat average game, but is a huge improvement over the first Genesis Taz-Mania game, and holds up much better.   This game is a lot like the first one, but with some crucial improvements.   As before, you play as Taz.  He was kidnapped by Marvin the Martian for his zoo, so you start this game in that great classic Looney Tunes “space” setting of Marvin the Martian’s Mars.  There are six settings in the game, though, some on earth and some in space, and each has two levels then a boss.  The graphics are again good, and looks a lot like the first game but with new settings, enemies, and such.  I’ve always really liked the Looney Tunes space stuff, so the setting here is great, though it is odd that a couple of levels are on earth and the others on other planets.  The graphics are only a bit improved over the first game, but the large, detailed sprites look great, and the environments look good enough.  The music is also improved over the first game; it’s at least decent this time, thankfully.   As for the gameplay, this game mostly plays just like the original.  As before, Taz is huge on the screen, runs around, jumps with an annoyingly floaty jump, spins into a tornado to attack, and has lots of stuff to eat to refill your health bar, some items which heal you or give you a powerup and others that hurt you.  Most importantly, blind jumps have been dramatically cut back on. However, the blind jumps over death pits are entirely, 100% gone!  Yes, there aren’t any bottomless pits this time. Instead you might land on spikes, an earlier part of the level, or a path that leads back to an earlier part of the level.  That can be annoying, but it’s a vast improvement over the constant unfair deaths of the original!  You can look up and down a bit as well, to see platforms a bit below you. Sure, you still can’t see far ahead, you’ll constantly get hit and lose health, and the controls are slippery, but this is a decently good game.

The levels are, in classic Western platformer fashion, large and mazelike.  You need to find and eat the exit sign in each level, and it’s usually somewhere at the far right end of the stage, but it’ll take plenty of exploration to find the way.  Exploring the levels can be fun, and the stages are reasonably well designed.  There isn’t as much to collect in this game as there is in some, but the 1-ups, health ups if you need health if you need it, but the main goal is to find the end, not collect everything along the way.   That’s fine.  The game may be fairer than its predecessor, but it is still easy to lose lives.  This game isn’t as hard as the first one, but it is a challenge.  First, you have limited continues and no saving.  Worse, when you use a continue, you restart the whole world, not just the level.  That means get game over at a boss and you go three levels back to the first stage of that environment.  That’s too cruel!  Overall, Taz in Escape from Mars is an average game.  The game looks great and the levels can be fun to explore, but the loose controls, the constant damage you’ll surely take as you run into enemy or spike after enemy or spike due to how fast you move particularly when spinning, and the harsh game over punishment hold it back. This is an alright game, though, and platformer fans might want to give it a try.  After playing the first game I was not expecting much from this one, but it surprised me.  Also on Game Gear; that version is very much like this, but with smaller graphics of course.


Technoclash – 1 player, password save, 6 button controller support.  Technoclash is an interesting top-down action-adventure game published by EA and developed by Zono Incorporated, the studio that would go on to make the weird Sega Saturn title Mr. Bones. You are a mage, Ronaan, and he and his three male friends are fighting against evil robots and their living henchmen who invaded his world from a machine-ruled Earth.  The concept is sort of mages-versus Terminators, and that’s kind of cool even if it isn’t the most original thing.  There are story scenes at the beginning and end of each level, and sometimes during levels as well, telling the continuing plot.  I do like the concept here, mages-versus-robots isn’t something you see as often as you might think, particularly with the mages as the good guys.   In terms of gameplay, this is mostly a top-down action game, though there are also adventure and light RPG elements.  The game has a linear, level-based structure, and doesn’t have the open world of a Zelda or Shadowrun.   I’m fine with that, though; well-designed conventional levels are just fine with me, and for the most part that is what these are.  Levels are good-sized and increase in size as you progress through the game, and instead of just getting to an end point, in most stages after the first one you have to accomplish some objective, whether it is finding certain items and taking them to key points or destroying specific targets, for two examples from earlier in the game.  You always fight with an AI companion by your side, bringing either your warrior or mage friend along each time.  The game has a password save system, and you can alwaqys see your password on the pause screen; though it will start you back from the beginning of the current level, it is great to have it there.  You have limited continues for some reason, but thanks to the passwords this doesn’t matter much.  The game is hard enough that you will die quite a bit, but not so hard that you’ll be likely to give up.  They are moderately helpful and do automatically attack enemies, but you will do most of the fighting yourself.  The game has decent to good graphics; it doesn’t look amazing, but has a solid comic-like style.   The music is solid, but mostly average.

Now, this is an action-packed game, but that isn’t because of your movement speed; Ronaan moves quite slowly, so if you do get lost and have to backtrack it can get tedious.  Fortunately on the pause menu you can scroll around the whole level as Ronaan’s hawk familiar, a feature which can be helpful.  It won’t necessarily help you find all the objective items, as they are often hidden, but still, it’s better than nothing. You spend most of your time in this game wandering around and fighting enemies.  Now, touching enemies won’t hurt you; only their shots will.  This makes combat sometimes a somewhat silly affair, as you and the badguys keep bumping eachother, trying to hit the other.  It’s fun, but certainly isn’t the most polished combat system.  When fighting, while you have a staff swing on the A button, like most mages you mostly fight with magic.  You’ve got 9 offensive and 4 defensive spells available, and will need to make effective use of all of them to succeed.   You use your currently equipped attack spell with B, and open a quick menu to switch between the 9 with C. Each is represented with only a single letter, so remember which is which.  Your basic bolt-shot attack is infinite, but all other spells are limited-use, recharged with pickups that litter the game.  The four defensive spells do not have a hotkey, so you need to either have a 6-button controller or pause to use them.  The Mode button uses Heal, and X, Y, and Z use teleport, invisible, and float.  As with the offensive spells, defensive abilities are limited use and you need to find powerups to refill them, so don’t waste heals.  You will see all spells from early on, so you don’t really unlock more as you go, unlike many action-adventure games.  You do get health-expanding powerups after beating level bosses, but that’s about it for permanent powerups.  The game works as it is, though, and mastering the spells will take time.  You also will collect key-cards and some powerups for your companion, but no other items.  That’s fine though, managing 13 spells is tricky enough!  In addition to the basic straight shot, you also get a lightning shot, timed mines, a screen-clearing attack, and more.  Due to their limited nature you can’t use them all as much as you might like, but this does make you think a bit about what to use, which is good.  Overall, Technoclash is a fun, quality action-adventure game.  This game is not nearly as polished and brilliant as a Gauntlet IV or Zelda game, as the messy combat, sometimes frustrating wandering-around-lost stuff, tough difficulty level as you get farther into the game, and limited better spells but combat is mostly fun despite that, and I like the spells and story.  Technoclash is a good and under-rated game that genre fan should definitely play.  Make sure to use a 6-button controller, though.


Technocop – 1 player. Technocop is an awful, but somewhat infamous, sidescrolling action game from Razor Soft, a studio who tried to make their name more on controversy than good gameplay. See, in this game, when you kill people they explode into bloody puddles! Wow! That sure makes up for the bad, frustrating level designs, subpar controls, bad driving segments between action levels, poor audio, and generic action, right? … No, it really doesn’t. So, in each level you explore around increasingly large and mazelike levels, trying to kill or capture all the badguys with your bullets or net-gun, reach the target goal area, beat the boss there, and then get back alive. Yes, you have a non-lethal net gun you can use if you want, but it doesn’t matter which you use, it’s all the same here. You don’t get more weapons, just the few you start with. Mostly due to the awful, annnoying level designs full of annoying respawning enemies as you wander around lost the game gets hard fast, and once you run out of your few lives you don’t get any continues. It’s not worth it at all.The driving side of the game really is awful, too. It’s a very, VERY basic Outrun-style game, except with only one car, only straight roads with no turns, a gun, and few, really bad looking trackside objects. There is no music while driving, only bad car-engine sounds. Overall, this game is pretty awful in every way other than badly-outdated shock value. Don’t buy it.


Teenage Mutant Ninja Turtles: Hyperstone Heist – 1-2 player simultaneous. Konami’s TMNT: The Hyperstone Heist is the only Ninja Turtles beat ’em up on a Sega console. It is a good game, but is incredibly unoriginal. The story is a rehash of TMNT III: The Manhattan Project with some slight changes, the levels are reused from previous TMNT beat ’em ups, and the basic gameplay comes straight out of TMNT IV: Turtles in Time, with only a few, very minor, changes. Versus Turtles in Time, this game has slightly less good graphics and doesn’t have the throw-at-the-screen move, and there are only five levels in this game, but it does have some strengths as well. This is a fun, classic Konami beat ’em up. It’s unoriginal, but is mostly good. Hyperstone Heist has two player co-op, allows four enemies on screen at once, plays very well, looks and sounds good, and is an easy, fun little game to blast through here and there. There’s nothing new here, but it plays well.

I have one big problem with this game beyond the almost-entirely-rehashed content, though: the level designs are the worst and least interesting in any of Konami’s isometric TMNT beat ’em ups. Unlike either arcade game or TMNT III for the NES, all stages in this game are very basic paths to the right. There are no sections where the stage jogs up or down, almost no areas with multiple terrain heights, and many fewer interesting ways that enemies come onto the screen, too. For instance, in TMNT III, the sewer level has a raised path on the side, and the sewer water below you can also walk in. The level turns up and down, as well. The TMNT IV sewer stage isn’t quite as good, but it still has some of those elements. In this game, however, sewer stages are a straight, flat path to the right. Some seem to be full of water, but instead of walking through it like you should, the turtles and enemies walk on water in the sewer and cave areas as if it’s just blue ground! It’s absurdly stupid. Even dumber, right after one of the walking-on-water stages, the turtles are traveling over the sea… this time on hoverboards. Um, shouldn’t they have those in all the water stages, and not just one? Also, in the street stage you can’t jump up onto the dumpster, or anything else, in this game. All stages occur on one flat plane, with VERY few obstacles in your path beyond a handful of traps in a few stages. Sure, this game mostly looks good, but it’s lazily done. The game has a boss-rush only three levels into the game, too, so you refight the first three bosses midgame instead of playing through new content. Lazy stuff. There are a few traps to avoid in the final level, but apart from that the stages in Hyperstone Heist are basic and incredibly lazy in design and visuals. The music is great classic Konami stuff, but it is pretty much entirely just remixes of Turtles in Time’s soundtrack, so there’s nothing new here musically. At least it’s good, though.

Fortunately the gameplay, at least, is better. This game plays just like the other Konami TMNT beat ’em ups of its time, but with maybe slightly better fighting action. The game runs without slowdown even with a full set of 4 enemies on screen, which is nice. Also, while that throw move was removed, some other minor moves were added. Most of the time you will be whacking or jump-kicking enemies, though; as with most beat ’em ups this is a very repetitive game. For the genre, though, it plays great. The action is fast and fun, hit detection is accurate and the game never feels cheap or unfair, each of the four turtles has a slightly different style, and the variety of enemy weapon types is good too. The good to great gameplay is HH’s saving grace, and makes this a pretty good game despite its issues. It is an easy and short game, though. Turtles in Time is also pretty easy and short, unlike the challenging NES games, though. Hyperstone Heist is actually a couple of minutes longer than Turtles in Time, but it feels shorter because TiT has no padding so it stays engaing throughout, while this game is padded with that annoying fight-the-old-bosses-again stage in the middle. As with the SNES game, it’s hard to play this game and NOT finish it, unless you play on Hard or reduce the number of lives and credits you get! You can do that, and the game does force you to restart the whole level when you get a Game Over, but still, this game is quite easy. Overall, TMNT: The Hyperstone Heist is a good, but disappointing, game. The game controls well, the combat feels great, and the graphics and music are pretty good, issues above aside, but the lacking stage layouts, complete lack of anything not copied out of the other TMNT beat ’em ups, low difficulty, paucity of stages, and lazy design all hold it back. I like this game overall, it’s good even if “blue ground” is the first thing I think of when I think Hyperstone Heist. I like it a little less either arcade game, TMNT III for the NES, or Turtles in Time for the SNES, but it is good. The high price the game sells for now is an issue as well. If you find it affordably absolutely pick this one up if you like the Turtles or beat ’em ups, but for the price it goes for now, maybe pass… it’s good, but for that price you can do better.


Teenage Mutant Ninja Turtles: Tournament Fighters – 1-2 player simultaneous. TMNT: Tournament Fighters on the Super Nintendo is a very good fighting game, among the better on that console. So this game is just as good, right? Or at least close? Unfortunately, no. TMNT Tournament Fighters for the Genesis is a somewhat disastrously bad disappointment. As flawed as Hyperstone Heist is, at least the core of the game is great fun. This game, however, is not so lucky. Tournament Fighters on the Genesis has subpar graphics, few characters, AI that is way too hard, limited continues in the story mode, very limited two-buttons-only controls with poor design decisions on top of that, and more. Instead of a great 6-button control scheme like the SNES game or better Genesis fighters, here you get one punch button, one kick button, and that’s it. That’s pretty bad, but worse, there aren’t even really variants of each button! The Neo-Geo Pocket Color has only two buttons, but fighting games on that system play great, and how hard you push the button activates attacks of different strengths. Here, punch does your punch attack, kick does your kick attack, and that’s it. You can’t even combo attacks together, because they made the bizarre decision to have some invincibility after each hit to block that. The collision detection is poor as well, which doesn’t help at all, and helps out the overly-difficult AI. There are special moves in the game, with a random mixture of activations taken from various popular fighting games without much consistency. The gameplay here is a mess, and totally ruins the game. In contrast, the SNES game is pretty much as SFII knockoff, with moves, graphics, and game systems very similar to that classic. It works great together. This game tries for something a little different, but fails badly at it.

The game does at least look good and sound okay, though. TMNT Tournament Fighters has pretty good graphics with a variety of weird sci-fi locations to fight in, eight characters each with a different look, and a cool, dark visual aesthetic. I like the graphics here, everything looks good. It’s a different style from the SNES game, and that might look better overall, but it is competitive. The music is solid, though it isn’t among Konami’s best work on the Genesis. Games like Rocket Knight Adventures or Contra Hard Corps have much better music than this. I don’t know if any of the music actually comes from the show, either, which is unfortunate. On another note, as in the SNES game, the character selection is a bit odd. You have the four turtles, April O’Neil and Casey Jones, and two random comic-book characters. The SNES game also has several comic characters filling its roster. Why those and not some of the other more popular characters from the TV show? Did they not have the rights? If so, that was a mistake, it’d have made all of these games better. It’s interesting, but odd, that the SNES and Genesis games have different playable side characters, in addition to the Turtles. I do like that April O’Neil and Casey Jones are playable, as this is April’s only playable outing in a ’90s Turtles game, but it is unfortunate that April is in some random oversexed miniskirt outfit; it doesn’t fit her character.I like the idea of playable April, but she should have been in her usual outfit, not this pointlessly oversexed one.

But anyway, the decent graphics and sound can’t come even close to saving this disaster. There really isn’t much good I can say about this game outside of its visuals; the gameplay is just too badly flawed, with the overly limited moveset, iffy special move selections, absurdly difficult AI that is so hard that until you’ve gotten good at the game winning even a single ROUND is a challenge, limited continues in a game in a genre which almost never has such a thing, bad collision detection in a genre that demands this be just about flawless, and more. Sure, there are worse Genesis fighting games than this, but I don’t own those games myself; of what I have, this is the worst. Overall, TMNT Tournament Fighters for the Genesis is a bad, disappointing game. Don’t bother with it unless you’re a serious series fan. The NES version of TMNT Tournament Fighters might be even worse, but you wouldn’t expect a good fighter from the NES, while the Genesis can do far, far better than this. Play the SNES game instead, it’s very good.


Thunder Force II – 1 player. Thunder Force II is a good, but early, shmup from Techno Soft. This game released in 1989 and it looks simple compared to its sequels, but it plays well. Unlike its sequels, this game has two different gameplay styles, top-down open areas to fly and shoot things in, and standard horizontal-scrolling shooter sections. The graphics are early, but solid; this game does not look great, but for an early release it looks fine. Sprites are decently drawn, but somewhat simple; the art design is not nearly as great as it would be in the sequels. Also, the game has only some parallax and few other visual effects. The game looks okay, but does not really impress. I like the look of the top-view stages more than the horizontal ones, perhaps because there the graphics look more dated compared to this games’ amazing-looking sequels, which are exclusively side-scrolling. This games’ side-scrolling levels look and feel dated compared to its sequels’. I like the gameplay in the top-view levels more than the horizontal ones, for sure, though both sides of the game are good. The music is also good, though the voice samples are comically low-quality and unintelligible.

The top-down levels would not return in later games, but unlike some people I do like them. They remind me of a simpler version of the mid ’90s PC game Zone 66, which of course released years after this game, but I played long before this as this isn’t a game I remember playing back then. In these levels, you need to destroy a series of bases in a space surrounded by floating walls. You can fly in all directions, but can’t stop moving forward in whichever direction you are flying in. The walls will kill you, so you need to destroy ground bases and shoot switches to advance. The game has a Xevious-like ground-attack system in the top-view stages, so you have normal shots for air enemies and bombs that hit a set distance in front of your ship for ground turrets and bases. This works better here than in Xevious, Dragon Spirit, and such because you can fly in all directions, so you can chip away at bases, do hit-and-run attacks, and more. As much as I dislike this system in shmups, here I don’t mind it. Plus, it’s only in the free-roaming top-view stages; the side-view stages don’t have anything like it, thankfully. Anyway, you start with only two basic guns, a double-forward shot or forward and backward shot, but as in its later sequel Lightening Force (aka Thunder Force IV), you can power up weapons and get numerous special weapons from powerups. All weapons are good in their own ways, and I like the variety. However, unlike its sequels, in this game you lose ALL powerups if you die, and return to only the two basic guns. It’s very harsh, and that makes this game harder. You also do have limited continues, so finishing this game will take practice for sure. It’s a fun challenge, but I haven’t beaten the game yet, though I did get farther than usual when playing it for this summary. While you try to destroy the bases and the turrets that guard them, endless waves of air enemies will attack you. You move fairly quickly, so zipping around, picking away at a base until finally you can kill it is fun. Each top-down level plays very differently, too. The first is a series of rooms connected by gates, the second a large open area, the third a narrow, constricting cave with a linear path, and more. I like how differently each of them play. There is always the repetition of having to find and kill four bases in every ground mission, never another kind of target, but there is some nice variety despite that. I quite like this half of the game. For anyone else who likes this side of this game, look up Zone 66 on the PC; it’s like this, but expanded.

As for the side-scrolling levels, though, they are more conventional. In each you fly along, avoiding obstacles and killing enemies, until you reach the boss. Beat the boss and you win. These bosses are pretty tough, and it’s easy to lose a lot of lives in these levels; they are much harder than the top-view stages. I find most deaths in this game occur in side-view stages. Some stages and bossfights go on a bit too long, too, considering how simple and repetitive each stages’ background environments are; this game does not have the variety of its sequels. Still, the levels are mostly well designed, and contain some interesting challenges such as barrages of missiles, closing gates you need to stay ahead of, and more. The levels have some good parts, many of which the sequels improve on. Overall Technosoft was a good shmup developer, and this is a decent game. It is not one of the best in the genre on this shmup-rich console, but it is a good, above-average game that is well worth playing. The main flaws are that it is dated and sometimes frustratingly difficult, particularly in the boss fights, but the top-view missions are pretty good and the shmup sections are mostly fun. Truxton is the best shmup released on the Genesis in 1989, and this game is no Truxton, but it is worth a play. Also available on the Japan-only Sharp X68000 computer; that version is supposed to be a bit better, and has intelligible speech samples too.


Tinhead – 1 player, password save. Tinhead is a good Sonic-esque platformer from Spectrum HoloByte. Oddly, even though this game was made by a British developer, it only ever released in the US, and only on the Genesis as well. This feels like something that should have been on the Amiga also, but it’s not. Tinhead has cartoony graphics in that classic early ’90s British style and huge numbers of items to collect as usual in such games. The art design is unoriginal but looks good, and there is good use of strip parallax in the background for multi-layer scaling. You play as the little robot Tinhead, on some quest to save the universe or somesuch. The character design is decent, though not amazing. Enemies are varied as well. The music is also decent. It’s not really pushing the hardware, but I do like the tunes, they are well-composed. Overall, presentation-wise Tinhead is not exceptional, but is above-average. The gameplay is similar.

Indeed, Tinhead’s gameplay is above-average for sure; this game plays a lot better than any James Pond games, for example! Tinhead mixes its core Sonic influence of fast-paced platforming with shooting, so you kill enemies here by shooting them instead of jumping on them. The controls are good and precise, which is important in this kind of game. The game does have physics, but you’ll usually go just where you want. You will automatically keep jumping if you hold the jump button down, so I often found myself accidentally bouncing upon landing, but that’s a minor issue. As for your gun, you can fire it three directions: straight, upwards at a diagonal angle, or downwards, bouncing along the ground. The A button switches between the three shot directions, and the other buttons shoot and jump. Having to switch manually, with only one button, is a bit awkward, but you do get used to it. The diagonal-down shot is great for everything other than air enemies, I find. Because of how fast you move it is easy to run into enemies, but the game gives you five hit points per life, levels have plenty of health powerups, there are no instant death pits, and the game has password save with new passwords every couple of levels! Yeah, this game is a lot more forgiving than a lot of Genesis platformers, and I like that. You can just have fun with this one, instead of suffering as much as in some other games in this genre on the system. The game definitely gets harder as you go along, but it’s a fun challenge.

As for those levels, they are good-sized, open, and are full of secret paths, alternate routes full of stuff to get for points and powerups, and hidden bonus areas full of even more stuff. There are only four settings, with six levels plus a boss in each one, but all look and sound good and do feel different. There are also lots of enemies and spikes, but again, it’s fantastic that this game has no instant-death pits. In a game as fast as this or Sonic they are frustrating, and these designers knew it. As for the volume of stuff in the levels, while I don’t always love it, I like collecting if the act of collecting is fun and the game actually rewards you for it. This game does that. Sure, score in a game which doesn’t have a battery or such to save a score table doesn’t really matter, but the powerups can upgrade your weapon, give special items such as a bouncy-ball you can jump high with, refill your health, give you extra lives, and more. They are worth getting. The fun core gameplay is what makes that fun, of course. Tinhead is a good fun game, as you explore levels, look for powerups, shoot the badguys, and figure out each levels’ challenges. Sure, the warp tubes, spikes, speed, and physics are a lot like Sonic, but the weapon system makes this game distinct and works well. Tinhead is a good, often overlooked game that’s well worth picking up. It’s too bad that it never released in Europe, this is quality stuff.


Tiny Toon Adventures: Buster’s Hidden Treasure – 1 player, password save (20 characters). Buster’s Hidden Treasure is a conventional side-scrolling platformer from Konami. In this game you walk, run, and jump as Buster, the main character of the Tiny Toon Adventures cartoon from the early ’90s. Konami made Tiny Toon Adventures games for the NES, SNES, Genesis, and Game Boy in the early ’90s, and this is one of those games. Most are platformers where you play as Buster only, this game included. This is a sizable game with many levels and lots of platforming challenges. When compared to the SNES Tiny Toons platformer, this game is longer and has more levels, the reverse of most Konami Genesis games, but doesn’t look nearly as great and feels more conventional. The SNES game has only six stages and doesn’t have saving, but its levels use its unique mechanics heavily; see my summary of that game for more. In this game, though, most stages are just normal walk-to-the-right, jump-on-stuff platforming. You can wall-jump, and eventually this is required, but most stages don’t use it. Your jumping controls are good and precise, though, thankfully. There is a lot of stuff to collect in each stage, including carrots as your basic pickup, various ‘bomb’ type powerups, and some other things that must do something or other. If you want to just go straight to the end stages won’t take too long, but if you want to collect more stuff they’ll take longer. I like that, and I also like that many stages have multiple routes, with a more pickup-heavy but trickier to stay on route above and main, sparser path below. After every three levels there is a boss stage. Bosses are conventional, jump-on-their-head affairs. They’re decent enough, though the SNES game has some more inventive bossfights.

Visually, the game has good but not great graphics. The sprites look pretty nice and closely resemble the show’s art style, which is great. I like the little touches like cans you can trio over, too. However, the backgrounds are a bit bland looking and don’t come close to the SNES game; this definitely looks dated in comparison. Levels repeat graphical elements a lot, too. Between the average gameplay and somewhat bland visuals I wasn’t too impressed by this game at first, and I haven’t seen much to push it above average, either. The music is similarly good, but not Konami’s best. The rendition of the series’ main theme is good, but most of the rest of the tunes are original. It’s quality Konami work for sure, but they can do even better. I should also comment on the save system. The password system helps reduce tedium by not forcing you to play the whole game in one sitting, but unfortunately you need to get a Game Over to be shown your password, and they are an inexplicably long 20 characters! Why in the world are they so long? That makes no sense. Still, that’s better than nothing. Overall, Tiny Toon Adventures: Buster’s Hidden Treasure is a fun, average to slightly above-average platformer. On the plus side I like that this game breaks from Konami’s usual “too few levels that are too long” formula on this system, and the gameplay is solid and levels often fun to explore and find stuff in. However, the formula does start to get old after a few levels, and this game does nothing new or original. It’s just another decent but unspectacular mascot platformer, pretty much, better than many licensed games but not as good as the greats of the genre. If you find Buster’s Hidden Treasure for cheap, go ahead and pick it up; it’s certainly fun enough to be worth a play, particularly for platformer fans. Don’t expect anything amazing, though.


Toki: Going Ape Spit – 1 player. Toki is an okay but flawed side-scrolling platform-action game. It’s sort of in between a platformer and a run & gun. Based on a Taito arcade game, this Genesis port is a pretty good version of a not-great game. The game has several issues, worst of them the overly high difficulty level and abysmal music that’s among the worst on the Genesis, but there are also some things to like here, even if I more dislike than like this game. You are a man who was turned into an ape called Toki. Naturally you have to rescue your girlfriend as well as turn back to a human again. You can walk, jump, and as the name suggests, spit things. Spitting is your main attack, and you can shoot left, right, up, or diagonally up in either direction. Unfortunately you cannot attack downwards or diagonally down, which is a problem in many stages in this game. There are many powerups, most of them time-limited weapons. After a while you’ll go back to just your default shot. I wish the powerups weren’t limited, it’d be more fun that way. You can kill enemies by bouncing on their heads, but you’ll need to be very accurate to kill them without dying yourself. You do have jump control, but your jump distance is short and it’s easy to mess up jumps. Grabbing on to swinging ropes is also a lot harder than it should be. Mario this is not, that’s for sure, to Toki’s detriment. If you get hit even once you start the whole stage over, frustratingly.

Stages are not too long, but still, this adds a lot to the challenge. The one hit kills and frustrating level designs are a real issue here. There are eight levels, each with several stages and then a boss. Some levels are vertical, others horizontal, and others have some movement in both directions; it’s a mix. There are some interesting stages, but the gameplay is mostly similar throughout. The one exception is the water level, which is probably the most fun stage in the game, even if it is fairly easy. The game starts out okay, but by midway it’s almost too annoying to continue with due to cheap enemy placements killing you out of nowhere, random deaths from when you touch an enemy just barely wrong, the harder bosses, and such. On the default setting this game is quite hard, but you can make it easier. There are four difficulty levels, and you can change the number of lives and continues, though infinite is not an option, and how many points you need for a 1-up. At the easiest setting this game is beatable, and I did finish it that way, but even there it was a pain to finish due to the high frustration factor and stunningly terrible music. I don’t want to play this again anytime soon. As for the graphics, they are very average stuff, with mediocre art design and bland backdrops. Some areas look nice, but this is mostly average-at-best stuff. The music is, as I said, atrocious. Excepting only the water level, there is only ONE song that plays during all non-boss stages of the other seven levels, and it’s about fifteen seconds long and awful. Even if the arcade game is like this, this is inexcusably annoying, and ruins what little fun factor this game has. The menu, end, water level, and boss themes are tolerably okay, but the main level theme is awful and it’s like 95% of what you hear. Overall, Toki is a below average, maybe bad game. It does have some decent moments, but ultimately is more frustrating and aurally atrocious than it is worthwhile. Probably don’t bother with this one. Arcade port. Other ports of the game are available on the NES, Lynx, Commodore 64, Amiga, Atari ST, and iOS. There is also a cancelled Atari 7800 version some people have a copy of.


Tom and Jerry: Frantic Antics – 1-2 player simultaneous. Tom & Jerry: Frantic Antics is a mediocre licensed platformer. As this game was released by usually-terrible publisher Hi Tech Expressions I expected the game to be awful, but while it is subpar, it isn’t the absolute disaster I was expecting. So yeah, that’s good, I guess. At least it’s better than Sega’s abysmal Game Gear game Tom & Jerry: The Movie! This game has some serious flaws, though, the too-high difficulty perhaps chief among them. In Frantic Antics, you play as Tom, and need to cross many difficult levels as you loosely follow the plot of the movie. In two player mode, one player plays as each of the two. Unlike that GG game, though, there’s no sign of the other character most of the time in one player mode; even though that game is bad and so short and easy you’ll beat it in your first try in maybe fifteen minutes, at least it is a chase game, fitting for this chase-centric series. This is just your average platformer. Your average, excessively difficult platformer, with sometimes-iffy controls, limited lives and continues and no saving. So yeah, it has problems.

The graphics are nice, though. the levels are large and full of stuff to collect, level layouts are average, and the controls aren’t that bad. Tom is a bit skiddy, but you do get used to it with practice. This game doesn’t look amazing, but everything is decently well drawn. Tom looks like Tom and the enemies like characters who maybe could have been in the show. Backgrounds are familiar environments as well, including the backyard, inside the house, and the like. The sprites are a bit large for the screen, and this causes occasional blind-jump problems, but they aren’t as frequent as in a Taz-Mania, thankfully; generally you can see where you need to go, the challenge is getting there without dying. While Tom can take multiple hits against normal foes, falling in a pit kills you of course, and only a couple of deaths and you start the whole game over. Levels are long, too; even just beating level two will be quite a task, and I’m not entirely sure if it’s worth it. While I did like this game at first, with its nice graphics, large levels to explore, and lots of stuff to collect, but the high difficulty drags it down. And while there is a two player co-op mode, it is flawed as if one player goes off screen they are frozen in place and the one on screen has to backtrack to find them. Two players on one screen in a platformer is hard to do well, but this solution can be tedious. If you could save, instead of constantly having to start the game over from the start, this game would be better, but as it is, Tom & Jerry: Frantic Antics is probably best only for series fans or people who like hard games. Also on SNES.


Trouble Shooter
– 1 player. Trouble Shooter is a very good horizontal shmup with several original elements to it. This game has good anime-styled artwork with a comic sci-fi-anime theme, good graphics and sound, a pair of female protagonists who you both play as at the same time, a simple story told in between-level cutscenes, multiple hit points (a rarity in Japanese shooters!), a nice difficulty curve as you progress through the game, and multi-direction shooting. In the story, the protagonists are on a mission to rescue a young kidnapped prince. So yeah, in this game the girls save the guy, a reversal from usual. Your two characters each control differently, and move mostly together. Their sprites are large and so is your hitbox, but the hit points and large, slow-moving bullets help a lot. If you’re paying attention is is possible to avoid damage. The main character, “Madison” as she was renamed to in the American version, is the one you directly control and the one who can take damage. She can only shoot to the right, and is the only one who can collect powerups and power up her weapon. The second character, “Michelle”, follows the main one at a slight delay. She can’t collect powerups or directly take damage, but can fire either right or left, and switches directions when you press C. This is very useful, because enemies attack from both sides of the screen. You’ll often be switching directions back and forth. You also have a bomb attack, with four different types to choose between.

This is a well-balanced game with good level designs, some interesting boss fights, and as much variety as you’ll usually see in the genre. Some level themes are the expected ones, such as a requisite giant-battleship stage that has to have been inspired by R-Type, but in addition to the more standard waves of enemies you also face sections such as a shaft full of spinning blades. The stage designs are great, I really like the varied obstacles and settings. Bosses each have specific weak points, and finding how to fight each one is fun stuff. They’re all very well-designed and amusing. The game starts out easy, but it gets tougher as you go as good games do. Try to stay alive! It’s easy to build up a lot of hit points early on in the game with the health-ups available there, but if you lose them you’ll be in trouble, as the later stages have fewer health-ups, and you get only two continues. In that way this game very much rewards repeat play, but still, it is easier than many Genesis shmups, and is one of the few Genesis shmups I have beaten.

Visually, Trouble Shooter has good, though conventional, graphics. The game has solid graphics with good art design, good use of parallax, and minimal if any slowdown. It doesn’t use any hardware-pushing techniques, and does look somewhat dated visually, but that is in part because of the early ’90s look of the anime art here, in a game where large character sprites are on screen at all times; the art design is clearly a product of its time. The game also never tries to put a lot of stuff on screen at once, perhaps part of how it avoids slowdown. The large characters and bosses are quite well-drawn, though, and the backgrounds use multiple layers of parallax. The music is also good. It isn’t the most memorable stuff, but I do like the music here. Overall, Trouble Shooter is a good game with a lot going for it. I like the gameplay, level designs, challenge level, art design, choice of female protagonists, and more! It is a little dated in some ways, and isn’t super hard, but that’s fine with me. I wish people today could get it for the couple of bucks I got this game for back in ’06, but even for its current prices, the game is absolutely worth getting. This game is one of the more original, and better, shmups on the Genesis. The game also has a sequel, Battle Mania Daiginjou, which sadly did not release in the US.


Truxton – 1 player. Truxton is a popular, and very good, vertical shmup from Toaplan released in 1989. This is one of Toaplan’s relatively few space-based shooters; most of their games involved airplanes flying over a planet, but this is a sci-fi game. A popular classic, this early release is the best shmup, and quite possibly the best game, released for the Genesis in ’89. The game has decent to good graphics, a fantastic soundtrack that still sounds great, and five big levels to blast through. This game is HARD, though. The Japanese title of this game is “Tatsujun”, which means “Expert”. And you will need expert skills to get anywhere near the end of this game, particularly above Easy difficulty! You die in one hit in Truxton, and enemies move fast, shoot quickly, and regularly come from behind. Of course your whole ship is vulnerable, and don’t ask for a shield; there isn’t one. Shields are for games which don’t call themselves “Expert”, I guess. You’ll need to memorize everything to stay alive. You have three different weapons to choose from, a spread shot, a strong straight shot, or a weak homing shot. Each has its uses, but while it takes longer to kill things, at times the homing laser is invaluable against the frequent groups of larger, miniboss-like foes. There are also powerups for superbombs, extra lives, speed-ups, and weapon upgrades. One weapon powerup does nothing, though; you need more. Five weapon-upgrade powerups upgrades your weapon once, and five more upgrades it again. I think that’s the last upgrade, but I’ve never managed to get 15 without dying, so I’m not sure. Each time you get five the meter empties. And when you do die, you get sent back to the last checkpoint. And if you die right at a checkpoint, you may be sent back to the LAST one! This isn’t the only Toaplan shmup which does this, but it can be very frustrating. You also lose most powerups, of course: your bombs reset to three, speed to slow, and weapon to the basic gun. You do keep your weapon powerups if you have one to four, though, so that is nice. The controls and hit detection are right on. If you die, it’s your fault. Of course the bullets are small and sometimes hard to see, and I’m terrible at reliably dodging waves of small bullets, but it is your fault.

Though later Genesis games would push the hardware more than Truxton, this game does look pretty good. The sprites and backgrounds all look great. This game has very good art design. Your spaceship and the many alien crafts you’ll shoot down all look pretty nice. Even if technically it is similar, in terms of art design this game looks a lot better than other Toaplan games like Kyuukyoku Tiger or such! There are only five levels in this game, but each one is very long and varied. Many ’80s shmups have a lot of repetition, but Truxton does a great job of mixing things up just enough to make each encounter feel different. The game is hard from the start, so the difficulty curve isn’t as pronounced as it is in some shmups, but it does get even harder as you get deeper into it. Miniboss and boss enemies have one small flame appear on their sprite when at 1/3 damage and two flames at 2/3rds, too, which is really helpful for gauging how damaged the tougher enemies are. The soundtrack is also, as mentioned, fantastic. The music here is a good rendition of the music from the arcade game, and sounds great today. It doesn’t push the Genesis sound chip like a late release would, but it sounds fantastic regardless.

The game has some nice options, too. There are three difficulty levels, and in Easy you have infinite continues! That’s awesome, and makes the game beatable by anyone. There are also fewer bullets to contend with in Easy. Normal is a bit tougher, and more importantly has limited continues, and Hard gives you very few continues. That’s a nice curve there to cover most player skill levels. The game has a bunch of loops, too, something not present in other versions of the game. If you keep playing after beating the game, you’ll see a new ending each time through a full five loops. Of course, it gets slightly tougher each time. It’s great that there are actual rewards for people dedicated enough to get that far. Overall, Truxton is an outstanding shooter and easily is one of the best Genesis shmups. This is a must-have classic. And as hard as it is, the Genesis version is actually the easy version of Truxton! The arcade game is even harder, and the PC Engine (Turbografx) port… oh man, that’s just an insane, near-impossible nightmare. On the PCE the enemies shoot much closer to you much more often, making the game incredibly, incredibly difficult. I’m not good enough at bullet dodging to deal with that! If you can beat this game on a higher setting you are indeed an “expert” at shmups, but if you can beat that one you’re a master. Myself, I’ve only beaten this game on Easy, but at least that’s something. The PCE version is quite expensive, too. This US-released Genesis game isn’t cheap, but it’s reasonably priced and is worth the money. Make sure you get it. There is also an arcade and FM Towns-exclusive sequel which is just as good or better than the first game, and has an even more incredible soundtrack. It’s really too bad it never got a home port to a more popular platform!


Turrican – 1 player. Turrican is the first game in what would become a moderately successful series. This first game is seriously rough around the edges, but some of the elements that would make the later games great are here. It is, however, the worst Turrican game by a good margin; while I love the four other main Turrican games, this one isn’t so great. It is not quite as bad as some say, but it is a flawed game. So, Turrican is one part Euro-platformer, one part Metroid, and one part Contra. You are Turrican, a futuristic space marine type off to save the world or some such; there is no story in the game. You’ve got a ball form like Samus, arsenal like Contra, and large, collection-heavy levels like a Euro-platformer of the day. You do have a health bar, but it drains quickly and enemies’ attacks are often cheap and hard to avoid. You have no hit-flash, sound, or invinciblity while taking hits and your health bar drops fast, so you can lose lives in an instant if you aren’t paying close attention. This health system is one of the biggest things Factor 5 improved on in their work on Super and Mega Turrican, but it’s an issue here. The game also has blind jumps over death pits, something its sequels get rid of. I’m very glad the later games don’t have this, but in this game it is a problem. The game is long at 16 levels, and you have only a couple of continues to beat the game with before you’re starting the whole thing over. I’ve never gotten anywhere near the end, and only the dedicated ever will. This game can be fun while you’re alive, but the frustration factor gets high sometimes. Visually Turrican looks okay. It’s got nothing on Mega Turrican’s beauty or visual effects, but this is an okay-looking port of the computer original. The audio is similarly decent, but downgraded versus the Amiga. This is mostly a solid port, though.

Overall, Turrican is an interesting one. The console ports of this game are generally hated, but the computer original is popular among European gamers who played it on the C64, Amiga, and such. But as much as I do agree that Turrican II (aka Universal Soldier on the Genesis; see below) is a very good game, this one is not nearly on that level. With a too high difficulty level, limited continues with no saving, mediocre graphics and music, blind jumps, and constant deaths due to the health system, Turrican is flawed. Even so, I do like this game overall. Turrican has good controls, a nice variety of weapons, some of that Turrican charm, large levels to explore and find huge amounts of stuff in, and a lot of variety in level designs and bosses. Turrican is a good but flawed game, though its sequels would significantly improve on its formula. I know a lot of people hate this game, but it might be worth a try, if you’ve got an open mind. Amiga port, also on Commodore 64, Game Boy, and TurboGrafx-16. The other two console ports both have some cut levels, but this version is complete and has better graphics too, so it’s by far the best console port of the game.


Twin Cobra – 1 player. Twin Cobra, aka Kyuukyoku Tiger, is a classic late ’80s vertical-scrolling shmup from Toaplan. One of Toaplan’s most popular games, this game nails the balance between challenge and fun in a way that its predecessor Tiger Heli (arcade, NES) failed to reach. Kyuukyoku Tiger is a great and difficult game, but it plays well and is lots of fun even if it’s hard. This version of the game, though, is somewhat unfair, has some odd design decisions, and is not as good as the arcade original or the sadly Japan-only PC Engine (TurboGrafx-16) port of the game. As much as I like this game, I can’t really recommend this version, it’s kind of broken. The core of the game is the same as other versions, though. You control a helicopter and need to destroy the enemies. This will be an incredibly difficult mission, though, as the game is good-length for its genre, you die in one hit and as in most Toaplan shmups there is no shield, and the enemies are merciless. Toaplan was one of the best shmup developers of their day, and the great enemy patterns, tough but fair if you have memorized everything challenge, and interesting bosses make this game great. The graphics are mediocre at best, but do look like the source; the PCE version looks no better. Sprites are somewhat small, and the backgrounds are basic and don’t look great. They look okay, but that’s it. Audio is similarly good, but nothing amazing. Toaplan’s greatest skill was gameplay, more than graphics or sound. I do like some of their music, including some in this game, but the system can do better.

This version makes one big change from the arcade and PCE versions, though: it zooms in a bit, and makes the powerup-dropping ships incredibly difficult to kill. Now, on the PCE, the powerup-dropping ships are fairly easy to kill. If you start shooting them at a reasonable time, they’ll blow up and drop their powerup. On the Genesis, however, if you don’t start shooting them immediately after they appear on the screen, you have no hope of destroying them before they desend too low on the screen to still be shot without them getting you first! It’s just absurd, and makes the game a lot harder than it should be. There are some other zoom issues with enemies as well, but it’s worst with the powerup ships. And this is a big problem because you need a LOT of powerups to reach full power, and lose all powerups and get sent back to the last checkpoint upon death. The game does give you continues, the number of which varies depending on which difficulty you choose, but because you get sent back, it’s very hard on any setting. The continue system is really odd, though — if I’m understanding things right the game gives you more continues, not less, in the higher difficulties, and fewer continues in the easier ones. That doesn’t make much sense. Continues are not everything, though. On the PCE you only get two or three continues, far fewer than the dozens in the highest settings in this game, but because that game is a good port and not messed up, it’s easier to get farther in that game than it is this one. It’s still a very hard game and I haven’t gotten anywhere near the end on any system, but that version is a lot more fun to play. Do play Twin Cobra, it’s a fun game and, in Japan at least, a great, influential classic… but pass on this version. The graphics are pretty much the same on both platforms, but the closer zoom and busted powerup-ship system makes this game too frustrating for its own good. Stick to that import-only PCE version, or get the easier and simpler, but decently fun, NES version; that does have a US release. Sadly no home port has the co-op multiplayer of the arcade game, so the arcade version is best. Arcade port, also on PC Engine (TurboGrafx-16) and NES.


Tyrants: Fight Through Time – 1 player, password save. Tyrants: Fight Through Time, also known as Mega-Lo-Mania in Europe, is a “god game” style real-time strategy game in the Populous style, but simpler. You control one of four deities, trying to conquer lands through many historical periods. This game was Sculptured Software’s attempt to do a game in this genre, and it does work, I just find this kind of thing sort of boring compared to the real-time strategy genre proper as we know it from Dune 2 and on. God games just don’t have enough interaction! I’ve never cared for Populous, and this game has even less to do than that game. Still, this game is okay, and is somewhat original for a Genesis game. So, in this game you play as one of four deities, all trying to conquer a series of maps. You can’t directly control your people, though; instead, all you can do is set people into various jobs, including research, building, the army, or such, and drop armies into territories on the map. Map territories are large, like the spaces on the map in a board game like Risk, and even in a battle, all you can do is just put armies in a space and then sit back and watch. The main gameplay here is just adjusting where you use your people, in the various options on the sidebar, and choosing what to prioritize between the weapon types available to research and such. That stuff is a fun part of grand strategy games, but here it’s the whole game, unfortunately. You also have to choose how many people to bring with you into each map, though, and this element is kind of interesting. In each stage of the game you have three maps to win, and only 100 people to work with between the three of them… and you can’t reuse people once they’ve been sent to a map, so you need to carefully consider how many are needed on each map. That is kind of interesting. There are passwords to save your progress as well, and thankfully they aren’t absurdly long.

The visuals here, however, are fairly basic. The game looks okay, but the sprites are miniscule and telling your and your enemies’ people apart is difficult to impossible, during battles. This same developer also made the game Cannon Fodder, and you see that in how small these people are. The art design is average at best. For audio, the music is generic stuff, but the game does have a lot of fairly clear voice samples. The four different deities you can play as all have quite a few lines. This does add to the game. Still, overall, Tyrants is a bit too simplistic. I want to actually set building locations and tell the troops where to go, not only direct research and military operations on the most general level. I didn’t really like a Populous game until the third one, which is a fairly traditional RTS, for example. This simpler game probably fits the limitations of 4th-gen consoles better than the console versions of Populous do, but while this game is okay, I don’t find it nearly as fun as better, PC-only strategy games are. Strategy game fans might want to give it a try, though, some will like this. There is also a PC version of this game, under the same title here in the US. Overseas only, as Mega-Lo-Mania, the game was released in Europe on the Amiga, and Atari ST and in Japan on the X68000 and FM Towns computers. Europe and Japan both got a SNES version as well.

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Sega Genesis Game Opinion Summaries, Part 13: St – Ta

The ‘controversial’ review this time is obvious, it’s that I don’t like Strider.  Beyond that, Summer Challenge is worth mentioning; it’s good, and very rarely mentioned. I guess most people probably don’t like Summer or Winter Challenge as much as I do, but I do think they’re good games.

Games covered in this update

Strider
Journey from Darkness: Strider Returns
Sub-Terrania
Summer Challenge
Sunset Riders
Super Battleship
Super Hang-On (Sega 6-Pak)
Super Monaco GP
Super Monaco GP II, Arton Senna’s
Sword of Vermilion
Syd of Valis
Target Earth
Task Force Harrier EX
Taz-Mania


Strider – 1 player.  Strider is a popular classic arcade platform-action game from Capcom.  This Genesis port is by Sega, but they did a fairly good job translating over the arcade game.  Unfortunately, as much as many people like this game, I don’t.  This is not a game I remember playing back in the ’80s or ’90s, and the game has aged pretty badly.  Strider on the Genesis has only okay graphics with massive amounts of flicker, very glitchy collision detection, often frustrating controls, only a handful of levels, and an annoyingly high difficulty level.  This game isn’t even average, much less great.  The game is ambitious with its original, very angled level designs and a very mobile character, and I can see why people who played it in 1989-1990 would think highly of it because of that, but it hasn’t held up.  The Genesis can do vastly better than this, and would as its life went on.  Visually the game is also dated.  The game has some decent use of parallax, but otherwise the graphics are below average compared to later Genesis games.  That flicker particularly gives away its early release.

So, you play as Strider, a ninja.  The game is set in a future where the Soviet Union still exists, and is still evil, apparently.  The story doesn’t matter much though; you’ve got people to kill.  Strider moves fast, and attacks with a big sword-sweep which hits a good distance ahead of you.  You can grab onto any wall or ceiling and move along those surfaces, and the game really emphasizes this as levels are full of angled walls, ceilings and walls to grab onto, and more.  It is a fast-paced game, and you’re usually moving forward and fighting new foes and bosses.  The controls are very ‘sticky’, in that you automatically grab onto any wall, ceiling, or platform you touch.  There are plusses and minuses to both this game and Shinobi III’s systems, of either auto-attach or manual button-based attach control in games with this much free movement, but while it can be frustrating at times when you’re having trouble getting where you want because of something else in the way, I think I like this system more.  The jump itself is bad, though — you have very little air control, so you pretty much just land where you were going to before the jump started.  This is not good and makes the game harder.  The glitchy graphics, collision-detection issues, and flicker all hurt too, and combine to really hurt this game, and are a major reason I’d call the graphics not so great.  Overall, I do not find Strider very fun to play at all.  You die fairly easily and have limited continues, so the game is hard, and with controls and visuals this flawed, I’ve never wanted to seriously try to beat this game.  I did get farther than usual when playing for this summary, but I still don’t like the game much.  Strider is not a bad game, but it is over-rated unless you have nostalgia for it.  Maybe the arcade version is better, I don’t know and don’t think I have ever played that version, but this one is more bad than good.  I guess that the very angled levels were unique for the time, as you’re rarely just moving along flat ground, but newer games are much better than this in every way, and those nagled platforms cause some of the frustration too, thanks to weird jump and attack angles, collision issues, and more.  Arcade port.  There is also a Turbo CD (Arcade Card required) port that was only released in Japan.  It has a new, exclusive level or two, but has no parallax and runs at a lower framerate.  Ports of the arcade version are also available on newer platforms, first on the PS1 included with Strider 2, and also in newer Capcom collections as well.


Journey from Darkness: Strider Returns – 1 player.  Strider Returns, by Domark, is a European platform-action game using Capcom’s Strider name and license.  Most people hate it, but I find this an okay little game.  This game has little to do with the original beyond the name, though.  This game is bigger, slower-paced, and much more conventional than its Japanese forbear.  Strider Returns is just your average European platform-action game, really… but it is a competently made one, and doesn’t have most of the major flaws of the first Genesis Strider game.  You play as Strider again, and walk around, chopping up enemies with your big sword as you collect powerups and try to find the exit in each level.  Now, this game is flat, but levels do have a lot of verticality, and you are often jumping between many higher and lower platforms, tree-limbs, and more.  I like that, it keeps things interesting.  Enemy placements are also good, and you can kill them before they hit you if you’re paying attention and attack them once they appear.  The annoying, precontrolled jumps do return, but in this games’ more normal-feeling levels, it works better than in the first game, and in places like the level full of laser gates actually is somewhat helpful, as you quickly learn just where to jump from in order to not be hit.  Levels are large, and this is a tough game, just as hard as the first one.  The levels are at least average in design, and probably are above average.  I like most of the stages here, and the game is fun to play and explore.  Each level has a different setting, and they’re all good.  This game has only average graphics, but it doesn’t look bad.  The music is similarly okay, but not great.  Overall though, Strider Returns is an above-average to good game.  I like exploring the levels finding secrets and the best path, and I like the large levels as well.  By turning Strider into an average Euro-platformer, I (and next to no one else) think that Domark improved on Capcom’s game.  Yes, it is much less ambitious, original, and unique, but it’s a better, more fun to play game.  Still, though, I’d only recommend it to those with a degree of tolerance for European games of the era; this game plays quite differently from Japanese or American games, and it shows.  I sometimes like and sometimes dislike European action games on the Genesis, but this one is alright.  Also on the Amiga.


Sub-Terrania – 1 player.  Zyrinx’s Sub-Terrania, or Subterrania, is a fantastic gravity shooter, in the vein of Gravitar or Solar Jetman, but better.  Indeed, this game is one of the best ever in this genre.  In these games, you play as a spaceship in enclosed caverns.  The game has gravity, and your ship slowly drops towards the ground unless you hit the forward or back thrusters.  You have limited fuel, though, so you need to be careful and plan your moves.  You also have health, and lose health when shot, when enemies touch you, or when you hit the ground too hard or touch the ground at anything other than a straight-on landing.  Control in this game is a delicate balance of hitting both thruster commands, shooting, and avoiding the walls, while also trying to accomplish your mission objectives.  This game has only eight or so levels, but each is large and has multiple objectives to accomplish.  Sub-Terrania is, indeed, a very difficult game; I have never finished it, or even gotten close to the end, despite how much I like it.  The game has no continues or saving, unfortunately; when you run out of lives, that’s it, start over.  When you combine that with the tough stages, replay and memorization are really important here.  Your health goes down quickly and health and fuel refills are few and limited within each stage, so it is easy to lose lives.  You need to be careful if you want to get through.  The challenge may be high, but every level is interesting and different in some way.  The first two missions are straightforward once you learn them, but the third is a bit tricky; looking up what to do in a walkthrough might be a good idea, if you’re stuck.  Regardless of the challenge, this game is incredibly fun to play.  I really like how much variety there is, and the game controls extremely well once you get used to it.  The different weapons are balanced well as well.  You can only shoot straight ahead, but each gun feels different.  On Easy you keep weapon powerups once collected, but on higher settings you lose a level of weapon power when you die, so the difficulty you choose affects more than just the strength of your enemies.  It’s great that Easy really is easier, beginning players may need the help.

This game isn’t only about gameplay, though; it also looks good and sounds great.  Sub-Terrania has a techno soundtrack from Genesis sound-chip master Jesper Kyd, later of Adventures of Batman & Robin fame, and this soundtrack is really good too.  It’s a definite strong point of the game.  The graphics are also pretty good; though all levels are in caverns and many enemies repeat throughout the game, at least the different ones each have different-looking walls and backgrounds, and each boss is unique.  The ingame graphics are quite well drawn and detailed, and I like all the little touches added to your surroundings.  Sub-Terrania is not quite the technical marvel of Zyrinx’s other, later Genesis game Red Zone, but while it does not use fancy graphical techniques, it is a pretty good-looking game for the system anyway.  It also has better gameplay than Red Zone, which counts for a lot; that game is interesting but flawed, while this one is just great.  Sub-Terrania does have a significant learning curve, as your ship moves quickly and it may seem hard to control at first, but with practice you will get used to it.  It is important to remember to use both thrusters, instead of just the forward one; that back thruster is very useful!  Also, learning the momentum system is vital.  Don’t accelerate too much, and get used to rotating quickly to fire at something in a tricky location, then back to straight to land and repeat the process once you take off again.  Once you get the controls down, learning each mission is the next step.  Even if you use the helpful GameFAQs guide for the basics of what to do in the more complex missions like the third one and its multiple different mirrors you need to reflect a laser with, actually executing on that will be a challenge!  Overall, Sub-Terrania is a very good gravity-shooter, probably my favorite game in this little subgenre of the ones I have played.  This is a great game that’s worth playing for sure.  This game is available in collections and digital re-releases of Sega’s Genesis games.


Summer Challenge – 1-10 player alternating, battery save to cartridge.  Summer Challenge is the first of two olympic sports games from Accolade.  This game doesn’t have an official olympic license, but it does have good gameplay and unique design for the time, quite unlike the terrible licensed olympics games on the Genesis. I first got the PC version of this game in the ’90s, and thought that it was fun.  So, after seeing how great the Genesis port of Hardball III turned out, I decided to pick up this game, and its winter-themed sequel, as well.  These games have some issues, most notably the framerate, but are good games despite that.  The framerate is an issue because this isn’t a 2d game.  Instead, your sprite characters are in full, flat-shaded polygonal worlds!  It’s a very different look from any other games like it on the system, and framerate aside the choice works.  I really like that the sports actually look somewhat like the real thing.  Sports like cycling or kyaking wouldn’t be nearly as good in regular 2d!  The game has a somewhat limited selection of only about eight sports to play, and some are similar such as the several track events, but all are solidly done.  Aesthetically, this game looks a lot like Hardball III, until you get into the events that is.  I like the graphics and art design, they aren’t anything great but look good.  The sprites are all good-looking and detailed, and those polygon environments work well, visually at least.  The menu system is clearly copied right out of that game, which is great.  The audio and graphical design are also similar, the 3d graphics in this game aside of course.  And again the game has battery save.  You can’t save during an event, but events are short and the game will save your progress between events while playing a tournament, so that’s fine.  Most games in this genre didn’t have battery save back in the early ’90s, so it’s a very nice thing to see here.  Control-wise, the game has a one-button-plus-a-dpad design, much like Hardball III, but despite this has fairly familiar controls for those used to Track & Field-styled games.  As with most such games, in many events you either mash a button, or alternate between pressing two buttons or directions.  There’s always a lot of button-mashing in this genre, and this game is no exception.  The controls are good enough, though, once you learn each event.  Multiplayer is alternating only, but it’s great that it is present and for up to ten players, and with many of these events it had to be alternating.  You can save your stats to individual player files thanks to the battery, if people make good times in events.

There are eight events here.  First is Archery.  This is a 2d event, without the polygons of most of the rest.  You have to shoot at several targets, waiting until the cursor is in the center as it bounces around.  Try to hit the button at the right time to win!  This is the easiest event, and while it can get old, it is nice to have something not hard to win at.  Hurdles will be tougher; the only track event here is 400 meter hurdles.  You run by alternating directions, and jump with the button.  Getting your timing down is tricky, and if you hit a gate you’re eliminated.  Javelin is also here.  You build up speed with the buttons, then hit throw at just the right timing.  it’s simple and fun.  High Jump is harder.  You’ve got to run and then This event is usually one of hte harder ones in games in this genre, and that is the case here.  Definitely practice to get the timing for the multiple jumps down.  Pole Vaulting is in the game as well, though the boxart is of a pole-vaulter so it better be, and timing the pole can be tricky.  I’d probably have rather seen multiple running races over two jumping ones, but ah well; at least they are better here than in some of these games.  Next is Kayaking, a sport almost never seen in ’90s olympics games.  This sport shows off the 3d graphics well, and also the poor framerate.  I highly recommend practicing the course before trying it in tournaments, but it is pretty fun once you do.  I like racing games, and it’s great to see this slightly more conventional racing game appear in this title.  It is unforgiving, though — just like in a real olympics, miss one gate and you’re eliminated.  Speed-cycling is also here.  You’re racing on an angled track in a velodrome, trying to get around the track as quickly as possible.  The framerate here is bad, but the gameplay is simple — just button-mash, while watching your strength gauge.  It’s alright.  And last, this game has Equestrian.  Yes, another sport almost never seen in this kind of game is present here.  You ride your horse along a course, trying to stay on the course and make all of the jumps along the way.  It’s tricky, but I do like it, I guess.

Overall, Summer Challenge is a quite interesting game.  This game is partially a conventional track & field game, and partially something new, with polygonal graphics and several sports never seen in other games in the genre.  I do wish that the framerate was better, it really is down near the single-digits, more sports would have been nice, and in-event music would have been cool, but otherwise I quite like Summer Challenge.  The Hardball III-esque Accolade stylings are great, and the actual game is good.  This game is no Hardball III, it’s only above average to good, but it is one of my favorite track & field games ever, for nostalgia reasons partially I’m sure, but also for its good gameplay and design.  Also on PC and Amiga.  The PC version is best, with higher-resolution graphics and much better framerates.  This Genesis version is pretty good for the hardware, though, and contains all content from the PC original.


Sunset Riders – 1-2 player simultaneous.   Konami’s arcade Sunset Riders game, also available in slightly modified form on the SNES, is a great run & gun action game.  Easier than Contra and with some fantastic wild west themes, the game is a lot of fun!  I’ve liked Sunset Riders ever since first playing it in arcades in the early ’90s.  It has a cool style to it you didn’t often see then.  Unfortunately, this is not that game.  Instead of porting over the SNES game, Konami decided to make a low-budget, mediocre spinoff title here.  This game just screams of the lower budgets of most of Konami’s Genesis games, and it hurts it a lot compared to the other Sunset Riders titles.  Despite that it is a fun game, but the ‘real’ Sunset Riders is a lot better.  The graphics here are downgraded, the music okay but not as good as on the SNES, the speech samples have mostly been cut from the game, and half of the level settings and bosses are gone as well.  Sad stuff.  Sunset Riders is a wild-west themed side-scrolling run & gun shooter.  You play as two cowboys, Billy or Cormano, and have four bosses to take down in eight levels.  Yes, that’s down two characters and four bosses from the arcade/SNES game.  The levels are all-new as well, and far less well designed.  Where in the arcades and SNES Sunset Riders has short, tightly-designed stages that keep the tempo up and are always changing, Genesis Sunset Riders stretches out each of its four locations into two whole levels each, and then has constant repeated graphical elements within each stage.  You pass by the same buildings again and again and again in the first couple of stages, for example, it’s so repetitive in a way that the original Sunset Riders wasn’t at all.

There are lots of enemies to face, and the game controls well and is fun to play, though, so it’s not all bad.  All major enemy types from the arcade game return, and this game has less censorship than the SNES game too, as Indian regular enemies and scantily-clad women are in this game, but not the one on Nintendo.  There is still some censorship, though — as on the SNES, the female enemy type from the arcade game has been replaced with a guy, and the beer-drinking scenes have been removed from the certain doors that had them.  Instead, every single door has a scantily-clad woman, and there are like ten times more doors in this game than the original thanks to all those repeated level elements, so the absence of that other animation is made painfully apparent as you see it again and again.  The four bossfights that are here are good and play like they should, though at least one has a location change.  As previously mentioned, though, the bosses’ voiced catchphrases have been removed, and replaced with just text.  Cheap!  And that’s this game in a nutshell.  The missing content, new, somewhat boring, and far too repetious level designs, and downgraded graphics and sound really hold back what is otherwise a good little game.  Sunset Riders for the Genesis is a fun game, and I do like it.  The game controls great, sounds good, and blasting through waves of wild-west baddies is fun.  The game is kind of easy as I have beaten it repeatedly, but it’s a fun easy, and there are higher difficulty settings if you want that.  The co-op play is good as well.  However, the game just has too many major limitations to recommend for anything above a quite low price, and this game is somewhat pricey now.  Only get Genesis Sunset Riders if you’re lucky and see it cheap; otherwise, save up for the more expensive, but great, SNES game.  That game is far better than this.


Super Battleship – 1 player, password save (Super mode only).  This terrible, huge disappointment has two modes.  First you have classic Battleship, a digital re-creation of the classive board game… for one player only.  Because of how Battleship works you can’t have two players on the same screen, but still, it is disappointing that you can’t play this against a friend somehow.  This mode plays just like Battleship: first you place your various ship types on your grid, then fire at the computers’ grid trying to guess where their ships are, taking turns along the way.  This version has you make three shots per turn instead of one, oddly, but does not have the added alternate shot types of NES Battleship.  I also can’t get past the absent multiplayer, that flaw kind of makes the whole thing feel pointless.  The graphics here are bland and subpar but aren’t terrible, and the music, where there even is any, is forgettable.  There’s really no reason to ever play this game in classic mode; you can find better Battleship games in many places, I am sure.  NES Battleship may also be single player only, but at least it has progression, many levels to beat, special weapons, and more.  This has nothing beyond the not-so-great feature that you shoot three shots per turn.

There is a second mode here, though, Super Battleship.  It tries to be something more… tries, and fails.  This mode is a turn-based naval strategy game.  You choose one of several scenarios, and have to try to beat an enemy fleet with your own fleet of ships.  Each different ship type has different stats and weapons, and movement and firing ranges also.  Interestingly, ships can only move like a ship — that is, forwards and back either straight or at a curving angle only, no sideways moves.  That more realistic movement is by far the best thing about this game, but doesn’t make up for the otherwise seriously lacking gameplay.  Combat is somewhat arcadey, as once two ships engage you move a cursor around and hit the fire button to shoot at the enemy.  It’s harder to hit enemies than it is for them to hit you, it seems.  Naturally.  You also have only a limited quantity of each weapon type, so if you miss with one it really does hurt.  Scenarios are surprisingly difficult, and getting good enough to actually beat them didn’t really seem worth it to me.  This is a painfully slow game with bad graphics and little audio, and it takes a lot of turns for ships to get close enough to actually attack… and then I get crushed.  If you do stick with it there is a fifteen-plus mission campaign with password save, but I’ll probably never see that.  With time you may start winning, and it is good that each ship type is quite different, but is a game this slow-paced, boring, and lacking in fun really worth that kind of time?    I’d say not, myself;  Super Battleship is a bad game that I find unbearably unfun to play.  Pass on Super Battleship, it’s terrible.  Classic mode is kind of irrelevant, and Super mode is tedious and no fun.  This game made my 10-worst-Genesis-games-I-own list for a reason.  Also on SNES.


Super Hang-On (Sega 6-Pak) – 1 player, password save.  One of the first racing games on the system, Super Hang-On is a barely playable mess thanks to some of the choppiest ‘scaling’ seen on this system.  This game is right down there with other early Sega titles like Super Thunder Blade and Space Harrier II in how bad the scaling looks, and it’s really unfortunate because this is otherwise a pretty fun game.  This game has two modes, a recreation of the arcade game, and an original mode with more progression and features.  The basic gameplay is classic linescroll racing, Sega-style, and it’s fun but very difficult.  The two main issues this game has are the very high difficulty and, worse, the horrible graphics.  Lots of games on classic consoles effectively use linescroll graphics to simulate movement, but here the flipping colors as you go fast looks TERRIBLE.  I think that playing this game for this summary gave me a headache, because I was feeling fine earlier, but had a headache a while after playing this game — and I am NOT one to have such issues, even the Virtual Boy usually isn’t much of an issue.  The way the screen blinks back and forth between two colors is atrocious.  This is the most eye-hurting linescrolling I’ve ever seen.  The sprite ‘scaling’ is pretty bad too, and contributes to the headache-inducing visuals.  Flipping between differently-sized sprites is the only way to do scaling on a system like this, but Sega’s solution early in the Genesis’ life looks pretty bad as the sprites bounce around constantly in an unpleasant fashion.  Between this and the linescrolling background, this game looks incredibly choppy.  The sprite-work is classic, solid ’80s Sega stuff, but your bike aside it’s hard to make out many details.  The music is average and forgettable, and isn’t anywhere near the level of Outrun’s classic tunes.

Ignoring the visuals, Super Hang-On has that classic Sega arcade racing gameplay, and it’s good, the insanely high difficulty aside.  You control a motorcycle, and drive fast as you try to avoid all the obstacles and reach the finish line.  When you reach max speed, pressing C will turn on a turbo-booster for additional speed; this is essential.  It’s tough but fun and can be addictive.  There are two modes, Arcade and Original.  In arcade mode you take control of a superbike and try to beat all of the circuits in the game.  The first has six track segments, the last 16.  There are hugely overlong passwords if you manage to beat a circuit, but I haven’t managed that yet; between the graphics and the unforgiving gameplay, I always lose.  You get only one chance at each circuit, there are no continues here within a circuit, and if you crash even once at any point you well might not finish.  Unlike Outrun or beyond this game has no difficulty settings either, so you can’t ease up on the super-tight timer.  Playing for this summary I almost finished the first circuit in Arcade mode a couple of times, but didn’t quite manage it.  Original mode takes place on the same tracks, but you start with a weak bike, and have to upgrade or replace it via money you win in circuits.  I don’t like the starter bike in Original mode, it’s not much fun to control.  It is nice that they added a mode with some real progression and a money system, though, that’s something Sega usually left out of their home racing ports in the ’90s.  And you can save your progress here with those same too-long passwords.  This mode might be even harder than arcade mode, though, and as with arcade mode, I’ve never gotten far enough to get a password.  Given the atrocious graphics issues the game has, I’m fine with that.  If you want to play a good version of Super Hang-On, play a port of the arcade game, or play Super Hang-On 3D for the 3DS, a 3d port of the arcade version with added 3d and options.  The arcade game and its 3DS port are both good fun stuff, without the serious flaws of this version.  This Genesis game, however, is only for the masochistic.  It’s in the Sega 6-Pak, so it is worth having since the collection is great, but don’t waste much time on this version of the game.  This game is available in collections and digital re-releases of Sega’s Genesis games.


Super Monaco GP – 1 player, password save.  Super Monaco GP is a somewhat average F1 racing game from Sega.  While the game has fairly simple controls, the style is more simulation-like.  This game is, for the time, somewhere in between arcade and sim.  Now it would surely be called an arcade game, but it’s trying to be a more ‘realistic’ one.  For example, there is an unfortunate lack of any music during races.  That makes the game somewhat dull and less interesting than racing games with music, but the gameplay here is okay.  You play from an in-car perspective, presumably also to be more realistic, and your car is visible around you.  This means your view is a bit closer in than the usual behind-the-car viewpoints most racing games use, so you have a bit less visibility.  Tracks are also named for and have layouts based on real F1 courses, though this style of linescroll racer never looks quite like the real thing; real tracks don’t have only smoothly-turning curves with lines of objects by the sides of the road.  That’s fine, and I have no interest in F1 I have enjoyed some simple linescroll open-wheel racers.  It is nice that there are quite a few tracks.

However, despite the simple gameplay, Super Monaco GP is a hard game and has a decent-sized learning curve.  You have to learn the braking in order to get around these tracks, and that is a problem because I prefer the kind of racing game where you rarely have to brake, and can have fun instead of playing something more ‘realistic’ like this.  The game looks fine for its time; it does not really impress, but isn’t bad-looking either. Versus the above game this game has a slower sense of speed, but maybe partially as a result the image holds together a lot better.  It is obvious the system doesn’t have hardware sprite scaling, but for a linescroll game this game looks average.  The game controls fine as well; you have gas and brakes, and the challenge is learning to use each in the right points on each track.  For modes, there’s a single-race mode or a championship.  The other racers’ names are all fictional, but that’s okay.  You have to qualify for each race before you race it, and if you do well enough you can progress and get a password for the next track.  I find this game boring, though, so I’ve never put the kind of time into it that would be required to not finish last every time.  Overall, I prefer a simpler, more arcadey game such as the Game Gear Super Monaco GP game over this more challenging one.  This is an average to below-average game and I do not find it fun or much worth playing, but it’s not bad.  If it sounds like your kind of thing, definitely give it a try; this is a solid game for its time and genre.  Enhanced arcade port.  There are other ports of the arcade game on lots of systems, but none have this versions’ added content, I don’t think.


Super Monaco GP II, Arton Senna’s – 1 player, battery save to cartridge.  Super Monaco GP II is a sequel that does not stray far from its predecessor.  Indeed, this game is basically the same as the first game, but with Brazilian F1 star Ayrton Senna’s name and likeness all over the menus.  Senna talks to you, and did consult with some elements of the games’ design.  Senna died in a race in the early ’90s, sadly, but this game was developed before that.  The game has more tracks than before, and the Senna GP is interesting.  YOu start out on some tracks Senna himself laid out, apparently for go-karts in the real world though here you only have F1-style cars, and then move on to real F1 tracks if you are successful.  I like the addition of battery save; yes, the battery can die on you, but long passwords are annoying.  The graphics look similar to the first game, but with some minor improvements here and there.  This is at least average-looking for a linescroll game on the Genesis; it’s no Outrun 2019, but it’s no Super Hang-On either.  The audio is, as with the first game, mostly absent; in-race you only hear the car engine. I really wish there was music.  There isn’t much else to say about this game, though.  It is another somewhat simmish arcade racer, with challenging tracks that will take some time to learn the correct gas and brake patterns in and semi-realistic, and thus somewhat boring for me, gameplay and presentation.  It’s a decent, average game, and is a bit better than the first one, but I can’t see myself ever really getting into these games.  You might, though, so do give at least one of the Genesis Monaco GP games a try.  Both are very cheap.


Sword of Vermilion – 1 player, battery save to cartridge.  Sword of Vermilion is an interesting, and solid, action-RPG from Sega released early in the Genesis’s life.  This game covers multiple perspectives, including overhead, first-person, and side-scrolling, but has some very dated design elements.  The core gameplay is good, though.  This is a fantasy game in a generic fantasy world.  You are a young man whose father just died due because of evil forces.  So, you’re off to avenge him and stop the badguys.  It’s a basic plot, but it works.  Of course, you start in a small out-of-the-way town and the degree of threat scales up as you progress.  This game starts out in town.  You explore towns from an overhead view, and towns have various shops, people, houses, and churches where you save your game, like usual for the genre.  You have to do everything by a menu on the C button, though, and the interface is archaic.  You’ll need to open the menu to talk to anyone.  It’s even worse in dungeons, where you need two separate commands to get items out of treasure chests!  And of course, the game closes the menu after the first command.  Don’t forget to pick up that item after opening the chest, or you won’t have it.  On that note, when you leave town, the game turns into a first-person, tile-based RPG.  In the overworld and dungeons you move from space to space in mazelike worlds.  There is a map on the side of the screen, thankfully, but it doesn’t fill in as you go.  Instead, unless you’ve talked to someone who gave you a map for that area, you can only see your location and the eight spaces around you, and nothing else.  Make sure to talk to everyone in each town to get those maps!  And dungeons don’t have maps, so you’ll just need to learn those layouts.  Worse, when you enter a dungeon, you will need to use items which emit light, such as candles or lanterns, or the screen is completely dark.  These only last a limited time, however, so you need a lot of them… but you can only have eight inventory items at a time, so good luck with that.  Fortunately your equipment doesn’t take up space in your item inventory, they are separate, but only eight spaces is not enough when you need both health and light items.  Argh.  And the encounter rate is very, VERY high, as well.  Sometimes you’ll fight, turn left, and fight again!  Yes, it can be that bad.

So yeah, the game has some issues.  Fortunately, though, the combat is fun.  When you run into an enemy, the game changes back to a top-down view in a single-screen battle arena.  In that way it’s a bit like Faria on the NES, though you only ever face one enemy type at a time in this game, there just are often a lot of them.  The combat is fast and you can chop through the badguys easily.  Your sword will be your main weapon throughout, but once you get deeper into the game you also get some magic spells.  You can only equip one at a time, which casts with a button-press in battle, but these fireballs and such are helpful.  You have to buy spells from stores, so you get to choose which ones you want, and which to equip.  It’s nice that there is at least a little choice in this mostly-straightforward game.  The game will get repetitive for sure, but it’s decent fun even so.  If you reach a boss, the game has yet another perspective: side-scrolling battles.  These are simple, but do make the game even more varied.  Also, perhaps due to the crazy-high encounter rate and fun combat, this game doesn’t feel nearly as grindey as other RPGs of the day.  If you explore everything, you should be able to handle each new area.  It does let you go into areas beyond your level, but follow the townspeoples’ suggestions and you should be okay.  Your health is filled up when you level up, too, and if you die you aren’t dumped back to the main menu, but return to the nearest church minus half the money you had.  That’s kinder than some games.  The game has decent graphics and sound, too.  Sure, it looks and sounds like an early release, this is definitely not one of the best-looking Genesis games, but it looks fine.  Overall, this is a decent to good action-RPG with okay graphics and sound, variety, and simple but fun, combat.  The game is simple and lacks depth, the light system and absence of good mapping in dungeons is a problem, as is the high encounter rate and very dated interface, but it is good overall.  Sword of Vermilion is a good game worth a try, but do expect a somewhat dated experience.  This game is available in collections and digital re-releases of Sega’s Genesis games.


Syd of Valis – 1 player.  Syd of Valis is a superdeformed, or SD, remake of Nippon Telenet’s game Valis II.  You are once-normal earth schoolgirl Yuuko, or here in the US version “Syd”, off on a quest to save a fantasy world from evil yet again.  The Valis series was somewhat popular back in the early ’90s, particularly on the Turbo CD, but there are also three Valis games on the Genesis, and I have this one.  As with all Valis games, it is a frustrating and annoying game that is not much fun to play; I don’t like this series much, as I said in my summaries of SNES and Turbo CD Valis IV previously… and those games are both better than this one.  So yeah, it’s not very good.  It isn’t terrible either, though, just subpar and at times frustrating.  Syd of Valis has nice, cartoony graphics, and I like the SD art style.  Levels are varied in both settings and designs, as well.  As always in the Valis series, though, enemies attack at high speeds from all directions, so memorization is key.  I’ve always disliked this twitch-bombardment style of level designs you see in Valis games, it’s not fun.  This time, though, if you fall in a pit you just lose a bit of health and bounce back out, so at least you can’t die from falling in pits; that is nice.  However, you have NO continues in this game, and unlike the TCD game, there is no saving either.  That’s really unfortunate, in games as frustrating and twitch-memorization heavy as Valis games saving is essential, I don’t want to have to play levels I’ve finished again.  This game has only one playable character, unlike Valis III or IV, but you do get different costumes to wear and weapons to equip as you progress, and can switch between them at any time in the pause menu.  Each has different stats, so switching weapons sometimes is a good idea.
The story is similar to the Turbo CD game, just condensed for cartridge form and redone with cuter SD graphics.  It’s kind of silly at times, which is odd for Valis, but it does work.  However, it doesn’t have the same impact that the Turbo/PC Engine CD games do, with their voice-acted cutscenes and such.  The music is alright, but can’t match CD audio of course.  Overall,  Syd of Valis is a below-average, annoying game.  It is playable, and I do play it every once in a long while, but can’t really recommend the game.  If you could save and continue, instead of having to start the game over every few times you mess up, it’d be slightly better, but even then you’d still have that same not-that-fun core Valis gameplay.  So yeah, I’m not sure about this one; Valis is a series worth a try, and if you see this for a few bucks maybe pick it up, but it’s not all that great either.  Oddly, my cart has an odd issue — while it works fine when played in my Genesis with 32X attached, if I remove the 32X and then plug the cart in, all I get is a black screen.  It’s been like this ever since I got the game, and I’ve never heard of such a bizarre issue; this isn’t a 32X game!  I imagine no other copies are like this.  This game is only on the Genesis, but other Valis II games, with different level layouts and design, are on other platforms, including the Turbo CD and Japanese computers.  The TCD version is also not too good, but I’ve never played the computer original.


Target Earth – 1 player.  Target Earth, or Assault Suits Leynos in Japan, from NCS Masaya, is a very good, but very difficult, sidescrolling mecha shooting action-platform game.  The eight missions in this game tell a story of an Assault Suit mecha pilot, you, who must save the world.  So yeah, teh story is cliche, but there is actual text and conversations during the game, unlike most such games of the time.  This makes the world feel more alive.  This game is the first game in the Assault Suits series which also includes Cybernator for the SNES and more.  I got Cybernator years before this game and found it good but not great, so I didn’t have the highest of hopes for this game.  However, I like it a lot!  Target Earth is indeed extremely difficult, but it is also quite good, and better than Cybernator in my opinion even if its visuals are far worse.  Assault Suits Leynos 2 for the Saturn (Japan only title) is probably the best of the three, but this is a good game.  The only challenge is, how much of it will you see without that invincibility cheat which thankfully does exist?  However far it is, it’s worth the effort.  Your mission starts on Ganymede, as the base you are defending is attacked.  You’ve got to defeat a large enemy carrier before it gets to your base and destroys it, while dealing with many regular enemies as you go across the rocky landscape towards the boss.  Your mech, or assault suit, is small on the screen, but the art design is good and as detailed as the small size allows.  Enemies are varied in size, from the small regular foes to big, half-screen-filling bosses.  There are a great variety of environments as well, from the rocky first area to outer space to a giant space station.  I like the variety, and the stages are very fun to play.  Levels often consist of you moving towards a goal while an infinite spawn of basic enemies comes at you, but despite this work great thanks to the good combat and movement.

Indeed, your robot controls well.  You can move, jump, and fly in the space mission.  You move fast, which is great, and control is precise.  You can shoot left, right, or up; the upward shot is very useful, as many enemies are airborne.  You have a bunch of weapons to fight the enemies with.  You start out with a basic gun with infinite ammo and several other guns with limited ammo that refills between missions, and unlock more based on your score.  So, if you play better, you get better weapons; this encourages repeat play, to figure out ways to score more points and get better weapons earlier.  All weapons other than the basic gun have limited ammo, and you can only take so many weapons and armor items into each battle, so between missions you’ll need to carefully choose what to take.  It’s a nice strategic element which adds to the game.  The game is harsh and unforgiving, though, and even though you have a lifebar it is easy to die, particularly to bosses.  And when you do die, you get only a few lives and then it’s back to the beginning of the game; no continues or saving here, sadly.  If you want that, get the PS4 remake, Assault Suits Leynos.  I haven’t played it, but it looks good and faithful to the original.  I think it’s a Japan-only release so far, though, unfortunately.  As for this version, though, there is a lot to like about Target Earth.  The game has small, simple graphics, but the art design is good, and the game plays quickly and runs well.  Levels are varied and fun, and I like that there is an actual plot here, and varied missions.  The games’ intense challenge relies too much on memorization and replay, and the graphics aren’t as good as later games in the series, but even so this is a very good sidescrolling action game I very highly recommend.  Use the cheat codes if you want, but don’t miss out on Target Earth, it’s great!  There is also a PS4 remake of this game in Japan.


Task Force Harrier EX – 1 player. Task Force Harrier is a bland-looking and subpar vertical-scrolling shmup from Treco developed by UPL. You fly a plane, presumably a Harrier, on a mission to defeat lots of enemy forces. As in some Namco shmups, this game has separate bombs and bullets, and many ground enemies will only be hit by the bombs. The game starts out over a snowy landscape, and the first few levels are thus near-colorless, with white backgrounds and grey aircraft and vehicles. As much as I love snow, it’s an incredibly bland look here. Eventually you have some ocean and city/base missions, but the graphics here are bad and color is limited, the blue water aside. You just move left or right and shoot, there is no real variety or depth to this game. Enemies come at you in basic patterns, shoot them and avoid their fire. The enemy patterns, bullets, movement, graphics, sound, nothing is interesting or great. The gameplay feels inspired by Xevious and Twin Cobra (Kyuukyoku Tiger), but isn’t nearly on the latter games’ level of quality; the enemies and bosses are more generic in both looks and attacks, the music is worse, and more. The Xevious point is an important one to expand on, though. I have never much cared for the separate ground and air attack bomb-and-bullet systems found in Xevious, Dragon Spirit, and such. I’m fine with multiple weapons, and air and ground targets which are hit by different weapons, but the limited range of your bombs in these games is really annoying! I should be able to hit enemies from anywhere below them, not only halfway up the screen where you’re too close to their bullets. So that this game copies that attack system is a definite negative for it. As an aside, the bullet-and-targeting cursor system found in RayForce and its sequels or Soukyugurentai (on Saturn and others) also isn’t something I have ever liked all that much; it’s not awful, but normal bullets-only shooter design is better.

So, the basic design here isn’t for me. Even beyond that, though, while it is not terrible, this game gets boring to play in a hurry. This just isn’t a good game, as levels are bland, the difficulty uneven, bosses unimpressive to the point where sometimes I couldn’t tell if a boss was a miniboss or final level boss, and the music is forgettable to bad at best. I got this game for cheap, but disappointed me thanks to tedious, repetitious gameplay, unfortunate choice to us the Xevious bomb system, mediocre-at-best level designs, monochromatic white-and-grey or grey-and-blue color palettes for too much of the game, and more. Task Force Harrier EX is a below-average game only worth considering if you really love shmups and want to play all the shmups on the Genesis, love Xevious and such, or like shmups and find it for dirt cheap. If you do get it though, go in with very low expectations. I paid only fifty cents for this game, and I’m still not sure if it was actually worth it; it’s kind of bad. Arcade port.


Taz-Mania – 1 player.  Taz-Mania is a successful but awful platformer from Sega.  This game is based on the early ’90s cartoon of the same name starring Taz, the Tazmanian Devil from the Looney Tunes, and his family.  The game did well, surely because of the popularity of the show, but of all the Taz games released that generation, this is one of the worst; only the first Game Gear game is definitely worse.  Taz-Mania has pretty good graphics with large sprites that look a lot like something out of the Looney Tunes or the Taz cartoon, so it makes a good first impression.  Unfortunately, it doesn’t hold up at all beyond that.  Taz can run fairly quickly, jump a good distance, and spin into a tornado to move even faster and attack enemies.  Most enemies stand no chance against your tornado spin!  You have a health bar, too, though that won’t help with the games’ innumerable bottomless pits.  Many items are scattered around the levels that you can eat, and some will heal Taz while others will hurt him; you’ll need to learn which is which.  Walking slowly into an item, or some enemies, will allow Taz to eat it, while spinning into one will blow it away.  That’s all fine, but the level designs here are among the most frustrating around!  Between the skiddy controls and constant frustration due to more blind jumps and random pitfalls than almost anything on this system, Taz-Mania stops being fun somewhere around the middle of the first level.  At least in the first stage you can see where you’re jumping to, though, even if it’s frustrating due to the slippery controls and because it’s not always clear where you need to go.  Some waterfall spouts send you straight up into a wall of spikes, while another is a vital way forward, and nothing tells you which is which.  This is that kind of game.  The blind-jump-heavy jumping puzzle in level two is even worse, with multiple long blind jumps to make, but at least it’s over solid ground, so as you fall again and again you can keep trying.  Later on the game isn’t always as kind.   You do get three continues in this game, but there’s no saving so you’ll be redoing the game from scratch often.  This is a VERY memorization-heavy game, and it’s not the fun kind of memorization.  I hate blind jumps!  I’m sure I will never get anywhere near the end of this game, it’s not remotely worth the effort.  Oh yeah, and while the graphics are good, the music is kind of bad.  If you could see where you are going and the controls were better this game could have been good, but it isn’t.  Pass on Taz-Mania; don’t replay it and hurt the memories of it you may have of the game from the early ’90s.  Instead, play the sequel.  It is a vastly better game and fixes most of this games’ biggest issues.

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Sega Genesis Game Opinion Summaries, Part 12: Letter So-St

14 this time.  Getting closer to the end of letter S…

Games in this update

Sonic the Hedgehog 3
Sonic & Knuckles
Sonic 3 & Knuckles
Sonic 3D Blast
Sorcerian (J)
Space Harrier II
Spider-Man — X-Men: Arcade’s Revenge
Spider-Man and Venom: Maximum Carnage
Spider-Man and Venom: Separation Anxiety
Splatterhouse 2
Star Trek: Deep Space Nine — Crossroads of Time
Street Fighter II: Special Champion Edition
Streets of Rage (Sega 6-Pak)
Streets of Rage 2


Sonic 3 & Knuckles – 1-2 player simultaneous, cartridge save (FRAM in the Sonic 3 cart).  Sonic 3 & Knuckles is Sega’s best game ever, and one of the great platformers as well.  S3&K has great graphics and music, a lot of variety, very good level designs, a long quest for a Genesis platformer, a solid difficulty level, saving so you don’t have to start over every time you play with six save slots available, the series’ best bonus minigame, and so much more.  This game is built on the back of its sequels.  The gameplay, including physics, controls, level design concepts, and the rest, is very much like the previous two games, and Sonic 2 in particular, but improved in little ways.  The controls are as good as ever, but the characters have more moves now, and there are three characters to play as.  The levels are classic Sonic stuff, focused on speed and challenging platforming, but they are bigger and even more fun to explore than before, and there are more secrets to find as well.   You now get Chaos Emeralds by finding giant rings which are hidden around each stage.  Each level has several, and you’ll need to look everywhere, try to walk through seemingly solid walls, and more to find them.  Some are obvious, others well-hidden.  I really like this; getting rid of the requirement to have 50 rings in order to go into the bonus stages was a very good idea and it improves the game.  The Blue Spheres minigame is great, too, better than those in its predecessors.  You play from a third-person view behind your character, and navigate a maze of blue, red, and bounce spheres.  Your goal is to touch all blue spheres, which turns them red, without touching a red one.  If you hit a red sphere you fail the bonus game and are sent back to the main game, but if you turn them all blue, you get an emerald.  If you make a square of blue orbs red by going around the outside edge only, the whole square will turn into rings, and you get continues by getting enough points in bonus stages.  Continues are useful despite the save system because they let you continue from the checkpoint you died at, instead of the beginning of the zone, so you will have a bit of an easier time at the end of the game if you play the whole long game in one sitting than if you play it in parts.  You can get through the last level with practice even without continues, though, so the game works great either way.

This is a long game, and there are 12 zones, two acts per zone in all zones except for some of the last ones, bosses at the end of every act including a miniboss after each first act and a Robotnik fight at the end of each second act, and 14 emeralds to find.  Yes, 14; getting the first seven unlocks Super Sonic, and the second seven Hyper Sonic.  Getting all 14 in one run would be a real challenge, but fortunately the game does save how many you’ve gotten.  Until you beat the final boss on a save file you are locked to the current stage, but once you win, you unlock a level select.  At this point you can go back, get all the emeralds, then come back to the final level and play the real final fight, which requires all emeralds.  All that effort is worth it, because it’s a great, epic final battle!  There are many checkpoints along the way, and like in Sonic 2, if you touch one with enough rings, a warp to a special stage will open.  These are not the Emerald stages, though, of course; instead they are three separate games where you can get points, rings, and lives.  One is a slot machine in a Sonic 1-style rotating area; the second has you hitting a dial to knock gatcha-style balls out of a machine to get the prizes inside; and the third is a terrible one on these lightning orbs where I always immediately touch the rising line.  There is a trick to it, but I’ve almost never managed to avoid near-instant failure.  Ah well, it doesn’t matter much.  As for the main game, many of the setings along the way are pretty great.  This game has more stages which actually change as you progress than before, including areas where sand filling in behind you as you try to escape in the tombs, the ground itself is moving upwards, crushing you if you don’t get out of there fast enough, and more.  The large levels have some minor puzzle elements as well which you can usually engage with or ignore.  One level has these simple elevator-lifts that let you go up a level of platforms, but you can choose to use them or not.  In another, you have to stand on a giant spinning, flying top to fly around and find the route forward.  This part is pretty cool, flying through the air on a giant top is fun.  And there’s more.

The game has short cutscenes, as well.  Once again Robotnik is doing evil stuff and you need to stop him.  In the Sonic 3 half, new character Knuckles works as your main antagonist.  He’s an Echidna, and guards the Chaos Emeralds, but has been conned by Robotnik into thinking that Sonic is the real villain.  After messing with you to make your route longer all game, at the end of Sonic 3, Robotnik’s true evil is revealed, and in Sonic & Knuckles, Knuckles became playable for the first time.  Of course, in the combined game you can play as Knuckles from the beginning, not only in the second half.  As described above in Knuckles in Sonic 2, Knuckles has a shorter jump height, but can glide and climb walls.  His powers make playing the game more fun, for me.  Tails now can fly anytime, which is great.  Tails is sort of ‘easy mode’ here as a result.  Sonic is mostly the same, but does have some new powers: he gets additional abilities from the games’ three powerups.  In addition to the water-bubble orb from Sonic 2, there are now also lightning and fire orbs.  All three characters get the basic function from these, but Sonic gets an exclusive second ability from each as well, such as a double jump from the lightning orb, on top of the basic it-attracts-rings power.  There is even a boss fight that plays differently if you have Tails in the game.  So, all four play modes, Sonic, Sonic & Tails, Tails, and Knuckles, are distinct and play differently, for additional replay value.  This game does multiple characters right, in a way that its 3d sequels would often fail to match.

The game also sounds great.  For the Sonic 3 half, the soundtrack was mostly composed by the famous pop artist Michael Jackson and his songwriting team.  However, the game released shortly after Jackson’s first child sexual assault allegations, which is probably why Jackson’s name does not appear in the music credits.  His team does, though, and it has been proven that his songs are indeed in the game.  I’ve never been a Michael Jackson fan at all, but it is an interesting story.  The Sonic & Knuckles half was composed by the usual Sonic composers, and it’s also great.  The whole soundtrack is very good, and is more technically impressive than the first two even if the original main theme is probably the most memorable tune from the series.  The graphics are similar but a bit more detailed than before, too, and I think that they get slightly better in the second, S&K half of the game; those six months were used well.  For negatives about this game, there are few.  First, there are still places where you can randomly die for no fair reason because of crushing objects, or impossible-to-avoid obstacles or pits, or such.  That stuff is always frustrating even when you have a bunch of lives stocked up.  Yes, it’s a staple of most all Sonic games, but it is annoying.  And second, the final boss once AGAIN has no rings after the final checkpoint.  The game doesn’t take rings away that you have entering the (first) final fight, oddly, but you only get one chance per game at this boss with rings; die once and it’s back to the usual ‘fight this really hard boss with no rings’.  Things are different in the real final battle, but unless you get all 14 emeralds in one run, beating that ‘final’ boss may be tough.  It is worth the effort, though, and this game isn’t as hard as the first one.  Overall, Sonic 3 & Knuckles is a classic which holds up extremely well.  Sonic Team found a fantastic formula with the original game, and this one shows the concept in its best form.  S3&K is not quite the equal of Super Mario World, my favorite platformer ever, but it is high on the list after that game.  It’s a great, must-play game.  Also available on PC.  That is the first version of the game I owned, back in the late ’90s, and it’s also great.  This game is available in collections and digital re-releases of Sega’s Genesis games, though it is worth noting that this combined game are often skipped over; only a few platforms, such as Wii WiiWare, actually have the full S3&K experience available.


Sonic the Hedgehog 3 – 1-2 player simultaneous, cartridge save (FRAM).  Either because the game was getting too large to reasonably fit on one cartridge or in order to make more money, Sega decided to release their third main-series Sonic game in two parts.  First came this game, Sonic 3, in early 1994, and then came Sonic & Knuckles about six months later at the end of the year.  That latter game has a cartridge port on top of the cart, allowing other games to be connected to it.  This ‘lock-on technology’ allows for Sonic 3 and Sonic & Knuckles to be combined into one massive game, Sonic 3 & Knuckles.  That game is the biggest and best Sonic game of them all.  This is the first half of that, so it’s a must-have, but not on its own.  Sonic 3 is fantastic, as I describe above, and is the only Sonic game with Michael Jackson music for those that care about that, and there are eight save slots available in this game versus the six in S3&K, but alone you have no playable Knuckles, and the game feels a bit short, with a shorter length and no final boss fight as great as the ones in the previous games, or S3&K.  On the subject of those save slots, though, the two sets of save slots are separate, but S3&K will remember your progress from Sonic 3, I think, so those slots are copied to the new ones I guess.  S3&K progress is not copied back, however, understandably.  Sonic 3 is a very good game, but play the full game, not just this half of it.  This game is available in collections and digital re-releases of Sega’s Genesis games.


Sonic & Knuckles – 1-2 player simultaneous,  has cartridge save when locked on to Sonic 3, via Sonic 3’s save chip.  Sonic & Knuckles is the second half of Sonic 3.  The graphics and gameplay are exactly the same as before, just with new levels.  This time, you can play as Sonic or Knuckles.  Knuckles was introduced as a rival in Sonic 3, but this time he’s playable and on your side.  I’ve always liked playing as Knuckles, he has some great moves Sonic doesn’t.  When you lock this cart on to Sonics 2 or 3, you can play as Knuckles in Sonic 2 and in Sonic 3 & Knuckles, which is great.  Unfortunately they couldn’t get Knuckles into Sonic 1 because of engine changes, but still, it’s great that it works in Sonic 2.  Sonic & Knuckles on its own, however, is a bit disappointing.  The game is a bit short, Tails isn’t playable without lockon, and you can’t save if you don’t have Sonic 3 locked on, annoyingly!  S&K is great fun, and I like its zones a lot, indeed maybe more than Sonic 3’s, but it’s the second half of a game, and you want to start from the beginning.  There is no better case of ‘better combined than separate’ than Sonic 3 and Sonic & Knuckles.  Both games are pretty good on their own, but individually I don’t think I could rank either one above Sonics 1 or 2.  Combined, though, they exceed them.  S3 and S&K are so much better when put together!  This game is available in collections and digital re-releases of Sega’s Genesis games.  Sonic & Knuckles is in lots of compilations that do not include Sonic 3, probably because the absence of saving makes it easier to deal with in things such as those licensed Genesis portables from AtGames which don’t support any saving and have a bunch of built-in games.


Sonic 3D Blast – 1 player.  Sonic 3D Blast is an isometric platformer developed by Eurocom and published by Sega in 1996.  This late Genesis release is controversial, but unlike some I do like the game.  I have finished this game on the Genesis, and I mostly enjoyed it along the way.  The game plays from an overhead angle, and you move Sonic around in three dimensions.  Yes, you only play as Sonic in this one.  You can jump and spin-dash, though your spin is a lot slower-moving in this game.  The slower pace of most of this game is surely one of the things a lot of Sonic fans dislike about it, but I’m fine with the game as it is.  Speed is fun, yes, but a slower-paced, more deliberate game can be great too.  In each level, your goal is to find all of the Flickies and then bring them to a goal ring.  So, yes, the game is a series of collection quests.  I don’t mind this, myself; both style have a place.  Each level is broken up into two parts, and you’ve got five or so flickies to collect in each part.  You’ll be wandering around levels, looking for flickies and rings, for quite a while in some stages, until you’ve learned their locations.  Backtracking and exploration are central to this game.  Levels are large and non-linear, so the game is not just about getting from point A to point B as it usually is in this series.  So yes, this game is very different from previous Sonic games.  And yes, it isn’t quite as great as the Genesis Sonic games are.  While 3D Blast is a good game, it’s not an all-time great like those are.  Even so, it is a good game and it is fun to play.

The game has pretty good graphics and solid music as well.  Aurally, the game has good music, but it isn’t as great and memorable as the main series on the Genesis. The graphics are similar, but perhaps better.  The game clearly wasn’t done by Sonic Team, but the look is Sonic-like, and doesn’t look like a generic Euro-platformer or something; the developers clearly were given assets from Sega of Japan to work from.  Each world looks different.  They are the usual settings, including forest, cave, ice world, and such for locations, but all look pretty good.  This is a late release for the system, and it looks it.  The flickies make a return from their game Flicky, which I haven’t played much of.  Sonic has always been saving the small animals that Robotnik uses to power his machines, and you’re doing that again here.  They follow Sonic around once rescued, which is kind of cute.  Sometimes this actually matters in game strategy, as a flicky is rescued if it touches one of your flickies, which can bounce above you on springs for example.  In addition to the main game, 3D Blast has a bonus game as well.  In order to enter a bonus stage, you have to find characters such as Tails or Knuckles hidden around the levels.  If you get to one of them with the required number of rings, you go into a bonus stage.  Here you are running towards the screen on a twisting track that stretches in front of you.  The perspective here uses some nice graphical tricks, and the bonus stages are fun.  They can be tricky, though, as there are raised platforms to jump to, pits and spikes to jump over, and more.  Just like the 2d games, I’ve never gotten all of the rings in a single play through this game.

The level designs in Sonic 3D Blast are good.  Levels are designed to be fair, and aware of the challenges of jumping in isometric 3d, this game has few to no instant death pits.  There are spikes, but they just make you lose your rings like usual.  Instead of pits, you usually just fall to a lower area and have to go around and try the jump again.  You can die, but this makes the game much better than it would be if it was loaded with instant-death pits.  While the open, exploration-focused stages can be annoying if you can’t find that one Flicky hiding away somewhere, most of the time finding how to get to all the Flickies while staying away from or defeating badguys is fun.  Collecting rings and looking for bonus stages also is good fun.  The game isn’t Sonic-fast, but it is good and well designed.  However, it is unfortunate that the game doesn’t have saving.  While good, and not one of the harder Sonic games, Sonic 3D Blast is a somewhat slow-paced game, and it can get boring after a while.  It’s really unfortunate that even in 1996 Sega STILL didn’t understand that games need to have saving!  It’s unfortunate, and does hold the game back.  Still, overall, Sonic 3D Blast is a good isometric platformer.  The game looks nice, controls well, and is fun to play most of the time.  Yes, it isn’t 2d Sonic, but anyone who likes some exploration and collection in their games as I do definitely should play this game, it’s a fun one.  Other people should try it, and see if they like it or not.  This game is available in collections and digital re-releases of Sega’s Genesis games.  There are also Saturn and PC ports of the game released in the 1990s. They have CD audio music, improved graphics with some quite nice CG-rendered sprites and backgrounds, and new bonus minigames, slightly different but both 3d takes on the tube-running minigame from Sonic 2.  The Saturn one is in polygonal 3d, though the main game is of course still sprite-based, while the PC version uses sprites.  The PC version also adds a save system, thankfully, though for some insane reason the Saturn one doesn’t.  However, getting the PC version running on a modern PC might be tricky; it has issues on new OSes.  If you can get it to run, though, it’s probably the best version of the game, though the Saturn bonus game might be best.  Still, the Genesis version is also fun, and it’s definitely worth playing.  While I have all three versions of the game, this is the only one that I’ve beaten.


Sorcerian (J) – 1 player, battery save to cartridge.  Sorcerian for the Genesis, released in 1990, is a conversion by Sega of the Falcom computer game of the same name.  This Genesis version is mostly a port of the computer original, but has some new missions included.  Sorcerian is one of several side-scrolling action-RPGs made by Falcom.  Originally released in the 1980s, this later port has improved graphics and those new missions, but the graphics are still dated and basic with very small sprites and subpar art design, it’s hard to play for the non-Japanese speaker, and I’m not convinced by the gameplay either.  Despite this, for some reason I got several Japanese versions of Sorcerian, including this and the Turbo CD version.  This games’ box-art is great, but the game, not so much.  If you are going to play this game, there are guides for the main menu options, but figuring out what to do in some quests may be tricky.  At least there is some help for that menu, though;  The main menu has a good 12 options, all in Japanese text, and you’ll need to use and understand all of them and their submenus.

Sorcerian has two elements, the missions, which is mostly simple and straightforward, and the aforementioned menu system between missions.  Here you create characters, buy items and equipment, develop magic towards the games’ over a hundred spells, build character stats, and give your party members regular jobs.  There are four classes, fighter, wizard, elf, and dwarf, all male or female, available.  Now, by “jobs” I do not mean classes, Final Fantasy style; I mean civilian occupations you choose in a menu back at base, in order to make money and build their stats.  These jobs are different from the characters’ class, and some jobs are gender-specific.  As characters do jobs they build stats.  So, these are not full-time adventurers like in your usual RPG, they need other work too.  This unique system is a centerpiece of Sorcerian’s design, and it’s kind of odd.  Characters will age as you have them work and go on missions, and eventually get too old to continue adventuring.You can always create new characters, though, and you have three save slots in this game and quite a few characters allowed per file.  There are a lot of professions available, each with different rewards, and eventually I’m sure this element of the game becomes required in order to progress.  Of course, figuring out any of this is difficulty through the language barrier, even with a guide; I haven’t gotten deep into this game.

When you choose a team and enter one of the ten available missions, you’ll notice how tiny the sprites are.  This game was originally an 8-bit computer game, and it shows.  While the graphics are improved over the original and the added parallax scrolling is appreciated, Sega had to stick with the small sprites in order for everything you need to see to be visible, but still, the game looks dated and ugly.  The music is average; it’s nice, but nothing great.  Characters do move quickly, though, in that classic Falcom way, so gameplay is fast.  For controls, the d-pad moves your whole party, with one leading and the others following; Start is a menu for selecting a spell, quitting the mission, and such; A switches the order of your party; and B and C have all characters use magic and weapon attacks, respectively.  Characters of different classes have different attacks, so some have magic while others use melee or ranged weapons.  If a character runs out of health they die, though you can resurrect back in town between missions, but if you stand still you will recover health and mana.  Enemies spawn at the edges of the screen and attack quickly, so if you’re not over-leveled, battles can be tricky even with all the ranged attacks.  The fast-paced combat is simplistic, but is probably the best thing about the game.  It feels very Falcom-like, similar to something like Ys III but with multiple characters.  There are also people to talk to in the missions, so you’ll need a guide sometimes to figure out what to do if you can’t read Japanese. Your goal is to beat all ten missions, but you can keep going after that if you want.

Overall, Sorceriean is an okay but odd game.  While the action can be fun, the game has little depth in-game and gets repetitive quickly.  And in town, there is a huge language barrier making doing much of anything a challenge even with a guide.  The bland, tiny graphics are not appealing either.  Falcom fans who can read Japanese will surely like this, but for the rest of us the getting to the overall-average gameplay may not be worth the hassle.  If you want to play the game in English, Sierra did release versions for the PC.  It has worse graphics than the Genesis or Turbo CD versions, but at least it’s in English.  Other versions of Sorcerian in Japanese are available on the Turbo CD, MSX, PC-88/98, and Sharp X1.  The later Turbo CD version is similar to this one but with some different missions, no parallax but improved ingame graphics apart from that, and better, CD-quality music.  There are also sequels and a remake for the PC and Dreamcast, again in Japan only.


Space Harrier II – 1 player.  Space Harrier II is a rail shooter, and a sequel to the great Sega arcade game from several years earlier.  This game has gameplay identical to the original, but with new stages to shoot through.  You are the Space Harrier, flying forward as you shoot a wide variety of colorful and weird creatures and objects.  The original game is a real masterpiece and one of the all-time great rail shooters.  The later 32X version is also fantastic.  However, this game is kind of bad.  Space Harrier II is one of the first games released for the Genesis.  That is important to keep in mind, but even so, the horrendously choppy graphics make this game very hard to play.  As with Sega’s other early scaler-style games on the Genesis, Space Harrier II has horrendous software scaling.  As always the game uses differently-sized sprites the system flips between as you get closer to things, but some games are much better than others at making this look smooth.  This game, like Super Thunder Blade or Super Hang-On, fails to do this acceptably.  The sprites bounce between sizes in a way which looks awful, and gameplay is very choppy even beyond that.  Space Harrier II was one of the first games I got for the Genesis when I got the system in ’06 and I was hopeful that this followup to an arcade game I love would be good, but it isn’t, at all.  The sprite-art does look decent to good in still pictures, but as soon as you see it moving it looks awful.  Gameplay is much more difficult than it would be with scaling sprites, too, since the lack of smoothness drags everything down.  Space Harrier II is a frustrating, ugly-looking game which is not worth playing even for serious series fans.  This game is available in collections and digital re-releases of Sega’s Genesis games.


Spider-Man — X-Men: Arcade’s Revenge – 1 player.  Spider-Man and the X-Men in Arcade’s Revenge is an extremely difficult platformer from Acclaim.  This multiplatform title is a crossover between two major superhero universes, and you play as both Spider-Man and four X-Men: Wolverine, Storm, Gambit, and Cyclops.  The game has okay but slightly smallish graphics, average music, and good controls.  The game doesn’t look great, but I do like the varied settings, and it’s reasonably well drawn.  “Difficult” is the operating word here, though.  The first level in the game is a level where you play as Spiderman and have to disarm some bombs in the correct order before time runs out.  It’s not difficult with some practice.  After beating it you go to a level select where you can choose between all five characters.  Each has two levels to try to complete, designed just for them in a unique setting.  These stages are all much harder than the intro level, and dying is easy.  If you get through all that through some miracle, there’s a final level, I believe, where you face the main villain here, Arcade.  Each character has their own powers, such as web-swinging and wall-climbing for Spiderman, throwing cards for Gambit, slashing things (including walls, as well as enemies) for Wolverine, eyebeam blasts for Cyclops, and flying for Storm, making each set of levels different, even beyond the different settings.  Storm’s flight-based stages are the most different, but all characters are distinct in both movement and in combat styles.  The game has solid graphics, okay though imperfect controls, and decent music.  It can be fun to play.  Levels are varied, and are large in that Western platformer style.  You usually have an objective beyond just reaching the end, so in the first level Spiderman has to reach a bunch of bombs before they explode, for example.  You’ll need to play each level a bit to learn what you should do in it and where to go, and the learning process there is fun, and is helped by the good level designs.  Levels here are large and open, in that classic Western platformer fashion, but the stages are reasonably fun to explore and are mostly well laid out.  Difficulty aside this game is above average.

However, the game has one major flaw: it’s absolutely insanely difficult!  You get three lives and no continues or saving in this game.  That’s it.  There are no cheat codes to help you out, either.  There are some rare extra lives to be found, but with at least a dozen tough levels to get through, Arcade’s Revenge is a somewhat stratospheric challenge.  It’s a shame, too, because based just on the core gameplay, this is probably my favorite of the Spiderman or X-Men games that I have played on the Genesis.  I don’t find the Sega CD Spiderman game all that fun, and the two Genesis Spiderman beat ’em ups below are average at best as well, and the Genesis X-Men game is okay but also has issues.  This game, however, really is good sometimes.  Sega’s X-Men game has better graphics, but this game controls well, and the combat is good and levels are fun to explore.  I like the variety between the different characters too.  Searching through the levels looking for stuff and beating enemies is fun.  With a password save system and continues, it’d be a pretty good game.  Playing a game this difficult with no continues or saving is extremely frustrating.  This game is a fun platformer, but beware the difficulty level.  Maybe play it in an emulator with savestates, or something.  Overall I do like this game, it’s good, but beware!  Also available on SNES, Game Gear, and Game Boy.  I also have the Game Gear version, and it’s a downscaled version of this same exact title, just as difficult as it is on the Genesis.


Spider-Man and Venom: Maximum Carnage – 1 player, 6 button controller supported.  Maximum Carnage is a decent-looking, but subpar, beat ’em up published by Acclaim.  In this game you play as Spiderman and Venom, each in separate levels, but not both at the same time, as for some dumb reason the game is single player only.  The game has nice-looking comic-book-style cutscenes, but the story feels rushed and confusing.  I presume it makes sense for those who know the comicbook storyline, but I’ve never cared for superhero comics, and just in this game things happen too quickly to make sense.  This is a beat ’em up, though, so that’s not a big problem; this genre is about hitting people, not following a plot.  The game has large sprites, decent but not great graphics with okay backgrounds but somewhat ugly, super-’90s punks for enemies.  The art design leaves something to be desired.  There are a handful of different enemy types which repeat a lot in different colors, as usual.  The music is average, too.  Gameplay is also average at best, though it is a bit harder than it reasonably should be.  and the controls are much less precise than they are in Sega beat ’em ups.  It often feels like you take unfair hits because of the sometimes-iffy controls, though there are just enough health-ups to keep you alive if you don’t mess up much.  If you do, though, it’ll be Game Over fast, because you get only one continue for the entire game!  The game does have some variety and can be fun to play, and beating it will be a challenge for sure.  This game has more negatives than positives, overall, though.

Levels usually just scroll to the right, freezing on each screen until you beat the enemies there as usual in the genre, but sometimes you have to climb buildings instead.  You can climb on walls and swing on web-lines in this game, you see.  The 6-button controller is useful because the web-swinging function requires a button combination, but with the 6-button pad the Y button lets you use it with one press.  The wall-climbing segment in level two is very frustrating and I’ve lost many lives there, though a sometimes I get lucky and get past it.  It is far too easy to be knocked off the wall and back down to the ground!  The regular beat ’em up segments are better, but are average at best.  You have several moves you can do beyond basic punches and jump-kicks, and with C you can grab enemies long-distance or use a shield, both of which are very useful moves.  Those large but badly-drawn enemies constantly attack from both sides, though, and it can be hard to not take damage, and you can’t take much damage before you lose a life.  The game has no difficulty settings either, and you only get that one continue.  You need more than that in a game this hard.  Overall, the high difficulty, flawed controls, absence of badly needed co-op play, and frustrating wall-climbing segments hold back an otherwise average game with okay graphics and sometimes-fun action.  Spider-man and Venom in Maximum Carnage is below average.  Maybe pick this up if you like Spiderman; otherwise pass.  The bright red cartridge might be the best thing about this game.  Also on SNES.


Spider-Man and Venom: Separation Anxiety – 1-2 player simultaneous, password save, 6 button controller supported.  This second Spiderman isometric beat ’em up from Acclaim is a lot like the first one, but with multiplayer, smaller graphics, and passwords between levels.  The web-swinging element of the game also seems to be gone, but you can still climb on walls, though.  The rest of the game is similar as well, just a bit zoomed out, perhaps to better fit two player characters.  A lot of people greatly dislike the graphics of this game compared to the first, and I see their point, but the art design is similar; it’s just smaller.  This game does look worse than the first one, but enemies look bad in both games, not only this one, and the heroes here don’t look too much worse.  If this is what it took to get multiplayer in I don’t mind much, but both games could have used better graphics.  Since this game is co-op, you now can play as either Spiderman or Venom in all levels, which is nice.  The story presentation is weaker than before, though, as now the intro is mostly text; the comic-book cutscenes are gone.  The story was confusing before, but this is not better.

Ingame, the controls are the same as before, which is not good.  You still take damage far too easily, but the enemies feel even more aggressive now, and I take damage even faster than in the first game; this game is absurdly difficult.  Indeed, where I’ve rarely beaten the second level of the first game, I don’t think I’ve ever beaten the FIRST level of this one!  And I have tried; it’s just unfairly hard thanks to how many enemies attack you from both sides at once.  There isn’t much you can do in that situation other than take damage, unfortunately, and it’s frustrating.  If you ever do manage to beat a level at least you will get a password, thankfully — and that is great, passwords are quite rare in 4th-gen games in this genre — but getting to that point is harder and less fun than it should be.  Versus the first one, putting in a password system helps, but does not entirely fix, the games’ somewhat broken difficulty level.  Enemy graphics are a bland assortment of nameless thugs, too, as enemy names, present in the first one, have been removed; this game looks and sounds average, and that’s it.  Some of the songs, such as the intro music, are good, but others are kind of bad.  Overall, Separation Anxiety is a below-average disappointment.  The game fixes some of the first games’ problems, but not enough of them, and introduces some new ones, so it’s hard to say which of these two games is better overall.  The first one may be for one player, but this one obviously is for two.  Better yet, though, play something better, such as the Streets of Rage games below.  As with the first one, this game is only for big Spiderman fans, and even they probably will be disappointed.  Oh yeah, and the game is in a regular black cartridge too, not the bright red one of the first game.  Also on SNES and PC.


Splatterhouse 2 – 1 player, password save.  This second game in Namco’s horror-themed action series is a side-scrolling beat ’em up with a bit of platforming.  Just like in the first game for arcades and TurboGrafx-16, the second Splatterhouse game is a memorization-heavy sidescroller. You walk to the right, hitting enemies or jumping over obstacles as you go, and your goal  is to memorize exactly when you have to hit each button to avoid taking damage.  Gameplay is simplistic and quickly gets boring; I don’t like this game that much.  It’s not awful, but definitely is not good.  You play as Rick, a bulked-up muscleman with a mask on who looks like a horror movie villain but here is the hero, and need to save your girlfriend from a mansion full of monsters.  There are new areas and foes to see as you progress, but the game also has a somewhat consistent visual look to it.  The graphics and sound are fine, but nothing great; in visuals and music this game is average.  I dislike horror movies and never watch them, so all the references to popular horror movies mean little to me, but the overly simplistic and repetitive gameplay definitely means something.  As much as I like isometric beat ’em ups, when you flatten them down to a single plane games usually get too simple to stay fun, and this game is no exception.  The numerous traps and pits to jump over give this game a much stronger platformer element than most beat ’em ups, but it just adds to the required memorization.  You do have a health bar in this game, there are weapons to find as you progress, and if you beat a level the game does give you a password to start from the next stage, and those features are both welcome, but it’s still a difficult, and boring, game.  I got to the second level back when I bought this game for cheap in 2006 or so, and never have gotten past it, not because it’s impossible or something, but because it is just challenging enough for me to not find it worth the effort.  Still, Splatterhouse 2 is an okay game.  Yes, it’s a pure memorizer to a degree beyond most platformers or beat ’em ups and it’s pretty difficult, but the game has variety, nicely-drawn graphics, and some conceptually interesting bosses to fight.  Overall, though, it’s a poor and tedious well-below-average game, and considering that it now goes for a crazy-high price, save your money and don’t buy this game, you’d be wasting your money.  This is a game a lot of people like more than I do, though, so maybe try it if you think it sounds interesting.  I think it’s kind of bad, though.  The game is available on Wii Virtual Console; if you MUST buy it, get it there.


Star Trek: Deep Space Nine — Crossroads of Time – 1 player, password save.  Star Trek DS9: Crossroads of Time is a mediocre and frustrating puzzle-adventure game from Novotrade that was published by Playmates.  As much as I love the TV series, this console game is not my thing at all.  This game is one part Prince of Persia and one part annoying maze-exploration puzzle game, and I dislike both elements of it.  You play as Benjamin Sisko, commander of the space station Deep Space Nine, and questionable things are going on that you’ll need to investigate.  The game controls very much like Prince of Persia, so C+forward jumps forward a set distance, Up jumps up to grab on to a platform above provided that you are facing the right way and are lined up just right, Down ducks, and hitting down several times will drop down a level, provided you’re facing the right way and such.  You also have items, and switching between and using them doesn’t always work well.  The controls are clumsy and frustrating; I’ve never liked PoP-style game controls.  Give me standard Mario or Sonic platformer controls any day!  Combat is even worse, if you need to fight with your fists.  While the phaser, once you get it, will drop basic foes quickly, trying to fight by punching them controls badly, is no fun, and will result in you taking as many hits as you give out.  The graphics here are dark and average looking, but at least the sprites are somewhat recognizable as the characters from the show.  The music is fine, but not great.  The presentation here is average but decent enough, it’s the gameplay that is a problem.

The level designs and gameplay are the worst thing about this game, though, particularly once you get past the station-exploration segments between action missions and get into a mission.  Those station exploration parts can be a bit confusing, but just talk to everyone and go everywhere and you’ll find your way eventually.  In missions, though, you may have a time limit, an overlarge stage to explore, and no clear way to progress.  After a while stuck in the first level I gave up and looked at a walkthrough video online; I had missed an invisible phaser that I needed, apparently.  After getting stuck again in the much, much larger second level, I gave up on this game.  You do get passwords between levels, which is good, but this game needed better level layouts and game design.  I could go back to that walkthrough and figure out what I was missing, but playing a game that way isn’t rewarding or fun, and and the game doesn’t give you enough, or any, clues to help you figure out what you’re supposed to be doing on your own.  There is no quest-log, no pause menu with info, or anything; just a vague mission, and a level to explore.  You do have a tricorder which can can to find certain item types, but good luck actually getting to them.  Stations can move moving platforms around which you can then stand on and control, and I’m sure later in the game there will be some quite annoying mazes with these as well.  This game feels designed to annoy and confuse the player, and I don’t like that.  I like mazes, but in a maze you know what to do, the challenge is to get through!  Here you don’t really know what to do, and with controls and design as subpar as they are in this game I don’t want to stick around and figure it out. Star Trek DS9: Crossroads of Time is a subpar disappointment that borders on bad.  Pass unless you’re a big Prince of Persia fan who likes confusing games with bad controls.  Also available on the SNES.


Street Fighter II: Special Champion Edition – 1-2 player simultaneous, 6 button controller supported.  Street Fighter II’: Special Champion Edition is a port of several versions of Capcom’s great classic one-on-one fighting game.  This has always been my favorite home port of pre-Super SFII.  It’s a great game!  Some time after Nintendo got its exclusive port of Street Fighter II, in mid 1993 Sega and, in Japan only, NEC also got versions of the game for their platforms for the Genesis and PC Engine (TurboGrafx-16).  Nintendo also got a second release on the SNES, SFII Turbo.  This Genesis version is the best version of home SFII available at that time, though, in my opinion at least.  With good graphics and music, great controls provided that you have some 6-button controllers, fast, accurate gameplay, all twelve playable characters, eight levels of turbo available right on the main menu, two different versions of the game playable, and almost everything from the arcade classics, SFII SCE is fantastic!  Really the only issue with this fantastic game is that you need to have six-button controllers, but really, for anyone who doesn’t, just buy some.  You won’t regret it; the Sega version of the 6-button Genesis controller is one of the best and most comfortable controllers ever designed.

The gameplay here is very accurate to the arcade original.  There are two modes here, for SFII’: Champion Edition and SFII’: Hyper Fighting, aka SFII Turbo.  Each mode has some different character colors available, though each character only has two colors per mode unfortunately, and some balance changes I believe.  More importantly, only the latter has turbo-speed options available.  All 12 characters are present in both modes, as Champion Edition added the 4 minibosses as playable characters on top of the 8 characters from the original game.  All of the moves are in both modes as well, though there may be slight differences.  Characters in this game only have a few moves each, so it’s not nearly as difficult to learn a characters’ basic moveset as it is in a more modern fighting game, which is nice.  The controls are great, and the gameplay is about as fast as it is in the arcade.  Indeed, with eight levels of turbo available, this version of SFII can play very quickly indeed!  Actually playing the game at max turbo is difficult, but it’s am amusing way to play the game for sure.  On the SNES you need a code to get over three levels of turbo, and the max is not quite as fast as it is in this game, and all other SFII games on 4th-gen systems don’t have even that many levels of turbo, so this is the fastest 4th-gen console version of SFII.

The game really does look nice, too.  This is the only 4th-gen console version of SFII with the original SFII arcade intro in the game.  It’s a very short little scene, but it is cool to see.  It’s weird no other version had it, but they don’t.  Ingame, while the graphics have, of course, been simplified from the arcades, the game doesn’t feel quite as stripped-down as Samurai Shodown does; SFII holds up better on the Genesis.  Some graphics have been simplified, so for instance there are now only two elephants in the background in one stage instead of three and only one or two background laters per stage, but everything important is here.  The music is very accurate to the arcade as well, within the limitations of the Genesis of course.  Whether the Genesis or SNES music sounds better is a matter of opinion, as both sound great.  This version may sound a bit more like the arcade game than that one, though, which is nice.  Overall, SFII Special Champion Edition is a great game.  Because of how many versions of SFII there are for so many consoles this game probably isn’t a must-have, but it is a great version of the game and one of my personal favorite versions of SFII.  Really the only bad thing I can say about it is that I like the characters added in Super SFII, so as much as I like lots of levels of turbo, I like the added characters even more.  Still, apart from that SFII SCE is fantastic, and it’s certainly a must-play game, at least.  Fighting game fans should certainly have it, and anyone else should consider getting the game.  It’s one of the best versions of a classic this side of the original arcade game.  Arcade port.  Versions of these games are available on many other consoles, including the TG16 for Champion Edition and the SNES for Hyper Fighting (Turbo), though no other version is exactly the same as this one.  This game is available in collections and digital re-releases of Sega’s Genesis games.


Streets of Rage (Sega 6-Pak) – 1-2 player simultaneous.  Streets of Rage started one of Sega’s more popular series on the Genesis, at least among its fans.  The game is an isometric beat ’em up with a modern-day street-crime theme, and as with most games in the genre, you move from screen to screen punching everyone out as you try to save the city from thugs led by the evil Mr. X.  There are three playable characters, two male and one female, and each has slightly different stats.  The game has two player co-op, as you hope for in this genre.  Inspired by Capcom’s classic Final Fight, Streets of Rage takes that game and improves on it in pretty much every way.  While Final Fight is good, Streets of Rage is better.  This game has good graphics for an earlier Genesis game, good, precise controls, a fantastic soundtrack that is in the top tier for the system, and decent graphical and enemy variety.  The game is mostly great, but it does have a few drawbacks, most notably a very annoying, and hard, boss-rush section in the last level, dated visuals versus its sequel, and mostly straightforward corridors for levels.  I’ve never finished the game due to how tough the final level is.  Even so, this game is one of the better beat ’em ups out there.  Streets of Rage is a straightforward and repetitive game, as this genre almost always is, but it’s one of the more fun beat ’em ups around… or would be, if not for its all-time-classic sequel.  This game is a pretty good game, but that one is better.  Still, both games are worth playing.

As mentioned this is an earlier Genesis game, and it does look rougher than its sequels visually.  Sprites aren’t large or as detailed as in the second one, and environments are fairly simple.  All stages in this game are either horizontal corridors, excepting only the one elevator level.  A few later stages do have traps or pits, to give the game a bit more variety, but its sequel or Golden Axe have far more interesting stage layouts than this game.  The basic controls are simple: you can walk, jump, jump-kick, and use a superbomb move which has a backup police car shoot a rocket-launcher at the screen, damaging all enemies present.  You can’t use that last move in the last level, just to make things even harder.  There are a few moves beyond those basics, including a backwards kick on punch+kick and some grab and throw moves to give the game a bit more variety, and that is appreciated.  All moves control well, and the fighting action is fun, at least through the second-to-last stage.  As with most beat ’em ups, regular enemies come in a handful of constantly-repeating varieties and are mostly easy to beat, while bosses are much harder.  The bosses in this game include a tricky guy who breathes fire, a tall guy with some weapons, and many more.  Between the hordes of enemies and tricky bosses, you can’t win this game just by mashing attack; some strategy is required.  I do like that, but sometimes it’s a bit frustrating.

Overall, Streets of Rage is a very good game.  The game looks nice, sounds fantastic, and plays well.  The basic fighting gameplay here is great fun, and is better than classics such as Final Fight or Golden Axe based on the mechanics, even if I love Golden Axe’s fantasy setting the most over this.  Streets of Rage game is difficult and having to beat bosses without the bomb is annoying, and the level layouts are mostly too much of a straight line, but this is a great game in almost every category.  With either one player or two, Streets of Rage is a must-try classic.  This game is available in collections and digital re-releases of Sega’s Genesis games.


Streets of Rage 2 – 1-2 player simultaneous.  One of the best beat ’em ups ever made, Streets of Rage 2 is one of the all-time classics!  This game takes its predecessors’ foundation and builds on it.  This time the graphics, level designs, gameplay, enemy variety, music, and controls are all improved.  Streets of Rage 2 is fantastic in all of those categories, and more besides.  Once again, Mr. X is causing trouble.  He kidnapped one of the guys from the first game, and the other two characters plus the kidnapped guys’ little brother and a big muscleman are off to rescue him, and stop Mr. X as well.  It’s a simple plot, but it works, and I like that it’s not a girl kidnapped like in most games.  There are eight levels to fight through, and four difficulty levels available.  You only get two continues, but even so, the difficulty levels really make a big difference.  On Easy the game isn’t hard to finish, but on the higher settings it will take skill and practice to get anywhere near the end.  This game is easier than the first one, particularly on Easy, and it’s appreciated.  It’s still plenty tough on the higher settings.  This is not a long game, but for the genre, the length is just about right.  The game ends just when it should, and every level is fun and very well designed.  The controls are also great.  They are very responsive and precise, and there are a good number of moves to use beyond the basic ones.  Each character has some character-specific special moves.  While this game is still repetitive, it has more variety than earlier beat ’em ups.  There are also weapons to use, including knives and pipes, for some added fun.  The ‘bomb’ attack from the first game is gone, but the added moves make up for that.

Indeed, I really like the level designs here.  While most stages are a path to the right and this game does not have Golden Axe-like pits in the stages, unfortunately, the several elevator segments excepted, there are parts where the screen moves in a diagonal direction, and there are many screen transitions, doors, stairs, and such along the way.  The graphics are very good as well, and this really helps keep things interesting.  You aren’t just looking at the same backgrounds all the time, but instead environments change regularly and each look quite different and very well drawn and detailed.  There are some nice surprises too, I was not expecting one of those elevators to be there when I first played the game!  There is as much enemy variety here as you’ll find in the genre, too.  Enemies are more different than in some beat ’em ups.  There are little guys, dominatrix women, big fat guys who can breathe fire, guys on motorcycles who zoom in and try to run you over, and more!  The game re-uses many bosses as regular enemies too, which really helps with the enemy variety.  You have to be constantly on your toes in this game, and can’t just get into a basic rhythm because of the different approaches for different enemies.  Of course you punch them, but you’ll need to jump-kick the motorcycle and flying guys, run from the big guys when they attack and then hit them when you can, use the fantastic ‘sweep’ attack (press two buttons together) to hit people on both sides of you when surrounded, and more.  Enemy AI is good, and enemy placements keep pacing just right.  And even though this is a game about fighting modern-day thugs, there is an ‘alien’ and a ‘pirate’ area as well, with the excuse that both are rides in an amusement park you travel through.  I really like them, they add to the game for sure.

The soundtrack in this game is a legendarily great one, also.  The game has a very good videogame-soundtrack score.  While this is not my very favorite kind of Genesis soundtrack, techno soundtracks like Adventures of Batman & Robin or such are, it is a very good soundtrack which adds to the game for sure.  SoR2 has some memorable music, and it pushes the music chip, too.  Overall, Streets of Rage 2 is a very good game in every category.  The game is well-balanced, fun, easy on Easy and yet hard on Hard, is just the right length, has varied environments and enemy types, more moves than early beat ’em ups, four playable characters who each play differently, has good graphics and outstanding music, and just generally maybe the best overall gameplay in any beat ’em up ever.  I much prefer Golden Axe thematically over this game’s sometimes bland modern setting, and that counts for a lot, but I do have to admit that Streets of Rage 2 has the better, more complex, and more evolved gameplay, and is the better game overall.  And the best of other developers in the genre, including TMNT III (NES), my favorite Konami beat ’em up, and Shadows over Mystara (Arcade), my favorite Capcom game in the genre, probably don’t quite match up to this game.  Streets of Rage 2 is a must-play classic for everyone, regardless of if you like beat ’em ups or not.  This game is available in collections and digital re-releases of Sega’s Genesis games.

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Sega Genesis Game Opinion Summaries, Part 11: Letter Sa-So

Finally, got another one done.  Don’t expect too much from the Shadowrun summary, I didn’t get far into that game due to its high learning curve, but the rest of these summaries are of games I’ve played quite a bit of.

Games covered in this summary

Samurai Shodown
Shadow Blasters
Shadow Dancer: The Secret of Shinobi
Shadowrun (1991)
Shining Force
Shining Force II
Shining in the Darkness
Shinobi III: Return of the Ninja Master
Socket
Soldiers of Fortune
Sonic the Hedgehog (1991)
Sonic the Hedgehog 2 and Sonic 2 & Knuckles
Sonic Spinball


Samurai Shodown – 1-2 player simultaneous, 6 button controller supported. Samurai Shodown is a fighting game from Takara, a port of SNK’s great arcade classic of the same name. The arcade original was one of the first weapon-based fighters, and is a pretty great game with great graphics, design, and gameplay. I like SNK a lot, and this game started one of their best series. The game is set in an anime-styled version of 18th century Japan, and there are 12 characters to play as. The cast is interesting and varied, and is a strength of the game. The game is slower-paced than Street Fighter II, but still moves at a good clip in the arcades. Characters have three punch/kick and three weapon-swing attacks, and each character has several special moves. It’s a fantastic classic! This Genesis version is similar, but is downgraded all around. First, one character has been cut, Earthquake. His sprite is just too big to manage to fit on the Genesis. That’s too bad, and it’s unfortunate that nothing replaces him. Also the sprite scaling is removed, as in the arcades the game will zoom in or out depending on how far the characters are from eachother while here there is just one zoom level, but that is to be expected on a system without hardware scaling. This Genesis version looks a bit zoomed-out compared to the arcade version and sprites look smaller, but you do get used to it. They are at least larger than the sprites in the SNES version. Those changes are understandable, though the missing character is in the SNES version, but there is more. The graphics lose a lot of animation, sound isn’t as good and the music often just stops resulting in matches fought mostly in silence, the controls and move activations are okay but Neo-Geo caliber, and the game has slowdown.

This all results in a good game, but one that’s a huge step down from the awesome arcade title. Sure, none of the other 4th-gen home consoles could get close to the Neo-Geo in most of those respects, but still, Takara wasn’t SNK, and their ports never were as good as they could have been. This is no exception. The Genesis version of Samurai Shodown is still a good game, but first, that slowdown really hurts. And it’s not only slowdown, the whole game plays a lot slower than the Neo-Geo version does. Play one and then the other and the difference is obvious. This makes this version less fun than the original. The slowdown also makes it harder to pull off your moves right, and some moves seem harder to activate here than in the Neo-Geo while others are fine. I’m not sure about the hit detection all of the time, either, it may have some issues. And that long stretches with no music is bad, but worse not all of the speech samples for special moves are here, only some of them. The result of all those changes is that while this game may be slightly easier than the Neo-Geo game, it’s still very hard, and feels slow and not as fair, more than negating any possible easing of the intense challenge. Overall, I wish that SNK had made their own home ports, I’m sure they would be much better and more accurate than Takara’s always-flawed work. But as they are, the early-’90s home ports of Neo-Geo games are never quite the same as the real thing, and now you can play arcade-perfect versions of Samurai Shodown on newer platforms. The best ports of Neo-Geo games to the other 4th-gen consoles are probably Hudson’s four TurboGrafx (PC Engine) Arcade CD titles, though even they don’t match the Neo-Geo for sure, but sadly Samurai Shodown didn’t get a release there. I wish it had, that’d have been great. So, as good a game as this is, this Genesis version might not really be worth getting. I like Samurai Shodown a lot, it’s kind of amazing on the Neo-Geo… but why play this specific version, and not a better one? There isn’t really a reason. Play this for the Neo-Geo or a near-perfect port of that version. Arcade port. The arcade game was ported to many platforms — the Game Boy, Game Gear, 3DO, SNES, and Sega CD all have versions, as do many newer systems in compilations (PS1, PS2, Wii, etc.). This version is better than the GB or GG versions, but not as good as the PS1 or 3DO. The Sega CD version may be slightly better, but I haven’t played it myself.


Shadow Blasters – 1-2 player simultaneous. Shadow Blasters is a decent but unspectacular sidescrolling action game. You play as a team of four warriors on a short and easy quest to save the world from evil forces. The game is kind of fun while it lasts, but is a below-average title which is over far too soon. At the start you can play the first six levels in any order, then the last two stages are played sequentially after you beat the initial six. There are two difficulty settings, but both are easy. On the harder one you will die and get some game overs, but you have infinite continues and levels are short, so even on “hard” the game is easy. Ingame, you can walk slowly, jump a bit, attack with a ranged shot, and use a superbomb. Holding fire will charge up your shot, and the many powerups will boost your health, weapon power so you start with higher levels of the shot without having to hold down the button, and character speed and jumping, though these two are barely noticeable. All are character-specific, and you can swap characters at any time by pausing. Characters are slow and not maneuverable. A run or slide move would have helped a lot, here; some bosses can be hard to avoid because they move faster than you do. What you need to do is get to the boss with a lot of health in all four characters, and then switch during battle to keep people alive. This will work well.

However, the blandly-designed stages and generic bosses make it hard to get too engaged with this game. Stages are brief and a few screens high, and enemies run out at you constantly as you move, which can be annoying. They die quickly, but exploring isn’t all that fun. The graphics are pretty bad, too; this is one of the worse-looking Genesis games I have. Sprites are amateurish, backgrounds basic, and there is almost no parallax scrolling to be found; almost all backgrounds are static. The music is a bit better, but it’s average overall. The game does keep up a decent pace, as the short-ish stage lengths and varied environments and bosses keep things moving, but this game is not great. I do like the two two player co-op support, though, that’s a great feature to have. I also like the four different characters each with their own unique attacks. Still, overall, Shadow Blasters isn’t that good. The subpar visuals won’t hold your interest for long, and the game is way too short and easy for its own good. Most anyone should be able to beat this game in their first sitting if they don’t turn it off. It is fun enough to stick with to the end, though, so there is that. It just won’t take long to finish, and “hard” is not much harder. Overall, though, Shadow Blasters is an okay but below-average game. If you like this kind of game maybe consider it if you find it cheap. Or skip it, that’d be fine too.


Shadow Dancer: The Secret of Shinobi – 1 player. The second of the three Shinobi games on the Genesis, this 1990 Sega release is one of my favorite Sega action-platformers ever and the only Shinobi game I unreservedly love. Shadow Dancer is a fantastic sidescrolling action game. Unlike the other Genesis Shinobi games you die in one hit in this one, so you’ll need to be careful and take your time in each stage until you learn what to do. Unlike Shinobi III you aren’t very mobile in this game; all you can do is walk left or right, jump, and attack. Up or Down plus jump move you to the next level of platforms above or below you, as in Rolling Thunder. Interestingly, touching enemies is not instant death unless they are brandishing a weapon. So, touching enemies is often non-fatal, but you do get knocked back a bit, and in the few levels with death pits this can mean being knocked into a pit. The game has very good, responsive controls though, and pits are easily avoided once you learn the levels. Again you have a sword and shurikens, both on the same button depending on the distance enemies are from you, but in this game you have infinite shurikens, thankfully. It’s a great design decision that I wish the other two Genesis Shinobi games shared, it’d make them better games as with infinite shurikens you can’t get stuck in no-win situations as you can in those games; your sword is not always a viable option. In the options menu you can turn on limited shurikens, but I never will. There are also some difficulty levels, but the game is challenging on any setting. This is not a really hard game, but it isn’t easy either; I’d call it well-balanced, difficulty wise. You do get only two continues, so you’ll be starting the game over often; this can be annoying, but this game is short enough to be fun to replay. In each level, you need to rescue some prisoners and then find your way to the exit. Many prisoners are guarded by special enemies with these green shield things they will throw. Interestingly, the game will remember which prisoners you have rescued between lives if you die in a level so long as it wasn’t a Game Over, and the green-shield guard guys will not appear so long as their prisoners don’t either. All other enemies will still be there, but still, this makes stages slightly easier the next time. All levels are straightforward, so you’ll never be wandering around lost; the enemies are the challenge, not mazelike levels. The game is balanced very well in that regard. The graphics are only okay, but I like the art design. Similarly the music is good, but not too memorable.

Still, Shadow Dancer is a short game. There are only 5 levels, each made up of several stages and then a boss. The first four levels have two not-too-long platforming levels and then a bossfight in a third stage, while the last level has four shorter platforming challenges and then the quite hard final boss. The first four bosses are surprisingly easy, and actually the first boss is harder than the second through fourth ones because the rocks he drops from the ceiling can be tough to dodge. Through the first four levels, the first boss and some of the stages, particularly in level 4, are harder than most of the bossfights. Because you die in one hit and are sent back to the start of the stage if you die, though, those stages can be tricky even with the help of those special baddies that don’t appear again if you die in the level so long as you’ve rescued the prisoner they were guarding. Each enemy type in this game has specific patterns it follows, and you’ll need to learn them and learn how to exploit them to succeed. The jumping ninja enemies are particularly difficult to avoid sometimes, particularly in the mostly-dark level where you can only see in certain spotlit areas and not the rest of the screen. That is a pretty cool stage though, I like the different approach that the dark screen requires. The levels here have a great degree of variety, more so than many games in this genre; every level is different in design as well as in environment. The stages are not flat, but there aren’t many instant-death pits either until the later stages. It’s all very well thought through, Shadow Dancer has fantastic level designs among the best in the genre. The first stage is a great introduction to how to play the game, and each level afterwards adds some new things. The levels here are great from the city to the warehouse to that dark cave and beyond. It’s a lot of fun to slowly explore each level, learning where the enemies will appear from so that you can start to learn what to do in the stage. Sort of like in Rolling Thunder, memorization and deliberate, controlled actions are the order of the day here, and I love it this way; the other two Genesis Shinobi games don’t play like this, to their detriment in my opinion.

In between levels, you play a bonus game where you fall from a tall building, trying to hit as many of the 50 ninjas that you pass along the way as you can. If you get 48 or more you get extra live(s), so try to get them all! It’s difficult, but can be done with practice, as the enemy patterns are the same each time. That’s it for extras here, though. This is mostly a great game, but there are a few downsides, first that the game has no secrets to find beyond a few hidden 1-ups. Some also will dislike how predictable the game is since enemies always appear in the same places every time. The graphics are also clearly early-gen; as much as I like the variety of settings, the actual graphics are nothing special, and the game doesn’t do anything to push the hardware. It’s short, too, with only those 5 stages. Also, the final boss is frustratingly hard. I keep getting to the last boss with plenty of lives left, only to die over and over there. Ah well, at least something in this game is hard! That’s probably better than it all being easy. Overall, Shadow Dancer: The Secret of Shinobi is a fantastic game. Shadow Dancer looks good enough, and plays better than most games. With good controls, variety, fun and varied bosses, a great difficulty curve, unlimited shurikens, and enemies that it’s great fun to fight against, Shadow Dancer is one of the best games on the Genesis and is my favorite Shinobi game by a very wide margin. This is a must-have. There are also arcade and Sega Master System (Europe only) Shadow Dancer games, but they are apparently different from this Genesis game. I’ve never played either one, so I don’t know if they are good. This game is available in collections and digital re-releases of Sega’s Genesis games.


Shadowrun (1993) – 1 player, battery save to cartridge. Shadowrun is a cyberpunk series, designed back in the ’80s when the Japanese economy seemed unstoppable, so while set in Seattle, the money here is the New Yen and such. It was originally a pen and paper RPG, but I’ve never really played or read anything Shadowrun. This is a top-down RPG that I never have put much of any time into since buying. I have both the SNES and Genesis Shadowrun games, which are entirely different, but haven’t really played either one much; both seem a bit intimidating at the start, and I haven’t gotten past the initial learning curve. I did try to play the game again for this, but after dying again and again against the first enemy I could fight, I gave up. There must be some trick to this game I’m missing. Shadowrun does have nice graphics, okay music, and a somewhat ambitious design. The game is well-drawn and has some background animation, which is cool. The isometric SNES game might look better, but this has pretty good art design too, so really it’s close between the two. The music is conventional Western Genesis stuff, but it’s good enough. For gameplay, you walk around, talking to people, getting quests, and fighting things with your guns. With the buttons you can change who you are targeting, change weapons, and shoot. Enemies take about as many hits to kill as I have health though, come in numbers, and you move somewhat slowly, so surviving seems difficult. You have stats, and can choose three classes at the beginning, for a more combat or magic focus. The pause menu has your inventory, skills, stats, and a (text-only) questlog, though there is no map for some stupid reason. Sure, the first area isn’t TOO hard to get used to, though learning what is where does require some tedious trial and error, but this is a big game, and badly needs an ingame map system. 16-bit RPGs often don’t have one, but that’s one thing I dislike about them. Better RPGs have maps. And when you’re told “go to [placename X] and then go to [placename Y]” as a quest but aren’t given any clues about where either place is and just have to wander around until you memorize the maps, that’s annoying. Worse is that I keep dying against the first or second enemy, though, and it doesn’t seem close. I’ll try to revisit this one again. There are other Shadowrun games, but this game is Genesis-exclusive.


Shining in the Darkness – 1 player, battery save to cartridge. The first game in what would become one of Sega’s longest-running series, Shining in the Darkness is a first-person dungeon-crawler RPG made by Camelot. This is a very traditional game, and that means grinding. Basically the gameplay here consists entirely of grinding. You can see maybe two spaces forward in the dungeon and that’s it, also. There isn’t an ingame map, of course, so draw your own or download one from the internet. Don’t play the game without some kind of map, it is absolutely essential; everything looks the same as there are only a handful of different backgrounds to be seen and the dungeon is a big maze. In the dungeon there are some simple puzzles to solve, but it’s mostly about grinding levels against the monsters. The encounter rate is very high, and monsters get harder the deeper you go into the dungeon. There is only one dungeon in the game and it isn’t as big as some in this genre, but there are multiple floors to explore. That will take a while, though. At the start of the game, you need to grind several levels right at the front entrance of the dungeon, regularly returning to town when you need to heal. You start the game with only one character in your party, your generic hero guy who’s off to save the country from evil. If you get far enough you will eventually get some party members, first a female elf mage, but that’s some hours into the game. Gameplay is simple and extremely repetitive, and the battle system has little depth: as usual in JRPGs, you just attack, use magic, or use items, and item and magic management are the only real strategies here beyond ‘try to not get lost’. Western first-person dungeon crawlers of the day are also often overly hard grindfests, but at least they have more puzzles in the dungeons than you will find here. This game does have some, but not many.

The game does have decent sprite art for your characters and the enemies, though. This game is by Camelot, and it has what would become their signature art style and menu and font designs. This isn’t a great-looking game, but for the genre it’s solid. The music is good as well, and can be catchy. In between trips to the dungeon you can buy stuff in town and save your game, but this is just a menu; there isn’t an actual town or overworld to explore, unlike more in-depth first person RPGs. I wish you could save anywhere, but that is sadly rare on console RPGs. This game is simple and focused only on dungeon exploration. I’m okay with that, I like a more focused experience over an open-world game myself. But that really is about all there is to see here. After getting this game a few years ago I played more of it than I thought, and did get to the end of the first floor of the dungeon, but I haven’t gone back since. I don’t like grinding; skill-free grinding is not something I consider good gameplay. On top of that, the ‘item and mana management as strategy’ school of RPG design very much most of the time. This game is a pretty bad offender on both scores. Still, Shining in the Darkness is okay, and its simplicity makes it approachable. It can be fun to get deeper into the dungeon and see new enemies as you progress. There are better dungeon crawlers out there than this average effort. I didn’t really start to actually like dungeon crawlers until they had in-game map systems, myself, so I’d say just stick to the Etrian Odyssey and Class of Heroes serieses on the DS and PSP, for some pretty good Japanese first-person dungeon crawlers. But if you see this cheap and like the genre, maybe give it a try. This game is available in collections and digital re-releases of Sega’s Genesis games. As this is a battery save game modern compilations might be a good way to play it, if your carts’ battery is dead (mine still works).


Shining Force – 1 player, battery save to cartridge. Shining Force is the second Shining game, and with this game the series shifted genres. Again made by Camelot, this game is a strategy game with RPG elements, not a first-person dungeon crawler. Whether you call the game an RPG, strategy game, Strategy-RPG, or what have you — and all are defensible — what Shining Force is is a great game. Released in 1993, Shining Force was surely at least somewhat influenced by Nintendo’s classic Fire Emblem for the NES, but this game is a bit simpler and easier to play than Fire Emblem. There is also an RPG world to run around in, instead of only tactical battles. That’s why the game is sort of hard to classify, the battle system is a tactical strategy game, but there is also that overworld to explore, JRPG-style, just without the random battles; instead the strategy-style battles only occur at set points. That’s great. I also like that you do fight on the same map you explore on, so battles don’t happen on some alternate plane as you see in many games, RPGs especially. The cartoony graphics look great, and the music is even better. This game has a really good soundtrack! But anyway, Shining Force looks good, sounds great, and is a lot of fun to play. The story and interface are really the only significant flaws in the game.

That story isn’t great, though. The story is predictable JRPG stuff, as you are a boy knight who will go on to be a hero and save the world from the forces of evil, and the characters are all cliches, but that doesn’t matter much. There are some non-human characters, which is interesting. Knights are centaurs instead of humans on horseback, for instance; that’s kind of neat. The story and characters are decent enough to serve, and the great strategic gameplay is still really fun. The game is streamlined in several ways versus other games in this genre. First, unlike Fire Emblem, dead characters do come back. You’ll need to get to a church to resurrect them to get them back, and sometimes if someone dies you will need to be without them for several battles until you get to one, but you can bring them back. Churches are also where you save, which means yes, you often need to do multiple battles without saving. This isn’t good, in a strategy game you should at minimum be able to save after each battle. And in this game you get an immediate game over, go back to the last time you saved, if the main hero ever dies in battle, so be careful with him! This is one of the few issues with this game apart from the story, though. A second way the game is simplified is that each character can only hold four items, and there is only one kind of equipment in the game: weapons. Your weapon will take up one slot, and the other three are for that characters’ healing items and the like. Each character has their own inventory and there is no combined storage, so sometimes you will need to consider what you need, but really it’s just for healing items, so it isn’t anything difficult. It is kind of annoying that you need to use separate menu commands for getting items and talking to people, though, and that there isn’t a character list with health and such in the menu. The sequel fixes those two issues.

Combat is also simple. The game takes place on a square grid, and each character moves in turn. You can’t move anyone you want; instead there is a turn order in each battle based on their speed I believe, and you can only move that character during their turn. Player and enemy units all mix together, so there aren’t separate player and enemy turns. The system works, though sometimes when a character is blocked by another one you’ll wish you could move that other one first. Characters each have their own separate stats and experience, and will gain experience points from each action they take during battle. RPG-style leveling is important there, though you can’t grind — the game follows a set path and there aren’t random battles to go back and fight, you’ll just need to use better strategy if you get stuck. For attacks, weapon attacks have a one or two space (in any direction) attack range, depending on type, so swords only have melee-range attacks, while bows can shoot two. Spells generally can be used up to two spaces away as well. You start out with a combat mage and also a healer, and both are very useful. Health and magic are refilled between battles automatically, so you don’t need to go rest to heal them. You do get money, but it’s only for buying weapons or healing items in the shops. You also want to be on the lookout for potential party members, as as you progress your team will get larger and larger. The Shining Force has a base to fill up, and it is fun to see more group members there even if they don’t do much other than just stand there and repeat the same one line. Later on, just like in Fire Emblem, you do make choices about who to bring along, and with the RPG levelling system, ones left behind will quickly fall behind so your choices do matter.

Overall, Shining Force is a great game. The game has good, well-drawn graphics, fun gameplay, a good-length quest to play, a reasonable though not Fire Emblem-level challenge along the way, and lots of fun to be had. The main negatives are the cliche story and characters and irritating limitations on where you can save, but for the most part this is a very good classic, and it’s easy to see why it was so successful. I love strategy games, but mostly play them on PC and handhelds; the only TV-console strategy game that I’ve ever really put a lot of time into and finished is Fire Emblem: Path of Radiance for the Gamecube. I’ve had this one for some time now, but never did play it. Well, after starting it for this summary, I want to play a lot more of this, soon. However… the sequel is even better in most respects. This game is available in collections and digital re-releases of Sega’s Genesis games. As usual check those batteries, if you have the cart! I’m sure lots are dead.


Shining Force II – 1 player, battery save to cartridge. Shining Force II is a lot like the first game, but with even better graphics, an improved interface, some gameplay improvements, and a new, though still cliche, story. Get this, you are a warrior hero guy and need to rescue the princess and defeat the forces of evil! That plot’s never been done before. So yeah, the story is once again a series of cliches. The characters seem a bit better-written than the the first games’ cast, though, and I like the occasional bits of comedy; the first one is a pretty serious game, cartoony art style aside. Some of the plot points along the way are somewhat interesting as well, as far as I’ve gotten. For the most part though, this game is more of the same. The first game had a great formula, though, so that’s just fine. Shining Force II is basically the first game, but better. First, the interface is similar, but now you don’t need separate menu commands for Get Item and Talk; the game has context-sensitive controls instead, which is appreciated. Also you now can easily see character health and a list of your characters in the menu, which you couldn’t do in the first one. In most other ways, the game is more like the original. Again the soundtrack is really good, and the graphics are more varied and detailed than in the first game. Gameplay is similar to before, but there is maybe a little more variety. For instance, where in the first game at the beginning mages and healers are near-useless in combat and do only 1 damage, here they can do 3-4 damage in regular combat, which makes them more useful fighters. Several hours into the game actually my healer has the most kills, oddly enough. Gameplay is the same as before, with RPG-style world exploration interspersed with strategic battles at set points. Again you have a Shining Force to build, and choices to make about which characters to take with you in battle. And yes, the interface still has that iconic Camelot style. Unfortunately, you still can only save at those too-far-apart churches, annoyingly enough. This time sometimes you have to heal characters at the church if they run out of health in a battle, but other times they just come back after the battle. I have no idea why it’s sometimes one and sometimes the other, it doesn’t make much sense. And there is one battle early on with a surprise can’t-win scenario, which was interesting, I wasn’t expecting that.

For the most part, though, you know what you’re getting with Shining Force II: a very good strategy game with RPG leveling, sort of like Fire Emblem but not as brutally difficult. The quest may be generic, but the gameplay along the way is really great. Strategy games are my favorite genre, and these games are the kind of strategy game that works great on a console. The game is simple enough to be very playable with a gamepad, but has enough strategy in character placements and actions that battles are lots of fun. The basics here are standard JRPG stuff, with only Attack, Magic, and Item for actions, and you still can hold only a few items and have only weapons for equipment, but this all works just fine in a strategy game. You have a full party to move around the map, after all, and strategy will definitely be required if you want to keep them alive and win. Again if the main character dies you lose the battle, but instead of being sent back to your last save, now you seem to just have to restart the fight, usually. That’s good. Overall, Shining Force II is a fantastic game. In graphics, music, and gameplay, this is top-tier stuff and I like it a lot. Definitely play at least one of the two Genesis Shining Force games, they are classics for a reason! This game is available in collections and digital re-releases of Sega’s Genesis games.


Shinobi III: Return of the Ninja Master – 1 player. Shinobi III is a popular platform-action game Sega released in 1993. The last of the three Shinobi games on the Genesis, this game has moves and faster action than any Shinobi game before. However, at its core it is a followup to Revenge of Shinobi, and that, along with control issues, are my main problems with the game. It’s too bad that the only-okay Revenge of Shinobi got a sequel, instead of the much better Shadow Dancer. Just like Revenge of Shinobi, this game isn’t a precise and deliberate game like Shadow Dancer, but is a bit faster-paced and less controlled, and less fun. Still, even if I like this less than most Genesis fans seem to, the game does have some strong good points for sure. First, the game looks great. Shinobi III has very good graphics with great backgrounds that use a lot of parallax, top-quality sprite work for the system, lots of variety in both graphics and stage designs, and some nice effects too. The graphics can be pretty cool, from standard platforming to an early section on horseback to some tricky vertical areas and a confusing but interesting ninja fortress late in the game. Levels are a lot longer than the short Shadow Dancer stages, and you will need to figure out where to go sometimes in this game and solve some basic puzzles. Sometimes that’s good, other times bad. I do like the factory level, but not the rock-shaft or last stage, for instance. You often have to use ninja moves to get through, and conceptually that’s great. The stage variety in this game is a definite strength. The music is also good. This is also a bit longer than its predecessors, and will put up a good challenge too. You do have difficulty level options, but it just seems to set how many lives you get per continue.

I have a lot of problems with this game, though, and don’t enjoy it much overall. As in Revenge of Shinobi, you have a health bar and two weapons, a melee sword and a limited number of ranged throwing daggers. They REALLY should have had the unlimited daggers from Shadow Dancer here, it’s not hard to get stuck in a near-unwinnable situation if you run out of daggers and you have limited lives and continues in this game, and no saving. The controls have some major problems, too. Now, you have a bunch of ninja moves in this game — you can hang from ceilings and pipes (hold Up while jumping), wall-jump off of any wall (hit jump when you touch a wall, with near-perfect timing), slide (down+jump), and double jump (hit jump again at the peak of your jump, again very tight timing is required). Most of the moves work with practice, though having to hold up to hang on things really gets old fast and helps make the last level a lot harder than it should be, but the double jumping is pretty much broken. It’s incredibly difficult to pull off double jumps consistently; even after playing the game several times recently, I still fail a majority of the time. That is just unacceptable; well-designed games are not this frustrating, and double jumps are not usually this hard to do. And the last two levels absolutely require extremely good double-jumping skills. In the time I got the farthest, playing on Easy, it’s a miracle that I beat level six, and the first section of the last level, 7, is just hopeless with controls this problematic. I lost all remaining lives there and while frustrated I got game over so far in, I was relieved to not have to play this game anymore. With good controls that section would be pretty cool, but as it is it’s frustrating and not any fun. Double jumps in games are usually so simple, why is it so hard here? And other moves such as the wall-run, ceiling-grab, and more can be tricky to use when needed, too; it’s not only one move that is a problem. That you move forward a set distance each time you hit forward while hanging from something can get you killed, for instance, especially in that last level.

Overall Shinobi III is an okay game. It looks great, each level is pretty different, and has a more agile ninja than most any other Genesis game, but it doesn’t control well, and I prefer the more tightly designed, precise challenge of Shadow Dancer of this games’ looser, more open style. I just don’t have enough fun playing it to make it worth the frustratingly high difficulty. While Shinobi III is a very good game in some ways,I don’t like the controls, and while playing I find the fun moments fleeting compared to the frustration.  It’s no Shadow Dancer, for sure. For me, this game is average, with good graphics but very problematic gameplay.  Still, probably try Shinobi III; a lot of people like this game much more than I do. This game is available in collections and digital re-releases of Sega’s Genesis games.


Socket – 1 player. Socket is a platformer from Vic Tokai. An incredibly unoriginal platformer, to be specific. This game is one of the most blatant Sonic clones ever! From the graphics to the gameplay, this game is Sonic, just easier and just okay, not amazing. You are Socket aka Time Dominator in Japan, an anthropomorphic, time-traveling time-police duck robot, and need to save time from an evil badguy traveling through time and messing everything up. This is a nice-looking game with bright, often pastel, sprites. The Sonic influence is everywhere, but it does look nice. The music is pretty good as well. Music tracks are short, but catchy and fun. You run and jump, and jumping is a little slippery unfortunately, but unlike Sonic, in this game you attack with a ranged attack on the B button. It stays in the air for a while though, so it’s easy to hit enemies with. Importantly, Up plus attack does a vertical attack into the air. This is rarely actually needed, but is absolutely vital on the final boss; it made that otherwise-tough boss a lot easier once I finally figured this move out! You also have a health bar and can take many hits. It does slowly drain over time, so it is a timer as well as a life meter, but the levels are filled with lightning-bolt powerups, this games’ version of Sonic rings, which refill some health when you touch them, so running out of time is rare. The game does have limited continues and no saving, but I’ve never actually run out of continues; both times I’ve played the game since buying it, I finished it. You get more continues as you go too, presumably from pickups. Yes, it’s an easy game. The first three worlds out of seven are entirely challenge-free, and the last four are only moderate, not hard. It’s good that it does get a bit harder later on, though.

Levels are large, just like Sonic, and the game tries to have a Sonic-like physics system, though it isn’t quite as good. I do like that many stages have multiple routes though, it adds something to the game. Running around the levels, exploring and looking for extra lives, continues, challenge doors, and more is often fun even if the game is mostly easy. Levels go all over and are not just straight paths to the right, which is good.exploration to complete; they aren’t just straight paths to the right. That’s good. There are no bottomless pits in the main levels either, only spikes that just take off a bit of health. In a game this fast-moving, that’s nice, though spikes should be more of a threat. Each game world first has a ‘speed’ stage, then one or more ‘labyrinth’ stages. The last labyrinth area will have a door to the world’s boss. Speed stages are all about fast movement, and require almost no thought or strategy; just run, occasionally attack, and try the various paths, and you’ll finish them. They are fun but insubstantial levels, and look too similar as all are set in Socket’s future as you travel to the next time period. Only the labyrinth stages are actually set in different time periods, and even there the difference is subtle. Enemies are the same robots throughout and the whole game has a consistent look, so the whole time-travel element isn’t emphasized nearly as much as it could have been.

Labyrinth stages are the meat of the game, and are fun to explore. Some have dead ends, so you will need to backtrack and check all of the routes sometimes in order to find your way forward. Doors before the last area of a world are sometimes-optional challenge areas on otherwise dead-end paths. These are the only place in the game you will find instant-death bottomless pits, and can be tough. If you die in one you do lose a life and go all the way back to the last checkpoint in the main level, which can be annoying at times. Dying in Sonic special stages doesn’t take away a life! It’s nice to have something kind of challenging here, and I like that they made them mostly optional so less good players can avoid them. Boss doors look the same as challenge-room doors, oddly, it would be nice if they were different. Bosses are mostly extremely easy, and just hitting attack over and over usually results in a win. The final boss is the only tougher one, and there really all you need is to remember that Up+Attack move for the second form and you should be good. Overall, Socket is an okay, slightly above average platformer. It looks and sounds good, but is extremely derivative and has no original ideas of its own, it just copies Sonic except with a different attack system and less great quality all around. Still, it’s a decent, fun little game worth a try if you like platformers and don’t mind it when they are short and easy.


Soldiers of Fortune – 1-2 player simultaneous, password save. Soldiers of Fortune, or The Chaos Engine in Europe, is a European top-down action game released on several systems. This game was inspired by classics like Commando or Ikari Warriors, but is a slower-paced game with larger levels to explore. While it seems to be quite popular with classic-gaming fans in Europe, honestly I don’t see why. The game does have nice graphics, with good sprite art in a cartoony steampunk-ish setting, and the music is decent up-tempo stuff as well, but the gameplay isn’t nearly as good as the graphics and sound. This is a below-average game at best, and that’s being kind; overall I’d consider it quite poor. It doesn’t get anywhere near the quality of Rambo III for the Genesis, much less MERCS. It does have two player co-op, which is nice, but the game is overly difficult, sometimes confusing, and doesn’t control that well. It stops being fun too soon as a result. The game isn’t all bad, but compared to my expectations, or other games in the genre, it’s pretty disappointing. In this game you play as a team of six mercenaries, off on a series of dangerous missions. You can play as any of the six guys, and you always have an AI companion controlling a second character if you aren’t playing with another human, so the game is always co-op. Each character is different and has different weapons and stats. Occasionally you will be able to buy stats and such in a shop between some levels. There are also passwords between each of the four worlds, but you need to beat an entire four-level world to get one, and I’ve never managed that despite more than a few tries, so I haven’t gotten one myself. I like plenty of hard games, so the challenge isn’t the issue here. If the game was fun I wouldn’t mind the difficulty. The problem is that it is not.

The first issue here are the controls. All you can do is walk and fire in the direction you are facing; no direction-lock, no twinstick control, and in a game which needs them. Bullets are uninspiring-looking little circles, too, and shooting lacks intensity. You can’t fire as many shots at a time as you would like, either. Enemies spawn all over as you move, so you really need to either have memorized everything or be paying close attention to not take hits. Not being able to shoot while you move out of the way to dodge bullets is awful, and you will take hits… and you have VERY few hit points per life, and only three lives before it’s Game Over. And no, there are no continues at all, beyond that password you may never reach. That’s too harsh. The levels themselves can be interesting, but it’s way too easy to get hit and the game punishes you too much for it. Level pacing is also uneven; the early levels are fun, but quickly get tedious or frustrating once stages get larger and more confusing a few levels in. And the levels definitely get too large and time-consuming. As you go you collect keys, which unlock paths, and money for that shop. Some keys open one of several branching options, so there are alternate paths to add a little replay value, though most of each stage is one path. There is the core of a decent game here, but the controls and difficulty ruin it. And worse, once I got stuck in what I’m pretty sure was an impossible-to-progress-past situation (or softlock), so the game has glitches as well. Since there is no timer in the game, I had to turn it off and start over. Ugh! I still haven’t beaten the whole first world in this game, but playing it makes me want to not do so again anytime soon. Overall Soldiers of Fortune is a disappointing and bad game that I kind of regret buying. The nice graphics and two player co-op are the main positives here, but the gameplay isn’t much fun, levels can be long and enemy spawn locations are hard to avoid, the game has glitches, and really this game is just too hard for its own good. The difficulty isn’t the real problem though, the game design is. Skip this failure of a game unless you have nostalgic feelings for it. Also available on Amiga (in Europe only) and SNES, but I only have played this version. Apparently the SNES version has lots of slowdown, so skip it. For me this game is in the very bottom tier of Genesis games in terms of quality.


Sonic the Hedgehog (1991) – 1 player, supports lock-on with Sonic & Knuckles (for a full Sonic 3 & Knuckles bonus-games mode called Blue Spheres, with passwords to access any possible level). Sega’s Sonic the Hedgehog released in 1991, and is one of the great, industry-changing titles, the kind of game that only comes along a couple of times a generation at most, and even most of those don’t turn into franchises as popular as Sonic’s has been. Sega made an incredible game, and then marketed it exceptionally well. The result was a phenomenon that continues to this day, as Sonic is still Sega’s mascot. Sonic created the humanoid-animal-mascot trend in character design, changed platformers with its focus on speed and attitude, and is one of the best-selling game of the 4th generation, too. And yes, I at least think that the game is still fantastic today! This game has some critics, but I love Sonic the Hedgehog. It isn’t the best platformer of the generation, and I do think that its nemesis Super Mario World is the better game and the best 2d platformer ever, but Sonic 1 is outstanding, and one of the next best 2d platformers, along with its sequels, the Donkey Kong Country trilogy, and a couple of Game Boy games (wario Land 1, Kirby 2). Sonic is just exceptional in almost every way. The graphics are great, the music is iconic, the levels are fantastic beginning to end, the physics engine behind it all was unlike anything seen before in a platformer, and the large levels are a lot of fun to explore, too! The difficulty level is challenging, but it’s a fun challenge, not the crushing difficulty of some other Genesis games. This is a hard game and I only beat it for the first time last month, but it’s extremely fun whether or not you complete it. It’s hard to think of much bad to say about this game, really.

But for the zero people reading this who don’t know the game, Sonic is a platformer. Sonic runs and jumps, and rolls in a ball when you jump or hit Down while running. Hitting enemies in normal form hurts you, but hitting them in ball form hurts them. It’s a simple but great system, though this first game doesn’t have the spin-in-place move that would later become a series staple. Your goal is to go to the right until you reach the end of each stage. Each world has three stages, and the last has a boss in it. Levels are huge, have multiple routes, and are better-designed than most in the genre. The physics system is great. You slow down as you run up hills, jump off a slope at the opposite angle, and such. This was a rarely-seen thing at the time, and Sonic’s physics are very solid and well-programmed. It is one of the cores of the experience. The levels are extremely well-designed as well, and the game has a great balance between exploration and challenge. Levels are designed around the physics, and are absolutely full of challenging jumps to optional areas, alternate paths easier than the main one, and more. There are also TVs with powerups in them, usually rings but sometimes invincibility or a shield. In these open-levels platformers blind jumps are a common issue, and they are an issue here, but the game has few instant-death pits. They are rare enough that usually when you jump into space you have confidence that you’ll land on ground… but once in a rare while, you won’t, that was a pit. They are not always marked, so this is one issue with the game, until you learn where the few pits are. Most of the time, though, your main obstacles will be spikes, spike-balls, and moving enemies. If Sonic touches any of these, he drops all of the rings he was holding, but if something hits you when you have no rings you die. Up to 20 rings will appear around you after you get hit, and you need to try to collect at least one before they vanish. It’s a good mechanic, and the levels are designed to encourage memorization, but also to reward exploration. Some newer, post-Genesis Sonic games go way too far into the trap-heavy school of level design, an this adds to the challenge, but not the fun. The Genesis games are better-balanced: there are traps, but you don’t need to constantly stop in fear of enemies. You do need to be careful, but not inordinately so. Oh, and there are checkpoint posts, for when you die but it isn’t a game over. On game over you restart the level, so long as you have continues left of course.

There is one issue people have with the levels in this game, though, and that’s that later Sonic games emphasize speed much more than this game. Sonic is fast, but only the first world is entirely built around speed. After that the second world is a slow-paced underground stage, and then after that the game has a mixture of faster and slower elements. The water levels are the slowest, and some of the hardest, stages, as Sonic can drown if you go too long without getting an air bubble. I like good water levels in games, but Sonic’s can be frustrating. The water-world’s boss climb is one of the hardest parts of the game. Still, though, I like most of the slower parts of this game. The second world’s great fun, even if you’re not going full-speed most of the time! Maybe it was just including more conventional level-design elements out of uncertainty about how much people would like the speed the game starts with, but I like the results a lot. Each world looks different, and plays differently as well. All are fun. Yes, blasting through the first stage is great, but making your way through the lava pits in world 2 is also great! The one level-design element I will criticize is that you get no rings in the final boss fight, which makes it MUCH harder than it should be. Sadly, both of its sequels on the Genesis, and many of the Game Gear games, copy this particularly annoying design trait. You should not have to fight hard bosses without rings in Sonic, but most of the classic ones force this on you. It’ll cause many game overs right at the end of the game.

Your second goal in the game is to get all of the Chaos Emerald collectables, which are in bonus stages. In this game, you get into bonus stages by reaching the end of the first or second stage in each world except for the last one with at least 50 rings, then jumping into the giant ring that appears, you will go into the bonus stage. Bonus stages are a rotating top-view maze, and you need to try to get to the center and get the Chaos Emerald in the middle, without running into an exit. In addition, if you get 50 rings in a bonus stage you get a continue. You start with no continues, so getting them in bonus stages is essential! There are ten opportunities to get into bonus stages in this game, and six chaos emeralds, so if you want to get them all and the special good ending screen, you need to do well. I’ve never quite managed to get all the emeralds in one run in a Genesis sonic game, but it is a fun challenge. The bonus stages in this game aren’t the best in the series, but they are good, and a nice break from the main game. After the first world having to have 50 rings to get in is a real challenge and takes memorization, so it’s satisfying once you finally get into a bonus stage in later levels!

Overall Sonic the Hedgehog is a fantastic game. Innovative when it released and still fresh and fun today, the first Sonic game is an amazing experience. The game has great graphics, a really good, iconic soundtrack, extremely well-polished gameplay, very well designed levels to explore, many positive innovations that set it apart from any other platformer available at the time, lots of replay value, fun bonus stages, difficulty that is just about right, and more! In comparison to all those strengths, the flaws are very few. Sonic 1 doesn’t have saving, and it is a lot shorter than Super Mario World and there are many fewer levels as well, but that’s about it. What the game does have has all been done really well. The game doesn’t have Mario’s precision, as the speed and physics system makes things trickier, but that is as much a strength as it is a problem, as it sets the game apart and allows for some pretty cool things once you figure out how to use the momentum system well. Sonic the Hedgehog is an all-time great which still holds up as among the best games ever released in the genre. Its sequels are even better, but the first one is almost as good and set the stage for it sequels, and Sonic’s enduring popularity as well. This game is available in collections and digital re-releases of Sega’s Genesis games. Sonic 1 has lots of ports on newer systems.


Sonic the Hedgehog 2 and Sonic 2 & Knuckles – 1-2 player simultaneous, supports lock-on with Sonic & Knuckles (to play as Knuckles in this game). Basically Sonic the Hedgehog but better, faster, better-looking, and better-sounding, Sonic 2 is a fantastic sequel. It takes everything great about the original Sonic, removes the slower-paced stuff that many didn’t like, and improves on everything else while also adding a second character and co-op multiplayer. The result is that Sonic 2 is another one of the great platformers. The engine, physics, graphical style, music, and everything else are all just as before, but better. This is a faster-paced game than the first one, as Sega listened to the critics and didn’t include any slow areas like the second world of Sonic 1. It also has two playable characters, as Sonic’s friend Tails is added. Tails the fox flies in, and flight is his signature move, but in this game you can’t actually fly while playing, oddly. Also, in single player you play as Sonic only while Tails follows you around. Only a second player can play as Tails, but they can take control at any time, which is nice; it’s not a separate mode. Tails has infinite lives, but has to stay on the same screen as Sonic, so play centers around Sonic. Still, it’s a fun option and it’s good they included it. While quite difficult, Sonic 2 is slightly easier than the first game. While Sonic 1 took me many years to finally complete, I finished Sonic 2 not too long after getting it back in 2006 or so. You still do have limited continues and no saving, unfortunately, and the game is probably longer than the first, but most of the game isn’t quite as hard as it was before. The difficulty here is balanced well. One other change is that worlds only have two levels now, so there are more, shorter worlds than the first game. Future Sonic games would keep this games’ two-levels style over the three-levels-each style of the original.

Beyond the addition of Tails, there are two major changes in Sonic 2 versus the first game. First, the Spin Dash has been added, and it’s a move that ever since has been one of Sonic’s most important. By hitting Jump while holding Down, you will spin in place, and then zoom off as soon as you let go. You can still spin by running and then hitting down, but this is more useful and makes level traversal easier and more fun. And second, the Chaos Emeralds are now found in new minigames which you access a new way. Instead of getting to the end of a stage with 50 rings, now you just have to reach a checkpoint post with 50 rings. Then a portal will open above the post, and if you jump up into it you go into the bonus stage. This means that now you can go into multiple bonus stages in a single level, though each post can only be used once, checkpoint posts are limited and now are often hidden on side paths, and your rings are reset to zero after leaving a bonus stage so it isn’t too easy. The bonus game itself is an into-the-screen running tube. Sonic and Tails run down a tube, collecting rings and avoiding spike balls. You need to get the required number of rings by each of several points along the tube. The first bonus stage is easy, but they quickly get hard after that. While these “3d” tubes were quite impressive back in 1992, in retrospect I probably like them the least compared to Sonic 1 or 3&K’s bonus levels. They’re probably harder than either other kind of bonus stage, too. Still, they are fun, and it’s nice that Sega mixed things up by changing the bonus stages each time. One final lesser change is continues. This time, you get a continue by getting enough bonus points in levels, instead of based on coins in bonus stages. I’m not sure if this makes getting continues easier or harder, it’s sort of mixed.

Otherwise, though, Sonic 2 is more of the same. The graphics are very similar, just better. The music is familiar, but with new compositions which are just as great as the originals. The levels are like those in the first game, but bigger. Again the final boss is really tough and you have no rings for the fight, irritatingly. The new bonus stages are also frustrating, but they do look really cool and play okay once you memorize them. Tails is a decent addition, even if he’s not nearly as cool-looking as Sonic. You can’t play as Tails in single player, unfortunately, but he’s basically a Sonic clone; he does fly into the screen after dying, but otherwise plays just like Sonic. You can even play as Knuckles in this game if you connect it to a Sonic & Knuckles cart! That’s really cool. Playing as Knuckles in Sonic 2 is really fun, I like it a lot. At one point Sonic 2 with Knuckles was maybe my favorite Sonic game, in fact, though S3&K really is the best one. Knuckles has a lower jump height, but can glide and climb up walls. He also doesn’t lose rings after bonus stages, which is fantastic and makes the game easier. He’s great. There is also a splitscreen versus mode, for two-player competitive play. I’ve never found it all that exciting compared to the main game, but it’s nice they added it I guess. The main game is great. Levels are large, multi-pathed, and incredibly fun to explore. Different paths can play very differently and lead to different areas and secrets, and this game encourages exploration more than the first game since not only coins and lives, but also checkpoints with their bonus-warp gates, are scattered around. This game is hard but fun, and will keep you coming back until you beat it. Sonic 2 is a fantastic classic which deserves its place as one of the all-time-great platformers. This game is available in collections and digital re-releases of Sega’s Genesis games.



Sonic Spinball
– 1 player. Because Sonic 3 wouldn’t be finished until 1994, Sega had its American studio Sega Technical Institute make a Sonic game for the 1993 holiday season. Instead of making a platformer like their previous work Kid Chameleon, this pinball game was the result. This game is a pinball game with a platformer-styled design to it. Sonic is mostly a pinball, but your goal is to get three Chaos Emeralds in each table so that you can move on to the next one, instead of playing for score on a preset table. Here you actually have a time limit, and the tables are gimmicky and are designed around unlocking areas to progress towards the emeralds, instead of more conventional pinball table design. Kirby’s Pinball Land for Game Boy, one of the great console pinball games of the generation, also has levels and progression, but it balances things better — those tables can be beaten, but also are great pinball tables even outside of that. Here, you just don’t get that feeling, unfortunately. The physics are also extremely bouncy, so Sonic will go flying all over, without much control. Hitting what you want can be difficult. The controls are also bad — you use A and B for the flippers, and C for both flippers. Other, better console pinball games of the era use Left on the d-pad for the left flipper and the rightmost button for the right one. That is a far better control scheme than this. You really want a thumb on each flipper, and holding the controller so one thumb is on A and the other on B isn’t too comfortable. The game does look pretty nice, though. This clearly isn’t a Sonic Team game, and you can tell that it’s a Western game, but the graphics are good and each environment is detailed and nice-looking. The music is solid as well, though it’s not main-series Sonic caliber stuff.

The game has one other major flaw, though, and it’s crippling: this game is incredibly difficult. Sonic Spinball gives you three lives and zero continues. Once you’ve died three times, it’s all the way back to the beginning of the game you go. And after the first table, the which has ball-saver platforms, there is nothing to save a ball if it drains, you just lose a life every time. I did manage to beat the first table while playing the game for this summary, but quickly got game over on the second because of this. In a progression-based game that is this hard, with random deaths inevitable thanks to the physics and genre, having no continues or saving is too cruel. Overall Sonic Spinball is an okay, average game, but it could have been better. The game can be fun to play if you can stay alive, but it has a bunch of issues which hold it back. Pinball and Sonic fans might want to try it, but this definitely isn’t a must-play game. Some years after getting this game and finding it way too hard, I got the Game Gear version. The graphics there aren’t nearly as good, but the game is much easier and, for me, more fun. I’ve beaten that game and did like it. This game is available in collections and digital re-releases of Sega’s Genesis games.