Game Opinion Summaries: Sega Genesis, Part 8: Letter N, plus two new games from D and L

Yes, this is last weekends’ update. It’s only seven summaries, but was delayed because of the holiday; I just got it done. I’ll try to have another full update this weekend… we’ll see. I have started on it. This time, I cover the four (sort of five) games I have from the letter N, plus two games I got too recently to include in their letters but am covering now, Darwin 4081 and The Lawnmower Man.

Games summarized in this update

Darwin 4081
The Lawnmower Man
NBA Jam (1994)
Newman Haas’ Indy Car featuring Nigel Mansell
NHL ’94
NHL ’96
NHL ’97


Darwin 4081 (J) – 1 player. Darwin 4081 is a vertical-scrolling shmup is a Sega port of a Data East arcade game. The game is an earlier release for the system, and didn’t release outside of Japan, unfortunately. Darwin 4081 is a visually average game and looks like the early release it is, but the controls and gameplay are solid fun, and there is some nice visual design here as well, particularly in the sprites. The game has a somewhat organic look, and it wouldn’t surprise me if this game helped inspire the visuals in Sega’s work soon afterwards on Sega’s only internally-developed Genesis shmup, Bio Hazard Battle. That is a better game than this, but Darwin 4081 is also good. This game feels a lot like a Toaplan game such as Kyuukyoku Tiger with a bit of Raiden in it, so the formula is good but unoriginal. You fly upwards, shooting badguys as they appear while dodging them and their fire. Much like a Toaplan game your ship’s movement is slow, so you’ll need to really pay attention to dodge the bullets. Unlike Toaplan games, though, here you actually can get speed powerups, though you never move as fast as you can in, say, a Gradius game. Dying resets your speed to default, though, so you’ll need to get used to the slow speed; only the best will be fast most of the time. Easier speed changes would be nice, but you do get used to it.

Now, Darwin 4081 is a simple game, but the game does have a somewhat unique weapon power-up system. As you kill enemies they drop powerups sometimes, as usual, and some of them will upgrade your ship’s power through various evolutions. Depending on the powerup type you get you can evolve to different forms, until you reach one of the final forms. The “Darwin” in the title refers to your ship, which will evolve between different forms as you progress. If you take damage you devolve, until when you get hit at the basic level you die and go back to the last checkpoint. I think there’s also a hidden timer that de-evolves you after staying in your current form for some amount of time, though I could be wrong about that. Regardless, you will be frequently changing weapons in this game. The numerous forms your ship can take are interesting, and progression is not always better — you will need to learn the different ship types in order to do well at this game, or you’ll get something which gives you a weaker weapon and be stuck with it at a boss. That’s not fun. Of the final forms though, the large ship that shoots a lot of bullets forward is a LOT better than the one that can place shots which stay on screen; those shots aren’t easily re-positionable, and enemies can’t be counted on to fly into them. It can be hard to control which form you get, too, because I usually want to just pick up all the powerups which drop, instead of choosing specific types. The powerups all look similar, too. Still, I like the powerup system for the most part. Your ship has more different forms and attack patterns than in most shmups of the day, and seeing the different ones is interesting, even if some are weaker than others.

As with many classic shmups, Darwin 4081 is a difficult game. If you can stay alive at max power with one of the best weapons, picking up powerups regularly to stay in one of the top ship forms while avoiding damage, the game will seem easy… until you die. And it’s easy to die even fully powered up, particularly at boss fights. Boss fights in this game can be hard, and since you get sent back to the last checkpoint when you die with only the basic, very weak weapon and no powerups and the game does have limited continues, this is one of those shooters where one death can doom your entire game no matter how many continues you have left, much like Gradius and such. I don’t mind this design, but it is frustrating when you get stuck at a boss and know you probably could beat the thing with the power you had the first time. The good controls and enemy patterns and sometimes interesting graphics will keep you coming back, though. Darwin 4081 is not one of the great Genesis shmups, since it has only average visuals and the weapon system can be confusing at times, but it is a good game that might be worth getting if you like the genre. Don’t set your expectations too high, but it’s more good than bad. This game isn’t as expensive as many import shmups, either, and the cart isn’t region-locked so it will work on a US Genesis so long as you have a way to get the cart into the system (again I use my 32X for this). Arcade port. The original arcade version is called Darwin 4078; I’m not sure why they added 3 years to the console port’s title. I’ve also heard this game called Super Real Darwin.


The Lawnmower Man
– 2 player simultaneous. The Lawnmower Man is a surprisingly interesting game. Based on the cyberpunk movie of the same name, The Lawnmower Man is half average run & gun-style platform-action game, and half pretty cool 3d runner. The game starts with a 3d stage. Here, you have a first-person perspective, with your arms on the sides of the screen, and run forwards, dodging scaling objects which come at you. They did an impressive job with the sprite-scaling here, presuming that the game uses scaling and not differently-sized sprites instead; I don’t know which it is. The environment sprites you are dodging are admittedly EXTREMELY low-resolution and appear to be made up of only a handful of giant pixels each, with no textures of course, but still it looks really cool. In some of these stages you just run to the end dodging walls, while in others you have a gun. This isn’t a first-person or rail shooter, though. Instead, in the 3d stages with weapons you will stop periodically for shooting-gallery style gun sections. They work, but shooting galleries aren’t as impressive as real 3d movement in a Genesis game. Still, these 3d levels are cool, a nice technical achievement, and are fun to play. In between the relatively short 3d levels, though, are the majority of the game, which is just a pretty average shooting-heavy platform-action game. You walk to the right, shoot the badguys, and try to avoid incoming fire; that’s about it. It’s somewhat fun, but isn’t as cool as the 3d stages. There are various weapons to pick up along the way, and some basic puzzle elements to solve along the way, though. In these stages your sprite is very small on the screen, a bit too small really. Bigger graphics and more impressive backgrounds would have been nice here. There are two playable characters and you can play these stages in two player simultaneous, but still, compared to the cool 3d stages, these bland-looking and only okay-playing levels are kind of disappointing. They won’t be easy, though! Enemies can take a good number of shots to take down, and bosses can be tricky. I do like that the game pulls off scaling (whether real or simulated with sprites I don’t know) effects in the main game as well, though. One early boss has you facing off against several long tentacle-like plants, and they rotate around the screen nicely. In conclusion, The Lawnmower Man is a good game. I wasn’t expecting much from a licensed game, but it surprised me. Sure, a majority of the game is a decent-but-not-great sidescrolling action game, but it is at least above average, and the cool 3d stages in between platformer levels are very cool. This game is a nice technical achievement, and a reasonably fun game as well. It could have been even better, but as it is it’s an above-average game well worth a try. Also on SNES. Other games based on the license are available on other platforms, such as a Sega CD/PC game, but they aren’t the same thing as this one.


NBA Jam (1994)- 1-4 player simultaneous (with EA multitap), cartridge save (EEPROM). NBA Jam is one of the greatest classic arcade games of the 1990s, and this Genesis port from Acclaim is great! Baseball aside I prefer my sports games arcade-styled, and Midway’s NBA Jam series is the pinnacle of arcade sports gaming. This first NBA Jam game is not my favorite in the series, but still it’s a fantastic game and still one of the most fun sports games around. A lot of older sports games aren’t too much fun to play now, but NBA Jam, at least, is still fantastic fun, particularly with multiple players! NBA Jam is a great single player game, but it’s even better in multiplayer, and the game has four player support with a multitap, which is great. So what is NBA Jam, for those who don’t know? The game is a two-on-two basketball game. It’s got a side-view-isometric game, with a court a couple of screens long that scrolls horizontally. It looks good. As it was originally an arcade game, gameplay is simple and focused on fun. There are no penalties except for goaltending (so don’t try to block shots which are descending towards the hoop), the ball cannot go out of bounds, you can make shots regularly that people almost never could in real life, whacking the other guys to steal away the ball is just fine, and more! It’s great fun stuff, and has a perfect balance of simplicity versus depth; this game may be easy to learn, but there’s a fair amount to master if you want to be good at it. By default you only need to keep track of one player while playing as well, because you can’t control your AI companion’s movement, though hitting the Shoot or Pass buttons while they have the ball will make them shoot, or pass to you. I like this system, and rarely have really wanted to play as my teammate, though the option does exist in this version; turn on Tag mode in the options menu if you want control to switch each time you pass the ball. I prefer Tag mode off, myself, but it is a nice option to have for those who like it; not all later NBA Jam-series games have the feature. The game also has game-time-length and difficulty options, but that’s about it.

Gameplay here is a simplified version of the game of basketball, with all the boring stuff like penalties or confusing things like five players stripped out. Controls are simple. You have a shoot/jump button, a pass/steal button, and a turbo button; the former commands are for when your team has the ball, the latter when the other team does. Holding turbo makes your actions stronger, but drains a turbo meter on screen. You can also fake a shot and do a few more advanced moves, but it’s a simple game. Your meter refills while not holding Turbo down. The control scheme is perfect and really could not be improved on. For modes, there are only two, and for single-player play the two are identical. The two modes either have you play against or with player two, to either compete against eachother or team up against the AI. It’s a nice option to have. For single player just choose either one, then a team. Your goal is to beat all of the NBA teams once each, in order from worst to best based on how good they were in 1993. The game doesn’t save a season in progress, each game is stand-alone and you can always play as a different team each game if you want. Your goal is just to beat all of the teams using the same initials. You enter your initials before each game, and this works as both your name ingame and your save file. Initials files save your stats, including number of NBA teams defeated, win-loss record, and more. The game can hold up to 16 save files (sets of initials), and you can delete them from a sub-menu of the options screen if you want. I love that this game has a chip-only save type, instead of a battery in the cart! No worrying about replacing a battery here, this chip should last a long time. Of course as with all non-battery-based chip saves it has a write limit, but those take a very long time to reach. I wish more 4th-gen games had non-batter chip saves, it’d have been great! Those cart batteries are dying these days, while NBA Jam is still doing fine.

Visually, NBA Jam looks good, though of course it doesn’t come close to the arcade original — there is no sprite scaling here, only several different sprite sizes the game will flip between, sprites are smaller and less colorful than in the arcades, and more. For a Genesis game this looks fine, though. The SNES version looks a bit better mostly thanks to that systems’ larger color palette, but it has no music during games, while on the Genesis there is in-game music, so each has a plus and a minus presentation-wise. The sequel NBA Jam T.E. is the same way, still no music on the SNES version sadly, which I have. There’s really only one arena to play in, but you’re going to be focused on the gameplay anyway, so it doesn’t matter. There really are only two downsides to this great game. First, the AI cheats massively, and will do everything it can to keep games close. This was an arcade game after all, Midway needed to keep you pouring quarters in the machine! If the game is close and the AI team has the ball at the buzzer, they’ll hit that long-distance three for sure. Also, you can’t play as Michael Jordan, the most famous NBA player ever, because his name and likeness would have required a separate license which Midway presumably couldn’t afford, or didn’t want to pay. That really is too bad, it’d have been so awesome to see Jordan in NBA Jam! He isn’t in most of the sequels either, though he is in EA’s Wii/PS3/360 new NBA Jam game. Sure, Scottie Pippen is very good too, but he’s no Jordan. Anyway, most of the other big stars are here, including Ewing, Malone, Olajuwon, etc.

Overall, NBA Jam is a fantastic game, and owning some version of this classic is a definite must! The 32X version of NBA Jam T.E. is probably my favorite console NBA Jam game, but this Genesis version of the first one is great as well. And with how cheap it is, there’s no reason not to pick it up the next time you see it for a dollar. I love this game, it’s outstanding. T.E. is even better, and adds features such as switching players between quarters, three players per team, injury ratings, hot-spots and turbo-speed modes, a rookies team, and more, but the first NBA Jam is still fantastic. It is a very simple game, even simpler than its successor since it doesn’t have the switching or injury components, but it’s brilliant in its simplicity. You won’t find a much more fun sports game than this. It’s great. Arcade port; NBA Jam was also released on the SNES, Game Boy, Game Gear, Sega CD, and more. I also have the Game Gear and Sega CD versions. The GG version isn’t as good (and has passwords for saving instead of on-cart saving), but the SCD version’s nice. It does have real sprite scaling, but otherwise is the same as the Genesis. The question is, though, are the long load times worth that slight advantage? And you lose the chip-only saving too, since it saves to the Sega CD, which uses a (rechargeable) battery.


Newman Haas’ IndyCar featuring Nigel Mansell – 1-2 player simultaneous, password save. Sort of like the Mario Andretti game above but with only open-wheel cars, more 3d elements, and a music option (with no sound effects, of course), Newman-Haas Indy Car featuring Nigel Mansell is an average open-wheel racing game from Gremlin and published by Acclaim. This game has a real IndyCar license, all 15 tracks from the season it’s based on, the real drivers, okay graphics with some nice-for-the-system attempts at polygonal 3d backdrops, and okay gameplay, but I find it far too tediously dull to stick with much like most F1 or IndyCar games. These usually seem to be games made for fans of this kind of racing, which I am not, and not for the average racing-game fan, and this one is no exception. The first of two SNES and Genesis racing games featuring Nigel Mansell, this racing game has sort of a linescroll / 3d hybrid style to it. You play from an in-car view, and the track is mostly smooth, linescroll-style curves, but the trackside environment has polygonal walls, bridges, and buildings. Some linescroll racers have a bit of this stuff, but this one is full of them, particularly here on Genesis; the SNES version isn’t as impressive thanks to the slow SNES CPU. Sure, the buildings are made up of one huge polygon per side, and the framerate is slow and choppy as it is with most all polygonal Genesis games, but still, few Genesis racers attempt real 3d. The game doesn’t feel like a full 3d world like Hard Drivin’, it does have those smooth curves and some alternating bands of color to simulate motion, but it’s more convincing than your average linescroll game is. Aurally, the game has either music or sound effects. As with the Genesis Lotus games, you can’t have both at once, sadly. That’s always an annoying limitation, and there’s no good reason for it either.

Ingame, IndyCar has a fairly simple driving model, but you will need practice to do well, as learning where to brake on the turns is crucial if you want to avoid going off the road and hitting things. The game has both Arcade and Sim modes. Sim mode punishes you more for crashes as you can get injured and have the race immediately end, and has longer races where you will need to pit in to refuel during the race, but the controls are pretty much the same in both, it seems. The game controls okay, but you really will need to brake to not go off the road on many turns. As for the courses, I like that the game has all 15 real tracks, but they feel nearly the same — backgrounds are similar everywhere, trackside objects are the same, and the tracks just don’t look very different. The game does have single race or a championship mode with password saving and some car customization options, so the featureset is good for the platform, but for me at least it doesn’t hold my interest long enough to want to attempt a championship. Overall Newman-Haas IndyCar featuring Nigel Mansell is an okay, average-at-best racing game that only fans of this kind of game are likely to really like. Also on SNES, though this version has better graphics. I have the SNES version of the other Nigel Mansell-licensed racing game; see my SNES list for that one. It’s also very mediocre.


NHL ’94 – … My collection spreadsheet claims I have this game, but if I do I don’t know where it is. I’m not sure if I ever actually had NHL ’94… though I do have the case back for the Sega CD version, but Tomcat Alley was and is the disc in that case. NHL ’94 is probably considered to be the best Genesis NHL game and one of the best hockey games ever, so I should have it… ah well.


NHL ’96 – 1-4 player simultaneous (with EA multitap), battery save. NHL ’96 is a good hockey game from EA. This is the fifth of seven NHL games EA released on the Genesis, and it’s one of the better ones. ’94 is the agreed-on favorite, but this one is good too. I’ve never liked hockey as a sport, and never have played any hockey game a lot, but sure, this seems to be fun. Don’t expect an in-depth summary here, though, I haven’t played this or any hockey game enough to do that. I can say that the game looks okay, plays well, and is sometimes fun to play, though I like other things more. The game lets you play as all of the teams from the 1995 season, and has single game, tournament, and season modes, with battery save to save seasons in progress, stats, and such. All arenas are the same except for the home teams’ logo in the center, but otherwise it’s a full-featured game for the time. The game has a vertically-oriented arena, so one goal is on the top and the other is on the bottom, with a top-down view of the ice. Gameplay is simple; you have a shoot button, a pass/swipe at puck button, and that’s about it. It’s easy to learn and plays well. Gameplay is simple and straightforward, and button-mashing seems to work well when fighting over the ball. This does lead to penalties, which are annoying and too frequent, but you can turn those off if you like. Goalies are hard to score on, though, so games are often tediously low-scoring affairs; I like the arcadey fun of Wayne Gretzky’s 3D Hockey for the N64 more than this more realistic kind of goalie. Still, it is possible to score, just not often. The game has three difficulty settings, and even someone who almost never plays this kind of game like me can regularly win games on the lowest setting, which is nice. Overall, this is a good hockey game, and can be fun particularly in multiplayer, but I don’t like hockey as a sport and always get bored with these games after a couple of games. No hockey game has ever held my interest long-term, but I do like this simple kind of game more than the overly complex ones of today. Having at least one Genesis NHL game is pretty much a must, though, for any Genesis collector; they’re super-common and worth a play, particularly with a friend. There is also a SNES game of the same name, though it’s not the same as this Genesis version. I know the Genesis EA games are mostly regarded as superior, but I don’t know if I’ve ever played the SNES ones.


NHL ’97 – 1-4 player simultaneous (with EA multitap), battery save. NHL ’97 is basically NHL ’96 but with a roster update, a new Skills Challenge mode which lets you play some kind-of-boring hockey skill tests, maybe slightly improved graphics (and I mean slightly!), and that’s about it. Sure, they were working from a good base, but this is one lazy sequel, as sports-game sequels often are. Again this is an okay game, but my dislike of hockey and sparse scoring makes me get bored after a game or two and I haven’t played it beyond a handful of matches. As with everything else, the AI seems to be about the same as the last game. There really isn’t any reason to have both NHL ’96 and this game unless you really love the series or hockey games. NHL ’98 is apparently more of the same. Again there is also a SNES version, though it’s not the same as this game.

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Sega Genesis Game Opinion Summaries, Part 7: Letter M

Ten this week. Christmastime is busy… and I’ll be away for a few days around Christmas, so the next update may be shorter than this.

Games in this update

Mallet Legend’s Whac-A-Critter
Magical Taruruuto-kun (J)
Mario Andretti Racing
Marsupilami
Marvel Land
Mazin Saga: Mutant Fighter
Mega Turrican
MERCS
Mick & Mack: Global Gladiators
Micro Machines


Mallet Legend’s Whac-A-Critter – 1 player, supports the very rare Smash Controller made just for this game. Note that this game is NOT compatible with the 32X, so you’ll need to remove it to play the game. I recommend keeping the 32X attached and not playing this. Mallet Legend’s Whac-A-Critter, or Mallet Legend as it says on the title screen, is an unlicensed Genesis game from Realtec. This absolutely horrendously terrible game is probably the worst, least fun to play game I own for the Genesis; it’s easy to see why they didn’t bother trying to get a license, considering how bad this game is. Whac-A-Critter is a Whack-a-mole game. As usual for whackamole, you hit things coming out of holes in a nine-hole grid. Here hitting the hit button hits the center space, and hitting a d-pad direction plus the pad hits that space. Various creatures will pop out of these holes in the ground, and you hit them with a mallet. The idea is an arcade classic, but it’s not something which works well at all at home; it’s far too simple to make a good videogame. To mix things up a bit, this game has more animals than just the usual moles to whack and multiple levels, but the game really is just whac-a-mole, the videogame. You just whack creatures, and that’s about it. Unfortunately, they did a terrible job of it here. This game has a lot of problems. First the concept is really simplistic and has zero depth, but worse the difficulty is completely out of balance — this game is impossible! There is progression in this game, with multiple levels and a world map showing which stage you are on, but the game very quickly gets impossibly difficult. You’ve got to hit a target percentage of the creatures in each stage, but by level two or three, you won’t; the game doesn’t give you enough time to have a chance in a videogame where you can only hit one space at a time while half of the board is covered in enemies popping out of holes, most of which you’ll never be able to get to. There IS that super-rare special controller for this game which I do not have. It looks like a set of nine buttons, pretty much, emulating a whack-a-mole game board. It may make the game a little bit more playable, but I don’t have it so I can’t say for sure. People who have used it who do have it say that the game is still insanely difficult even with it. This game just wasn’t very well made, unfortunately. There are not many unlicensed Genesis games which got released in the US during its life from companies that never released a licensed game, so it is interesting to have this, but overall Mallet Legend’s Whac-A-Critter is utterly abysmal. The broken difficulty level is the worst problem and kept me, and most other people going by what I hear about this game online, from getting past something like the second level of the game, but even without that the overly simplistic gameplay does not hold up at all as a home console game. Whack-a-mole is okay for a minute in an arcade, but at home, on a console? It feels like a one-minigame minigame not-collection, with no other content. And that minigame is so broken it’s barely playable. Don’t buy this!


Magical Taruruuto-kun (J) – 1 player. Magical Taruruuto-kun is a platformer made by Game Freak and published by Sega. Yes, this is a platformer from the team that would go on to make Pokemon. This is a licensed platformer based on the early ’90s childrens’ anime series of the same name. Because of the soon-to-be-successful developer this is easily the best-known Taruruuto-kun game, but I got several others first, namely the first NES game, the SNES game, and the Game Gear game. The NES and SNES games, which were published by __ and I think were actually made by TOSE, are good but extremely difficult platformers with an interesting block-licking mechanic, battery save, a fair amount of story text between levels, and more. I like them, but they are kind of crazy-hard for something supposedly for kids. The Game Gear game, also published by Sega but not made by a team anywhere near as good as Game Freak, is a shmup. You fly to the right as Taruruuto-kun, shooting baddies as they approach. It’s a short and very easy game and isn’t worth much of your time. It is interesting how different the games based on Taruruuto-kun are. This one has a magic staff which you possess blocks with to throw them around, entirely unlike the Nintendo games. The Nintendo ones are harder than this game, too, even though they have saving while this one doesn’t. The NES game particularly is really hard. I’m not sure which one I like more; the NES, SNES, and Genesis games are all interesting and worth a try.

So how does this game compare to those others? Well, the Genesis game here is fun but simple. This is a straightforward platformer. You walk to the right at Taruruuto-kun, run and jump on platforms, and have a magic staff as a weapon. You can’t jump on enemies to hurt them; instead you have to hit them with your stick, or throw things at them. You see, if you hit various objects in the world, you will grab them and carry them around. Then you can throw those objects forward, taking out enemies in front of you. It’s fun stuff, particularly because of the cute cartoon eyes that appear on objects as you carry them around. YOu also have a somewhat Sonic-like momentum system, so you’ll run slower up hills, jump farther when you are running, and such. You can also glide after jumping, though gliding is floaty and somewhat hard to control; while this game is good, the controls could be a bit better. It controls okay, but not quite as well as a Mario or Sonic game. While there is definite challenge here thanks to the usual Genesis design of limited continues and no saving, compared to the NES and SNES games this feels much more like what you’d expect from a kids’ game. This is a fun, fairly simple game and the idea is easy to understand. Level designs are simple, and the game has a nice difficulty curve which makes you want to keep coming back for more, to see the next part of the game next time. Levels do get more complex as you progress, so while the first level has no instant-death pits, they do start appearing in level two. Bosses often require skilled use of your throwing-stuff mechanic, which is nice.

This game starts out with a setting based on the school from the show. I like that this game tries to follow the series’ settings better than the entirely videogame-level-themed NES and SNES games. The graphics here are pretty good. It’s interesting how much this game looks like Game Freak’s later work on the Pokemon series; you can tell that this is a game Freak game, particularly thanks to the look of the sprites and enemies. They have that distinctive Pokemon style and must have been drawn by the same artist who would later go on to design the Pokemon. I’m sure a lot of people will like that, and they do look nice. The backgrounds and main character art is mostly inspired by the series, but it’s all done with a Game Freak style. Even though I’m a Nintendo fan I’ve never cared for Pokemon at all, so this isn’t a big plus for me, but the art is pretty good; the graphics here look nice. Each level has a new setting, and all look good. This is definitely an above-average-looking game for the Genesis, visually. The music is good enough too, though the graphics are probably better.

On the whole, Magical Taruruuto-kun is a good but not great platformer. It’s fun to play, but isn’t anything special or overly original. It is a simpler and shorter game than the NES/SNES games, and I do wish it had battery save like those do, or passwords either. Still, with good graphics, good level designs, and some nice challenges as you progress. Those graphics are pretty good, and Pokemon fans particularly will like them. This is an above-average game overall, but it could be better. While this is a good game, I don’t love it; the game has little depth. It’s just a decently fun licensed game, but it is good for a licensed game. As for the other games based on this license, Bandai’s NES (Famicom) games are the most interesting; they’re hard, but fun and well made. But more important than the license is the developer. Game Freak has mostly made RPGs of course in their ultra-popular Pokemon series, but the have made a few platformers. I know of three — this, Pulseman (Genesis), and Drill Dozer (Game Boy Advance). I haven’t played much of Pulseman though it looks pretty good, but Drill Dozer is fun, though I don’t like the game nearly as much as some; the shoulder-button-based drill controls are quite annoying, and not as responsive as face buttons would be. Anyway, Taruruuto-kun for the Genesis, or Megadrive rather, is a decent, fun game well worth a look, if you can find a copy. It is import-only, but isn’t region-locked so it will play on a US system, if you have a way of plugging in the carts — Japanese carts are a different shape from Western ones. I can fit Japanese carts into my 32X, so I use that, but for a regular Genesis you may need to cut the corners off of the cart port on top of the case.


Mario Andretti Racing – 1-2 player simultaneous, password save. Mario Andretti Racing is a linescroll racing game from EA. You can race three different cars, and they are different. This game is far from their arcadey Road Rash games on the Genesis, though; Mario Andretti Racing tries to be slightly more simmish, though as a 4th-gen console game the actual sim elements are limited — these consoles aren’t powerful enough to do a real car sim, that wouldn’t be seen on consoles until at least the Sega CD; F1 Beyond the Limit for SCD is very impressive! Instead this game has fairly arcadey driving, except with a bit skiddier driving model than you’d see in a better Genesis racing game. Mario Andretti Racing isn’t awful, it’s just really boring. I don’t find this game at all interesting to play. I’m sure there is an audience for this game, but I am definitely not it; “boring” is the first word I think of when I think of this game. The game has some good points, though. There is decent presentation in the menus, the ingame graphics are solid for the system and I like the pseudo-3d trackside wall, you have a career mode to try to complete and can save your progress there with passwords, the three types of cars each handle differently, and the game has 15 tracks, a reasonable number. The splitscreen multiplayer is nice too; not all racing games of the era have it. However, the game has more problems than strengths. While technically the game is kind of good, artistically the game is very bland and average. The cars aren’t great looking. The game is designed for split-screen play, too.l While you can switch to a full-screen view, the top half of the screen is just empty sky so there’s no point. Instead, I’d recommend playing with the track map on the top half of the screen, in one player mode; it is useful. Fullscreen-optimized visuals would be better, though, with a small minimap added preferably. The game has absolutely no ingame music, either, just engine sound. The menu music’s nice, but you get into a race and it’s just a droning silence. This really makes teh game feel dull and uninteresting; yes, many 4th-gen F1 games are similar, but it’s bad there also.

The core racing is flawed, too. Of the three car types, only one, the open-wheel car (F1/IndyCar-style), controls well. The first, the Sprint Car, controls terribly, with horribly skiddy controls; it’s very hard to avoid constantly hitting the walls in Sprint Car races. The Stock Car is in between the other two, so it doesn’t control well, but isn’t as bad as the Sprint car. And those 15 tracks? It’s broken up into five tracks for each car, and you cannot race on the other vehicles’ tracks with the wrong car type. Come on, that’s not a nice restriction! The sprint cars have five ovals, the stock car three ovals and two road courses, and the F1/Indycar car five road courses. The bad controls make the main game mode very hard to play, too. In the campaign, you start in sprint cars, and have to work your way up… but you probably won’t want to, not after seeing how annoying they are to drive! Single races in the open-wheel car are better, but I want more than just single races. The thick manual does try to help you learn how to play the game, and there is an ingame mode where Mario Andretti himself (supposedly) gives you hints for each track, but overall I’d much rather play a better game instead. Mario Andretti Racing is a boring, below-average game I can’t recommend to anyone except diehard car-racing game fans who absolutely must play a Genesis game of that kind of racing. Really though, stick with arcade racing games on 4th-gen consoles, and don’t bother with this.


Marsupilami – 1 player, password save, 6 button controller supported. Marsupilami is an okay puzzle-platformer from Sega. This 1996 game is a late release, and it does have good graphics, but the gameplay is frustrating. This game is based on a not-too-popular Disney cartoon of the same name. I do remember the character, but didn’t watch the show much, though I did read a few comics starring Marsupilami. You are the eponymous Marsupilami, a furry creature with a very long tail. That long tail is Marsupilami’s main unique feature and a lot of the comedy in the series centered around Marsupilami doing silly things with his tail, but here it’s your tool to solve the puzzles in each level, and beat the enemies as well. This game is fairly nicely animated and has good graphics, though it doesn’t look great, as the backgrounds are somewhat average and sprites aren’t up to the level of the best Genesis games. The visuals and sound are fine, though, and I like the way the tail animates, which is important when you’ve got a half-screen-long tail on screen all the time. The issues lie in the gameplay.

So, this game is as much about puzzles as it is platforming. Your goal in each level is not to reach the end yourself, but to help your elephant friend escape each stage. So yeah, the entire game is an escort mission… that’s not good. Fortunately the elephant can’t take damage, but still, the game gets frustrating fast. You’ve got a tight time limit to deal with, lots of enemies, and some obtuse puzzles to figure out — and if you die a few times it’s back to the beginning of the world. Yes, there are passwords thankfully, but only between multi-level worlds, not after each stage. With passwords after each stage this would be a much more fun game, but as it is it’s frustrating. Anyway, without your help the poor elephant will just walk back and forth, so you’ve got to use your tail to make stairs, to scare the elephant into going the direction you want, to fight off the enemies, and more. You can hold up to four different tail actions at a time, and switch between them with X and Z or on the pause screen (for 3-button controllers). Yes, the game is a lot more fun with a 6-button pad, much less pausing. A attacks, B jumps, and C uses your current tail action. The most common one is using the tail as stairs, to help the elephant get over boxes. You’ve got to stand right at the edge of the TOP of the box then hit C; you can’t make stairs from the ground, or from too far from the edge. It’s context-sensitive and there are no indicators of where you can use it, so it can be frustrating at times.

Also frustrating is the elephant itself. He walks slowly, and will just walk back and forth endlessly, so you often have to wait for him to catch up… but oops, you didn’t make those tail-stairs in time, he turned around and is going the other way! Do you want to wait for him to walk over and come back, or go over, hit him to turn him around, then hope you have the time to jump back on the box and create the stairs in time? Either way, you just lost some precious time. I like puzzle games plenty well enough, but making an entire game a long escort mission was a mistake, I think. Hit detection is a bit iffy at times too — landing on the elephant’s back requires more precision than I would like. Still, it is rewarding when you figure out what to do in a stage and go on to the next one. I only wish I wasn’t being sent back to the first one so often because of harder stages three or four levels in, before I’ve gotten to the next password. Overall, Marsupilami is an average puzzle-platform game. It might be worth a try if you like this kind of game, but isn’t something to look too hard for.


Marvel Land – 1 player, password save. Marvel Land is a platformer from Namco. The first Klonoa (PS1/Wii) aside Namco has never been known for great platformers, but this game can be good. Unfortunately, it also has its bad side as well, but overall it is above average at least. Despite its issues, the terrible framerate most importantly, this game is probably under-rated, since it’s usually totally ignored but it is interesting. The game has a very basic, cliche story — you are an part-dragon boy who has to save the kidnapped princess in this fantasy land. Original. The setting is a bit better, though, as Marvel Land has a theme-park aesthetic. The “Marvel Land” of the title is a theme park in this fantasy kingdom, and you’ve got to travel through all of it on your quest. This isn’t a fast-paced game like Sonic, it’s a more NES-like platformer. You run, jump, collect powerups for points, high jumping, an actual attack beyond “jump on heads”, and more, navigate tricky platform-jumping-heavy levels, and try to stay alive. That may be difficult, but it can be fun. The actual levels are your usual assortment of themed areas, so there’s the theme-park area, the water area, the fire area, etc., but still, I like the concept. The main character has that short-tunic-and-no-pants look that was common in ’80s to early ’90s male fantasy characters, but you are a guy, though it is kind of hard to tell what gender he is in the ingame sprite. This game has small sprites, you see. Marvel Land looks okay, but the graphics are all on the small size, and distinguishing details can be difficult. Environments are only okay looking at best. Sprite size here is much closer to Kid Chameleon than Sonic the Hedgehog, as a comparison, though both are better games than this. The smaller size does give you decent visibility around you, though, and the graphics are at least somewhat varied. The music is similarly okay but not great.

That’s fine, but it has some issues, game speed and controls most importantly. Yes, this game has TERRIBLE slowdown, maybe the worst I have seen in a Genesis game. This game will jump back and forth between average speed and terrible slowdown in a hurry. Namco tries to pull off some sprite-rotation effects, but they make the framerate go so low the game almost stops sometimes. Just having a couple of moving platforms and two enemies will also cause the framerate to drop through the floor. This game is on the same console as Sonic the Hedgehog, really? You can’t tell, sadly, that’s for sure! Namco seriously needed to work on the programming in this game, the awful slowdown really hurts it. Almost as bad are the controls. Most of the time, you attack by jumping on your enemies. You can get a limited-used powerup that lets you attack in a circle around you, but you’ll do a lot of jumping on heads here, and you need pixel-perfect accuracy to not die, which is difficult thanks to this games’ slippery controls. This game is all about jumping puzzles over death pits while enemies you may or may not be able to kill either stand in your way or attack you, and the skiddy controls make your task more difficult. This game is fun at first, but by the later levels it’s a frustrating pain. The game has lots of secrets to find if you stick with it, though, including warps that send you either forward or backward in the game. Every level does have a password, thankfully; just get game over to see it. This really helps take the sting off of falling for a “warp back to level 1-1” trap, and some warps will send you forwards so doors are worth checking out. In conclusion, Marvel Land is an above-average game. The awful framerate dips and slippery controls are annoying, and the game gets hard later on in ways that wouldn’t be quite as bad if you had a more reliable attack and more precise jumping controls, but it’s an interesting game despite its problems. The Genesis doesn’t have too many of these more 3rd-gen styled platformers, so this one is nice to see and it does mostly play well. The bright and colorful graphics, variety, varied level designs full of enemies, traps, and obstacles to figure out how to get past, numerous secrets to look for, and the games’ challenge will keep you coming back, if the flaws don’t drive you away. Overall Marvel Land isn’t perfect, but definitely is worth playing if you’re a platformer fan. Arcade port.


Mazin Saga: Mutant Fighter – 1 player. Mazin Saga is a mediocre licensed beat em up with fighting game elements by Almanic, and published by Sega in Japan and Europe and Vic Tokai in the US. Yes, this is one of those games Sega outsourced to an external publisher in the US. And after playing it, it’s not too hard to see why: this game isn’t that great. Mazin Saga is an average beat ’em up with terrible 1-on-1 boss fights at the end of each stage that ruin the game. The game has no multiplayer, average-at-best graphics, only five levels, and not much fun to be had thanks to those awful, and absurdly difficult, 1-on-1 fights. In the levels though, this is an okay beat ’em up. You play as a Mazinger Z, popular anime franchise of the same name. This is one of Sega’s few Japanese licensed games that actually released here in the US, perhaps because they thought the robots-and-monsters theme would work well enough whether or not people knew the license. While that is true, I wish the game was better. At first the game seems decent, maybe even good. The beat ’em up levels are entertaining. They have the usual isometric perspective with depth, which is good; I like this style better than side-scrolling beat ’em ups. The visuals are okay, you have some moves to use, there is a moderate amount of level-design variety, and beating the baddies is decent fun. Sure, the music isn’t too good, but the visuals are better. But then you reach the first boss, and the game completely falls apart. While the idea here is sound — you fight the boss 1-on-1, just like the fights in the TV shows like this or Power Rangers — the execution is awful, with bad controls, absurdly difficult AI, and very limited movement. These fights are side-scrolling and are very zoomed in, and you awkwardly swing your guy’s weapons around as you try to do more damage than you take. It’s not good. I wish the game had just had regular beat ’em up bosses, then it would probably be an average beat ’em up worth a look, but that wasn’t to be. As it is, probably pass on this one unless you’re a big fan of the anime. It’s not fun to play and will only frustrate. The absence of multiplayer, a staple feature in this genre, is also disappointing. Of course you couldn’t have those 1-on-1 fights with two goodguys on screen, but that’s another reason to not have them. Ah well. Overall Mazin Saga: Mutant Fighter is a quite bad game not worth getting.


Mega Turrican – 1 player, 6 button controller supported. Mega Turrican is an amazing platform-action game from Factor 5. This is the third or fourth game in the Turrican series, depending on how you count; Super Turrican and Mega Turrican were developed at about the same time. Super Turrican released first, but I think this game started development earlier. Super and Mega Turrican are both really fantastic games, among my favorite run & gun-ish platformers ever. This series is amazing and incredibly under-rated! Yes, with great graphics, great music, fantastic action, a reasonable-length game to play through, good controls and weapons, good level designs, and more, Mega Turrican is fantastic. Turrican was originally concieved by Rainbow Arts’ Manfred Trenz as a cross between a European platformer, Contra, and Metroid. Your character, Turrican, moves around in large Euro-platformer-like levels, but you have a gun, a large arsenal, and a lot of stuff to shoot like Contra, and a Metroid-like rolling-ball form as well. All games in the series control very well. Factor 5 ported the first two Turrican games to the Amiga, but were not the original developers. Their Amiga versions are the basis for the Genesis ports of both games (to be covered below). After that, Factor 5 took on the series themselves and made three Turrican games, the aforementioned two plus Super Turrican 2 for the SNES. Factor 5’s Turrican games are different from the first two in important ways, so most people prefer one style or the other. This game and the Super Turrican games are much more linear, less open, better-looking, games with better controls and much more consistently paced action than the first two. The Fa ctor 5 games also have much better health systems with hit-flash and invincibility after being hit, instead of the very quickly-draining health meters of the first two games. The improved health systems are one of the best things about these games versus those ones. However, some people prefer the large, sprawling levels and exploration component of the first two games, and there is a lot less of that here than in either previous game, that is true. Mega Turrican has some bigger levels with larger areas to explore and lots of secrets to find, but it also has many very linear stages. Super Turrican is probably even less open, and Super Turrican 2 has almost no exploration and is mostly just a linear path through a constant assault of tough action scenes.

Personally, I like the balance Super and Mega Turrican make. They have enough exploration to be interesting, but have focused, well-designed action encounters in a way the first two games aren’t quite as good at. The level designs here are some of the best in the genre. In some levels you move along a liner path making tricky jumps while trying to stay alive. Other times you go through boss-heavy stages with frequent bossfights between short platforming segments. And other times you will explore large open levels, searching for secrets and the exit before time runs out as you face the opposition. The enemies are varied too, and are different in each area. There are small jumping foes, larger walking or running ones, and others which fly around homing in on you. You’re always seeing something new in this game, and it’s great. Some things do also appear in Super Turrican, but I don’t mind this; the games are quite different, despite their shared mechanics. Super and Mega Turrican aren’t as hard as a Contra or Metal Slug game, either; this is a very beatable game for even average players, if you stick wit hit and replay the game a few times. You do have limited continues and no saving here, but I’ve beaten it, and I think anyone can with a bit of practice. Enemies stay dead once you kill them so you don’t need to worry about respawning enemies, thankfully, unlike some games in this genre. This is no Contra: Hard Corps, difficulty-wise, and it’s better for it. The game has a good difficulty curve from the easy first few levels to the larger and tougher later ones. This game has lots of intense, well-designed action throughout. I like how the game mixes things up versus Super Turrican; while the games share some settings, they aren’t all the same, in interesting ways later on. The first time I got far into this game, I expected it to end at a certain point based on where Super Turrican ended, but this game has several more levels after that, for example. This game is a little longer than Super Turrican and probably is a little tougher than that game, but neither one is really hard. The other three Turrican games are harder, though they aren’t better.

The game mechanics are slightly different, too. All Turrican games only allow you to shoot left or right, but you have some kind of beam as well. In the first two games, you had a beam attack that would activate if you held down fire for long enough while standing still. In Super Turrican, you have a freeze ray, which is quite helpful. Here, however, you have a grappling rope. This will not damage enemies, and instead helps you move around, as you can attach it to almost any wall or ceiling, and then swing around on the rope once attached. Getting used to the rope controls take a bit of practice, but it is very useful at many points in the game. The rope will be essential for finding all of the many hidden items, powerups, and shortcuts in the game. I like it, but I do miss a beam attack. The only thing you have here that can attack up or down are your limited-use bomb attacks (hit X, Y, or Z) and weak homing missiles, if you have picked them up and then not died and lost them. Still, the mobility is interesting. Super Turrican 2 would cover both bases — it has both a grappling hook and a freeze ray. The rope here is more versatile than the very limited angles that the Super Turrican 2 grapple works at, but that’s both good and bad as it means that it will take a bit longer to get used to. Once you figure it out the rope does allow for some interesting maneuvers, though, and I like having it. The game has nice level variety, too. There are several levels in each environment in the game, but each stage is unique and feels different from the others.

So, with fantastic graphics that get a lot out of the system, a really good soundtrack, great levels with a lot of variety in visuals, enemies, and level design concepts, a fair but surmountable challenge, some cool weapons, lots of secrets to find in many stages, and more, Mega Turrican is an amazing game that well deserves its high place in my Genesis top 10! Excepting perhaps the first game, the other four Turrican games really are all definite must-have titles. Factor 5’s Turrican and Star Wars (Rogue Squadron and Battle for Naboo, N64/GC) games are among the best action games of their respective generations, and you see that here. Don’t miss out on this fantastic classic! Amazing stuff. Buy it. Also available on the Amiga as Turrican III, and the Genesis version is available on Wii Virtual Console.


MERCS – 1 player. Mercs is a top-down run & gun shooting game from Capcom, though this Genesis port is by Sega. In this ’80s action movie-style blastfest, you run around as one of several commandos who totally aren’t based on popular action movie heroes and shoot lots of baddies. This game is actually the sequel to Capcom’s mid ’80s arcade game Commando. No relation to the Arnold Schwarzenegger movie that released shortly beforehand though, of course! I’m sure they came up with that name and concept all on their own… yeah. This time the graphics are better, but the gameplay is similar to before. Visually this game looks only okay, and it’sclearly an early Genesis release; Genesis graphics get much better than this. Still, everything is reasonably nicely drawn and looks fine. Gameplay-wise, the game scrolls in multiple directions instead of only upwards as it was in the first game or Ikari Warriors 1, and you have more weapons and multiple commandos to play as, but the basic gameplay is the same: shoot everything that moves. I remember Ikari Warriors well from the late ’80s but not Commando or MERCS, but this game is pretty good and one of the better top-down run & gun shooting games of the generation. It is unfortunate that it is one player only, but otherwise it’s good stuff. You do have a health bar in this game, which is a nice change versus Ikari Warriors or Commando, but it’s still quite tough. Make sure to collect the special weapons, you’ll need them! Bosses are hard too, and each one is quite different. The controls here are fine, but you can only shoot in the direction you are moving; you do not have a firing-lock button, unfortunately, unlike some games in this genre. That is missed, but the game is playable as it is.

The game has two gameplay modes. Arcade mode is a one-player-only recreation of the arcade game, though with limited continues, of course. It’s pretty good, and is short but hard as expected from an arcade game. Levels are all very well laid out, and the action is constant. The other mode is Original mode, and it’s interesting. In original mode you have one starting commando, and only one life; if you die, it’s Game Over, start again from the beginning. Harsh! Yes, this mode is quite hard. As you play, however, you will find other commandos and can switch to them during play. You will also find shops where you can buy health refills from, which is quite important considering you have no continues here. Original mode is a little slower paced than the arcade game, for a different feel. The levels here visually use the same tilesets as the arcade levels, but the actual level layouts are entirely new, so it really is a different game. This mode will take a lot of practice to get good at, but it’s fantastic to have such a deep and lengthy mode added to what otherwise would be a very short game. A lot of arcade ports add little to the arcade game, but Sega made sure that Mercs would not be one of those games. Arcade mode is a fun blast, and Original mode an interesting challenge to keep playing as you try to get better and learn how to stay alive. Overall, Mercs is a good game any action game fan should definitely get. The only real flaws are the early-gen graphics, potentially the difficulty, and the absence of a firing-lock button, but otherwise this game is quite good. With great level designs, lots of enemies to shoot, and more, it’s great fun to walk around, blow everyone away, and try to save the day! The Genesis version is also available on Wii Virtual Console. The game is partially an arcade port; the arcade version is in some collections of Capcom games, and ports of the arcade version were also released in Europe only on the Sega Master System, ZX Spectrum, Amstrad CPC, and Atari ST, and in Europe and maybe also the US on Commodore 64 and Amiga.


Mick & Mack: Global Gladiators – 1 player. Global Gladiators is an okay platformer from Virgin. This is a McDonald’s licensed game, but doesn’t have too strong of a fast-food theme, thankfully; for that play McDonald’s Treasureland Adventure for the Genesis, though I don’t have that one. The story here is that Mick and Mack are two boys who like McDonald’s, and after saying that they want adventure Ronald McDonald sends them into a book to undertake a dangerous quest. What a jerk… but you’ve got to take it on now. Mick and Mack were also playable in at least one game before this one, so they weren’t created just for this game, but I don’t think much has been seen of them since. You can play as either one but can’t switch ingame, though the only difference is their color, they don’t play differently. Ingame, the game is a fairly conventional Virgin/Shiny-style platformer, except here your main weapon is a goo-gun instead of jumping on enemies’ heads. Your shots have a curving arc, since you’re not shooting bullets, and this can help hit enemies if you shoot from the right places. The levels are the usual very large, open levels you should expect from this kind of game. Your goal is to reach the end, but paths are not always obvious so you will need to explore around. Secrets can be anywhere. There are of course lots of things to collect in each level, with McDonald’s “M”s being the basic pickup, though there are also rarer extra lives and such as well. Different colors of Ms are worth different point values.

The game is simple but fun, and the game is mostly enjoyable to play. It’s tough, though; those lives won’t last long, and I haven’t been dedicated to the game enough to get past world two yet. The level designs are okay, but can be frustrating. Unfortunately blind jumps are a real problem in this game; you will not always know if there is a pit or not below you, so be careful and just accept that sometimes you will unfairly die. Of course, as usual on the Genesis you can’t save and have limited continues, a pretty bad combination to have in games with blind jumps. Ah well. At least usually you know where you’re going, so this isn’t as bad as Taz-Mania or something. The game looks nice, but not amazing; later Virgin and Shiny games look better than this early-ish one. It doesn’t help that the first world is set in a somewhat dreary swamp, with lots of slime monsters for enemies. The second world is a fantasy forest, and looks better than the first one, but there are at least three big levels in each setting so getting to the second one will take a while. All levels in each setting look similar, and the enemies in each area repeat constantly, so this game is lacking variety. Still, it is reasonably fun to play, and overall Global Gladiators is an average to slightly above-average game with decent graphics with some nice animation, okay controls, solid traditional shooting-and-platforming gameplay, and plenty of challenge. The game does have issues, including blind jumps, sometimes annoying level designs, and repetition, but it’s worth a try for platformer fans overall.


Micro Machines – 1-2 player simultaneous. Micro Machines is a fantastic top-down racing game from Codemasters. You play as a small car based on the toy line of the same name, driving in real-world-inspired settings but in miniature. It’s a fantastic idea, and the game executes it really well. I got the Game Boy version of this game in the ’90s and really loved it, and this Genesis version is pretty much the same thing but in color! Micro Machines is a real classic, and it’s one of the best top-down racing games ever made. Yes, the game has many sequels, both in the Micro Machines series and spiritual sequels with other names (most recently Toybox Turbos), but the original is probably my favorite. Nostalgia is surely part of this, but still, the first game is a really great game for sure, and as much as I love some of the sequels, they are more frustrating than this perfectly-balanced original. Micro Machines is a top-down racing game, but it is different from other games in this genre. Unlike, say, RC Pro-Am, Micro Machines does not take place on a walled-in course. Instead levels are more open, and your challenge is to learn each track well enough to stay on the road. The road is marked with some kind of markers along the sides of the path, and if you stay off of the road for too long, when you go back on it you will explode and respawn back where you last were on the path. There are also many, many pitfalls, such as table edges and such, which you can fall off, and there are also traps, ramps, narrow ‘bridges’ made of pencils or rulers, and more, so memorization is absolutely key! If you mess up you will suffer for it and winning will be difficult. This first game is a bit more forgiving than its sequels, though, because it’s not quite as fast-moving as the later games; in the first Micro Machines at least you can sort of see the turns coming at you. Micro Machines 2 is a faster-moving game where only memorization will see you through it, IF you can get through that game at all. I like the first games’ pace better, personally. The second game is amazing, but it’s just a bit too fast for its own good. This is a hard game and you will need to learn every track in order to beat it, but the slightly lower speeds make that task easier and more fun than in its sequel. I really love the tracks in this game, they are so inventive and well designed! I have beaten this game back in the ’90s on the GB, but never did beat Micro Machines 2 for PC or GBC, the two platforms I got it for.

This game is available on a lot of systems, but this is a very good version of the game. The graphics are good, though they don’t push the hardware, understandably for a game originally released on the NES. All versions of the game are almost the same exact game, platform differences such as resolution or colors aside. The controls are great, and each car handles differently just like they should. Versus the GB version you do have a slightly better viewing distance thanks to the higher resolution screen, though; that’s nice. On the other hand, there is one fewer multiplayer mode, though the one it has is a great one. Micro Machines’ classic multiplayer mode, pioneered by this game, is here. This is a single-screen mode where both racers try to stay on the track. Once one person touches the front end of the screen they get a point on a meter on the side. This meter will go up and down as the two players win points, until one person fills up the meter with only their color. This is a pretty great multiplayer mode, and it returns in every Micro Machines game since. The GB version also has a handheld-exclusive split-screen mode where each player plays on their own screen in normal races where the players don’t need to be on the same screen, but I can understand why that does not appear in any of the computer or TV console versions of the game. MM1 is more limited in multiplayer than its sequels, though. Only eight or nine of the dozens of tracks in this game can be played in multiplayer for some stupid reason, first. This limitation is the same in every version of the game I have seen, and I have no idea why it is but it’s a pain. And second, the game has a two player limit on the Genesis, while many other Micro Machines games support four or eight players. The GB version of this game actually has four player support, if you’ve got a GB multitap and all the systems and copies of the game you’d need, but this doesn’t on either SNES or Genesis. MM2 for Genesis does add a 4-player mode, but sadly that game only released on consoles in Europe; we only got the PC and GBC versions of MM2 here in the US.

Overall, Micro Machines is one of my favorite racing games ever. This is an awesome game on any platform, so if you see this Genesis version for cheap, absolutely get it! The game looks nice, plays really well, and is a great challenge. The game does have limited lives and continues and no saving, but with practice you’ll eventually get through if you stick with it. This is a fast game with some cars, but it’s not as over-the-top as the speeds in the sequels. I think they got the speed balance just right this first time. The tracks here are among my favorites in the whole genre, too. I only wish you could play all of them in multiplayer. Multiplayer always has been a big focus in the Micro Machines series, and that’s as true here as anywhere. The 3 or 4 player mode is missed here, but two player play is great. Definitely pick this one up. There are many more similar games to this on this and newer consoles by the developers Codemasters and Supersonic. In addition to this game, also check out Toybox Turbos for the PC, Circuit Breakers for Playstation, Micro Machines 1 and V3 for the Game Boy and GB Color, and Micro Machines 2 for the PC or European Genesis (Megadrive). Micro Machines was released on a lot of platforms; this game is also available on the NES, PC, and Game Boy, and in Europe only on the CD-i, Game Gear, and Super Nintendo. The game has three sequels on the Genesis as well, all Europe-exclusive releases — Micro Machines 2, Micro Machines ’96, and Micro Machines Military. I’d love to get them and definitely plan to have all three eventually.

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Sega Genesis Game Opinion Summaries, Part 6: Letter L

Only eight this week (it’s been a busy week…), but several are among the system’s best games, so enjoy!

Games this update

Landstalker: The Treasures of King Nole
Lethal Enforcers II: Gun Fighters
Light Crusader
Lightening Force: Quest for the Darkstar
Lost Vikings, The
Lost World, The: Jurassic Park
Lotus Turbo Challenge
Lotus Turbo Challenge II: RECS


Landstalker: The Treasures of King Nole – 1 player, battery save to cartridge. Landstalker, made by Climax Entertainment and published by Sega, is an amazing action-adventure game, and my favorite game like this on the Genesis. This game is one part Zelda and one part isometric platform-action game, essentially. The isometric view is divisive, but it works better here than in almost any other game I have played. I found it fairly easy to get used to the controls in Landstalker. There are times when you’ll miss jumps because judging distance in isometric 3d is difficult, but the game won’t kill you for it, you’ll just fall down to a lower area and such. This helps make the game less frustrating than some other isometric games, such as Light Crusader below. Landstalker has great graphics, a nice anime-cartoony art style with a good look to it, good music, a large world to explore, and a somewhat lengthy quest to take on. This is a big game, and it isn’t as straightforward as Beyond Oasis, either; you will often be wandering around the game world trying to figure out where you’re supposed to go next. This can be frustrating at times, but do stick with it — the game is well worth the effort! You play as Nigel, an elf adventurer off to find a great treasure with the help of a fairy who supposedly knows where it is. The story is fairly light in tone, fitting the cartoony art style, though some serious things do happen. Still, this game can be amusing at times, and shows it right from the start. Landstalker doesn’t have a great story, but it is an amusing one and helps keep you going through the game as you try to figure out what to do next, or how to beat the next challenge.

This is an isometric game, so you move at an angle. All areas of this game are broken up into areas that are a few screens large, and connect to the next area via connecting ‘doors’ that are generally in the middle of the side. The general concept is similar to how Zelda: A Link to the Past, Beyond Oasis, and others work, except for that Landstalker uses clearly-marked connecting doors, instead of just ‘walk off the edge to scroll the screen’. I like this style, and it works great. The broken-up world helps keep you focused on the current area, and makes each one different. This is an action-adventure game in the Zelda vein, though, so you don’t just explore a world; there are also a lot of monsters to fight and puzzles to solve. Landstalker has a unique feel to it, though, as the Zelda/isometric platform game hybrid is interesting and makes this game feel different from any other. Landstalker’s puzzles are not like Zelda puzzles, either. While in Zelda or Crusader of Centy puzzles usually focus on using the items/helpers you have collected in the right ways, Nigel here mostly just fights with his sword. You will get inventory items, but your sword will always be your main equipment. There are some block-pushing puzzles of course, ‘kill the enemies’ puzzles, jumping puzzles, and many switch-hitting puzzles, but the game has some logic puzzles as well, rarely for this genre! Landstalker is mostly focused on platforming and action, but the variety of challenges helps keep the game interesting. Nigel’s sword has a pretty good range and this game controls great, so combat is easy and fun. Compare this to Light Crusader below where your character David’s starting attack range is far too short for a nice comparison of good versus sort-of-bad isometric game design. Landstalker is a challenging game for sure, though. If you die and don’t have a resurrection item or something, you go back to the main menu and have to load your last save; your progress is lost. This can be pretty harsh, as save points are mostly at towns, not in dungeons. So yeah, try not to die at bosses, getting back there can be a pain, and bosses will often take some practice to beat. Some of those jumping puzzles can be tricky as well, and I wish that the game gave you better clues about what you should be doing sometimes; wandering around lost is never fun. Still, the game is mostly great and is worth the effort.

Visually, Landstalker looks quite good, though Beyond Oasis looks even better. That game did release a few years after this one, though, and Landstalker still holds up very well. Environments are static and do not animate, but that’s normal for the time, and the art design and detail is impressive. Areas are well-designed and complex. The level designs here definitely take a lot from isometric action-platformer designs, but it’s all made more accessible than those games often were — think of Solstice for the NES for example, for a particularly harsh one. And again, I really like the games’ art design. Overall Landstalker is a fantastic game, and easily one of the best RPG-ish action-adventure games of the generation. It’s probably #3 on my list for the generation, after only Zelda: Link’s Awakening for the GB and Illusion of Gaia for SNES. The sometimes unclear objectives and harsh penalty for dying are minor complaints compared to the games’ many strengths. Landstalker has good graphics and music, great level designs, highly polished gameplay, very good, responsive controls, a sometimes amusing story, fun if simple combat, some intresting puzzles with a fair amount of variety, and more! This is a really outstanding must-play game. The isometric perspective may take a few minutes to get used to, but don’t let you stop you from playing this classic. Climax made several more isometric games after Landstalker, including Lady Stalker for SNES, Dark Savior for Saturn, and Time Stalkers for Dreamcast, but none quite recapture the magic of the original. This game is available in collections and digital re-releases of Sega’s Genesis games. Since cart copes do have now very old batteries in them which are starting to fail, unless you can switch out those batteries yourself maybe a digital copy on a modern system might be a good idea…


Lethal Enforcers II: Gun Fighters – 1-2 player simultaneous, Justifier light gun supported. Lethal Enforcers II is the sequel to the then-popular light-gun shooter Lethal Enforcers. I have the first one on Sega CD, and this one on cart, so see my Sega CD list for my thoughts on that game. While the first game was something of a hit, this Genesis/Sega CD sequel didn’t do quite as well, though the gameplay is just as good. The gameplay is more of the same, but the setting has changed; while the first Lethal Enforcers was set in the present day, as the title suggests this game takes place in the Wild West. I like the new setting, it fits very well for a light gun game. As with the first one, this is a very, very simple game: You simply need to shoot all badguys as they appear on screen, without hitting the innocents who like to run right into your sights. You can play with either a Justifier light gun (if you are playing on a CRT TV) or with the gamepad. The game controls better and is more fun with lightguns, of course, but it is playable with a pad. This is a very simple game. Just shoot the baddies, shoot some more badguys, then shoot some more. Every so often you will move to a new environment chasing the badguys around, but most areas are static screens. As with the first game though sometimes you will be on a moving vehicle, here carriages instead of cars of course, as a background loop scrolls past. This game has decent graphics with the same digitized-actors look that the first game used. At the time digitized people in games was considered really awesome stuff, but it has aged since; this game looks okay, but looking back the visuals are nothing special. The gameplay has no depth either, and isn’t quite as fun or varied as, say, T2: The Arcade Game is. Still, Lethal Enforcers 2 is a fun little lightgun game, worth getting for a few bucks if you like this genre. This game has aged much worse than many of the other popular Genesis games, but there is still some fun to be had. Arcade port, also on Sega cD. The SCD versions of the Lethal Enforcers games have improved audio and maybe also graphics, but mostly seems to be the same as the cart releases.


Light Crusader – 1 player, battery save to cartridge. Light Crusader is an isometric action-adventure dungeon-crawler game from Treasure. Treasure is famous for their great games like Dynamite Headdy or Gunstar Heroes, but also has a history of making … more average … games as well, and this is one of the latter type, unfortunately. Light Crusader is not a bad game, but it’s not all that good, either. This is a simple, small-scale game. The game has a very Western art style, an interesting choice for a Japanese game. The game looks okay to good, but isn’t really impressive looking, particularly for a 1995 release; Treasure could do better. You are Sir David, and need to save the kingdom from evil by going through a six-floor dungeon. Yes, this one dungeon with town above is the whole game. It will be a challenging journey, and I lost interest somewhere around floor two of the dungeon, but the scale of the game is limited. As with most isometric games of the time — Solstice, those numerous ’80s European computer games, etc.– the world is broken up into screens, each a separate challenge. You have a map on the pause menu, thankfully, to help you navigate the maze of rooms. This game really is Treasure’s attempt at a game like Solstice and such, and it shows throughout, from that Western art style, to the kinds of puzzles and challenges you will face in the rooms, to the general look and feel of the game. I don’t like Solstice all that much, though, and don’t care for this game either. Of the isometric games I have for the Genesis, Landstalker and Sonic 3D Blast are the good ones, while this is well behind in third.

Ingame, you explore around the dungeon. Levels have blocks to push, switches to hit, treasures and items to collect or buy, enemies to kill, and tricky jumping puzzles to solve. Unfortunately, it can be hard to tell the perspective in this game, so jumping puzzles are harder than they should be. I have much less trouble making jumps in Landstalker than I do here, it’s just a little easier to see where you are there. Combat is also worse than Landstalker, as your attack range is far too short. Your sword barely hits beyond your sprite, so you’re going to take hits all the time while trying to fight the enemies. It’s frustrating stuff. I do like some of the puzzles, though, and the game will make you think as you explore around and try to figure out what you can do — where can I push that block? What is that pillar emitting a beam for? Etc. Puzzles start easy, but get harder as you progress in a reasonable curve. There are also occasional bosses along the way, and these can be tough, particularly with your short attack range. I’m not sure if it’s worth the hassle; sure, with enough tries you can probably beat them and you can save your game at save rooms so you don’t have to start over from the start after dying (as long as the cart battery lasts, that is), but I just don’t find this game very fun to play. I’ve never gotten past floor two, and when trying the game again for this summary I was happy to quit after dying at the first boss; it meant I didn’t have to play the game anymore. Light Crusader is an average game for its genre, overall — it’s better than some, but worse than others. The game has okay graphics and some decent puzzles, but the frustrating jumping, unfun combat, and limited scale of the game all hold it back. Probably don’t bother with this one unless you like this kind of game, or really want to play all of Treasure’s games. This game is available in collections and digital re-releases of Sega’s Genesis games.


Lightening Force: Quest for the Darkstar – 1 player. Lightening Force, also known as Thunder Force IV, is Techno Soft’s last and best Genesis shmup. This game released in 1992, the year the shmup genre peaked in game releases in Japan. This is an absolutely incredible game, easily among the best shmups of the generation in both graphics and gameplay. The game begins with LIGHTENING FORCE scrolling by interspersed with scenes of your ship, as the games great opening fanfare plays, and it just gets better from there! Visually Lightening Force might be the Genesis’s best-looking shooter. The story is somewhat depressing apparently, going by the ending; there is no story before the end, just as it should be in this genre, but the end is a bit dark. There are ten levels here, average for the genre, with a boss at the end of each one. You can play the first four levels in any order, which is interesting, but after finishing them the second half of the levels are played in order. The default first level is particularly amazing looking with its numerous layers of parallax scrolling. All levels in this game are several screens tall, more than usual for the genre, and have multiple layers of parallax of both the strip-parallax and full parallax layer varieties. This game has maybe the best parallax scrolling of any game in the 4th generation. The sprite graphics and art design are also fantastic and very well drawn. This game gets about as much out of the Genesis as it can, and the results are impressive. Oh, and the music is great too! Lightening Force has a really great electronic techno/rock soundtrack that adds a lot to the intensity of this already-intense game. The soundtrack is one of the better ones on the system. This game both looks and sounds incredible. It is perhaps an issue that the first level is probably the best looking, but many later stages also look really great as well, and almost all have many layers of parallax. The only issue with this game visually is that it does have slowdown, but with this much action on screen it was probably inevitable even on the Genesis. Lightening Force pushes the Genesis hard.

And behind all of the awesome presentation is a fantastic, rock-solid game with great, extremely responsive controls, a nice variety of weapons that are both powerful and fun to use, and a huge number of enemies to shoot. Enemies come from the front, back, above, and below, and you always need to remember that there are going to be enemies above and below you. Unless you have a shield you die in one hit of course, so you need to be careful. There are five weapons to get though, and each can be upgraded to a more powerful form if you can stay alive. My favorite weapon is the Blade weapon, but all have their uses, and you will switch between them regularly, particularly for when enemies attack from behind and you switch to weapons better at dealing with that. This is easy enough, though, thankfully, if you know what to do; memorization is important here, as always in this genre. If you die you respawn where you died, until you run out of lives and continues of course, though you do lose your currently-equipped weapon, so try not to die with the better ones if you can. At the end of each level there is a boss of course, and they are varied, cool looking, and often tough. Each one has a different way of coming at you, and some have cool visual elements as well. Levels are just the right length here, and so is the game; at about 40 minutes if you don’t die this game is in the middle between the short 20-minute shmups, and the long (for this genre) hour-plus games. The length is just right; those 20-minute shmups can be great fun, but it’s nice that this game has a bit more to it.

So yes, this is a hard game, and it is constantly challenging you with new enemy types and fire patterns to deal with, but there is something which can help: a 100-lives cheat. All you need to do is go into the options menu before starting a game (it’s kind of hidden, but just hit the right button at the start screen), set lives-per-continue to zero, and presto, you now actually have 100 lives per continue, not zero! On this options menu you can also change the difficulty and such; though the game is tough on any setting it is easier on easy than hard, at least. I have finished this game with the 100-lives code, but not without it, sadly; it is very easy to die, and you do have limited continues. Losing your current weapon upon death is also a huge issue, as when you lose good weapons it can be hard to recover and not lose a lot of lives in a hurry. That is a classic, time-tested shmup design idea commonly seen in Gradius and R-Type games, for example, and I don’t mind it, but it does mean that to win without that code you will need to practice this game a LOT. With as great as this game is that is probably worth it, though, if you have the skill. Overall, Lightening Force is an absolutely exceptional masterpiece. This game has some of the best graphics, music, and gameplay of the generation! This is my favorite game by Technosoft, and my favorite shmup on the Genesis as well. Lightneing Force, or Thunder Force IV, is an absolute must-buy. It’s not cheap anymore sadly, but get it for sure. I know some people like Thunder Force III more, but I think this one is probably better. (Yes, I don’t have TFIII, though I do have II, IV, and Thunder Spirits for SNES. I have played the game, though.)


Lost Vikings, The – 1-3 players (with Sega multitap), password save, 6 button controller supported (and highly recommended). The Lost Vikings is a really great game I have a lot of nostalgia for. This side-scrolling puzzle-platformer from 1993 was developed by Blizzard under their original name “Silicon & Synapse” and published by Interplay. The original concept apparently was a more platformer-styled Lemmings-type game, and it is that and more. The game has great cartoony art in what would become that classic Blizzard style and fantastic, highly-polished gameplay that is as much about solving puzzles as it is about fighting enemies. I got the PC version for Christmas in 1993, and while I did not know the Blizzard name yet, a few years later I would, and in retrospect it was a step towards my later love for Blizzard games. This was the first Blizzard game I played, and it while it’s nothing like their most popular games such as Warcraft or Diablo, it is a very good game for its genre. I mostly know The Lost Vikings as the PC game I played in the ’90s, but this Genesis version is also great. The graphics aren’t quite as good as the PC or SNES versions, unfortunately. The game looks pretty good and I like the cartoony graphics; they look like a predecessor to Warcraft’s style. Even though this version does look worse than the SNES or PC versions but it still looks pretty good and close to the original. I love the graphics and animations in this game, they’re funny stuff. The music is good as well, and certainly is better than the almost nothing I had back in 1993, since our computer only had a PC Speaker and not a sound card; with PC Speaker audio the PC version has a main-menu theme, but that’s it for music. but it makes up for it with several Genesis-exclusive levels and a Genesis-only 3-player-simultaneous mode; other versions are either one player only, as I think it is on PC, or two player max, as it is on SNES. The exclusive levels particularly make this version worth getting, as no other version has exclusive levels, so this is the only way to play every level of The Lost Vikings, and you’ll want to! With good graphics, gameplay, level designs, and writing, the game is great.

The game is funny, too. I love the writing in this game, there are frequent amusing comedy moments. The interactions between the Vikings are great, as they see things completely beyond anything they can understand, from spaceships full of laser traps to ancient Egypt, the age of the dinosaurs, and more. The Lost Vikings is the comic story of three medieval vikings, Erik, Olaf, and Baleog who get kidnapped by a time-travelling villain called Tomator. They have to escape, travel through time to find home, and defeat Tomator along the way. Each one has two abilities, and there is little overlap between the three. You will need to use all three together to proceed, and this division really is the core of what makes The Lost Vikings such a great game. Only Erik can jump and charge, only Baleog can fight with sword and bow (excepting Erik’s head-bash move which is more useful for walls than enemies), and only Olaf can guard against enemy attacks and float. In the sequel (not available for Genesis) there is a lot more overlap between the characters’ abilities, and I really think it hurts the game; this first game is better because The Lost Vikings should be about having to use all three characters to solve puzzles. When they decided to put in characters that can both attack AND jump, it kind of broke the concept. The purity of the concept in this first game is far, far better — each Viking is necessary for their tasks, and useless for the others, demanding cooperation and thinking. Each Viking has a separate health bar, with 3 hits by default, and if any one of the three dies you get an immediate Game Over. Thankfully there are passwords for every level and you have infinite continues, so you aren’t set back far. There aren’t checkpoints in stages, but that’s okay; levels are reasonably sized, and are usually fun to keep trying until you get them right. If you die enough times in a stage, the Vikings will have some amusing comments… heh. You will need to carefully proceed through each level, looking for enemies, switches, and obstacles. You will often need to block enemies, lasers, of what have you with Olaf, then switch to Baleog to fight them. Baleog has separate buttons for his two weapons, which is useful. You also have an inventory; each Viking can hold four items. You can also switch which inventory item is currently selected, use an item, give the item to a different Viking, or drop (throw away) an item. You also have button(s) to switch between the three Vikings, of course; unless you are playing in multiplayer, you can only control one at a time, and the others will just stand where you last left them. All these functions are why why the 6-button controller really is essential, the 3-button pad does not have nearly enough buttons for this game. With the right controller though the game plays great.

Overall, The Lost Vikings is a great game. I’ve liked it a lot ever since I first got the game, and it still holds up very well. The game is a challenging game full of tricky puzzles, but that’s how it should be! This game is all about the puzzles so they need to be challenging for the game to stay fun, and they are. Levels are complex and multi-layered, and you’ll need to keep your eye out for items hidden everywhere. Many will be important. If you think you might be able to get somewhere, use your Vikings together to get there! Olaf’s shield can work as a platform to help Erik reach higher areas as you search around, Baleog’s bow allows him to hit distant switches, and Olaf can float slowly to the ground in areas where the other two would fall to their deaths; make use of these abilities. With great level designs, good graphics and sound, good controls if you have 6-button controllers, exclusive levels and an exclusive 3-player mode, and more, The Lost Vikings is a fantastic game I’ve liked a lot for a long time now. The game isn’t one of the all-time greats, but it is a pretty good little B-grade game and it’s absolutely worth getting. This Genesis version is a must-have for fans of the game to see those levels you won’t see anywhere else. The Lost Vikings was originally made for PC, Amiga, Atari ST, and SNES; this Genesis version came a little later. The SNES version has seen multiple ports and re-releases, including on the Game Boy Advance and for free download on Blizzard’s website, but this Genesis version is exclusive to the platform.


Lost World, The: Jurassic Park – 1-2 player simultaneous, password save. The Lost World is the third and final Genesis Jurassic Park game, and it’s different from the others. By Appaloosa, this 1997 release is also the last non-sports Genesis game released by Sega in the US. While this game isn’t great, at least Sega went out with a pretty decent game. The Lost World is based on the movie of the same name, but you do not play as one of the major characters from the film. Instead, you play as a generic bounty hunter, out to do missions on this island full of dinosaurs. It’s odd you don’t play as the movie characters, but I don’t mind; this works. This is a top-down action game, so it’s a bit more like the NES and first SNES Jurassic Park game than the previous two Genesis Jurassic Park games, both of which are sidescrollers. The game has good graphics and decent gameplay. I’ve never quite found this game engaging enough to want to play deep into the game, but it is a decently fun game with some good ideas. The game definitely looks quite nice. The dinosaurs are very well drawn and look great, and have a good number of frames of animation as well. People and vehicles also look very good. This definitely looks like the late release that it is. Some are more threatening than others, and since this game is top-down you don’t have to kill them all if you don’t want; you can often avoid them, if they aren’t your objective or attacking you. That’s good. The backgrounds also look really nice, as expected from the studio which made the Ecco games and Kolibri. The audio is nice as well, decent atmospheric stuff. It’s no Ecco CD soundtrack, but it fits.

This is a mission-based game, and it has a nice amount of variety. Sort of like in the other Genesis JP games, you have quite a nice arsenal of weapons to collect, lots of dinos to fight, and plenty of territory to explore. The game world is fairly open, and you often will have several different missions to choose from, with a hub level in the middle and missions off to various sides. Levels are large, but thankfully there is a very useful map on the pause menu. You will often be pausing to go look at it. The pause menu also has a dino encyclopedia with information about the ones you can face in the area and also a mission-objective screen telling you what to do; this is also very useful. The game has okay controls, but they aren’t as tight as they are in the best games like this. Hit detection is also probably not perfect, though you do have a sizable health meter so it works. Running around shooting dinosaurs is fun, and you’ll do plenty of that in this game! There are even some vehicles to control, which is pretty cool. There is a nice variety of missions. Sometimes you’ll just have to kill things, but other times you will have to lure dinosaurs into giant traps, or other such things. I like that there is more to this game than just basic shooting. It’s also great that the game has passwords, not enough Genesis games have those. Still, after a while the game does get repetitive. All you really can do in this game is walk around, shoot, switch weapons, and activate things; that’s it. There are puzzle elements to the game, such as figuring out how to lure dinosaurs where you need them, avoiding mines, navigating the large and mazelike levels, and more but it’s mostly relatively straightforward. Some occasional areas do mix things up with things like some pretty nice software-scaler driving levels for instance, but most of the game plays in top-down jungles and the like. And this game is long for the platform, too — it will take multiple hours at the minimum, more if you get lost, which you certainly will. The game does have a nice co-op mode, but still, it’ll take a while. The shortest Youtube longplay video is 3 1/2 hours long, for instance. While this game is good, it hasn’t held my interest long enough to get anywhere near the end. Still, The Lost World is a good game and it is worth considering. Maybe pick it up. There are other games with this same name on other systems, but this game is Genesis-exclusive. Do avoid the Game Gear Lost World game, though! It’s a terrible, half-hour-long joke of a game, sadly.


Lotus Turbo Challenge – 1-2 player simultaneous, password save. Lotus Turbo Challenge is a simple but fun driving game from Gremlin and published by EA. Gremlin is perhaps more famous for making the three Top Gear games for the Super Nintendo (and Genesis, for Top Gear 2), but this one is a simpler game than those. And that’s where the problems lie; while Lotus Turbo Challenge is a good game, it released on Genesis at the same time or after after the first Top Gear for SNES, but full-screen support excepted isn’t as good of a game. This is a simpler game than Top Gear. Visually, this game looks like a Gremlin racing game. It’s got that distinctive look that the SNES Top Gear games also share, and the software scaling is quite good. The game plays fairly smoothly and runs fast, which is great. The art design is only average, but it looks nice enough. Aurally the game isn’t as good, though. Unfortunately, unlike their SNES games, on the Genesis Gremlin somehow managed to never figure out how to have sound and music at the same time, so while all three SNES games have both sound effects and music at once, here on the Genesis all three of their games have either one or the other but not both. It’s really disappointing, they could have done better; most Genesis racers have both sound and music, there is no excuse for this! As with the first SNES Top Gear games there are only four songs in this game, but they aren’t quite as great as the music is in that game. Forced splitscreen in Top Gear 1 aside that game looks better as well, and Top Gear 2 and 3000 look a lot better, though those did release later. It is nice that this game has full-screen support in single player, but that doesn’t make up for the lacking audio or not-quite-as-good graphical detail, compared to that game.

In gameplay, despite the issues above, Lotus IS quite fun to play, and to its credit it runs better than a lot of Genesis racing games. Gameplay matters t he most in a game, and this game plays well. This is a simpler game than Top Gear, though. Instead of being a sequence of lap-based races, this is a point-to-point game. The game is broken up into several tracks, each with a different setting. Each track has eight checkpointed sections, and you need to reach the end before time runs out. Unlike Lotus 2 or Top Gear, there is no fuel system here and no lap races, only point-to-point driving. Your only opponent is the clock, too; the other cars on the road are just obstacles you need to avoid, not real opposition. The clock is tight though, and by the third track the game gets very difficult. It is fun to challenge it though, and you get a password each time you reach the next track so you can save your progress. This is the simplest of Gremlin’s 4th-gen console racing games, but it is fun. Challenging the tracks and trying to get farther in the game is great fun here, just like it is in Top Gear, but that game is a bit more complex than this one, and does play slightly better. Still, this game is good as well. It controls well, looks okay and runs very well for the time, has one and two player play, has several cars to drive, has plenty of content considering how hard it will be to finish, and is a good fun time all around. It’s just very similar to Top Gear, but not quite as great. I really love Top Gear for SNES, though, so it’s awesome to have this game as well! This may not be an A-grade classic, but it is a good B-grade game well worth getting. This game is adapted from an Amiga series of the same name, but I don’t think it’s a straight port.


Lotus Turbo Challenge II: R.E.C.S. – 1-2 player simultaneous, passwords (for creation mode only, you can’t save circuit progress). Lotus II is a game which is both good, and also frustratingly flawed. This game has ambitious ideas, but can’t quite execute on them, sadly. Released in 1993, the same year as Top Gear 2 for SNES, Lotus II is bigger and more content-rich than the first game, but still lags behind its SNES counterpart. Sadly, the audio limitation returns — once again, sadly, you can only have music or engine sounds, and not both. Otherwise it’s better, though. Visually the game looks similar to the first Lotus, but with some minor graphical improvements and with more settings to drive through. This time you can do both circuit or point-to-point races, for example, and the game also introduces the somewhat interesting R.E.C.S. mode, where you can customize your own course. You can’t actually directly design the course, but you can adjust a lot of slider bars which determine what will be found on the track and in what quantity. Once you have generated a track to your liking you can test it, and also save it via a password you’ll have to write down. The passwords aren’t too long, thankfully, only 10-ish digits. I like that they tried something different here; I haven’t seen something like this in any other linescroll racing game. Still, while it is a cool option, the editor is limited in features; you can sort of make your own track, but doesn’t add as much to the game as it would have with a Mach Rider-style track creator.

Gameplay-wise, little has changed. This game does add a fuel system like in Top Gear, you can race against people instead of only the clock, and there are more places to race in and slightly better graphics, but otherwise it is the same as before. Gremlin’s 5th-gen racers all play great, so that’s okay, but Top Gear 2 has more added gameplay features than this one. This game runs just as well as the first one, thankfully; if only Outrun on the Genesis was as playable as these games are! The controls are good as always. This game has a major problem in its circuit design, however. The clock is still your main opponent; if you run out of time it’s an instant Game Over. And once you get Game Over, this games’ biggest flaw is revealed: you get no continues in this game, and there is no saving your progress in championships, either! Unlike the first game or any Top Gear game, this game does not have progression. Instead, you can choose the length and difficulty of the circuit you wish to attempt from the main menu. Circuits are made up of multiple tracks, and tracks vary in length; some are shorter three-lap or three-segment affairs, but others can be up to eight segments. It’s not reasonable to expect people to play through ten tracks of five to eight segments each without allowing saving at any point, in a game where running out of time once at any time in the game means you have to start the entire circuit over from the beginning! There are passwords on each level-info screen, but those just let you play that layout in the RECS mode; there is no way to save your progress in a championship and you get no continues. If the time limits weren’t so easy to fail this wouldn’t be as bad, but running out of time isn’t just likely, it’s inevitable. The frustration of getting game over midway through circuits is my main impression of this otherwise-good game. With a reasonable continue system within the circuits and perhaps also a better progression system instead of just ‘play anything from the menu’ this game could have been good, but instead it’s very frustrating and quickly stops being fun.

Overall, Lotus II is an average-at-best game with some good points and some flaws. Visually this game runs well, but doesn’t look anywhere near as good as Top Gear 2 for SNES, and the music and sounds still can’t play at the same time, unlike Gremlin’s SNES racers. In gameplay, the game plays well, but doesn’t quite have Top Gear’s balance; this game is a bit harder, and the inability to save makes it too frustrating for its own good. The lack of any progression is also a problem; there is less of a sense of accomplishment when winning just dumps you back at the menu and you can play the circuits in any order, if you can manage to win at all that is. Randomly generating courses and playing them can be amusing, but still, I’d rather play any of the SNES Top Gear games; they are better all-around. I don’t have Gremlin’s last Genesis racer, a Genesis port of Top Gear 2, but as with these two games it apparently still has no way to play music and sound at once, and has graphics significantly downgraded from the SNES. Gremlin got their Genesis games running fast, but never could manage great Genesis graphics or audio mixing, unfortunately, and it holds their games on this platform back. I’d recommend the first Genesis Lotus game over this one. This game is an altered port of Lotus III for the Amiga. This game, though, is mostly for people who like hard games or the idea or RECS editing.

Posted in Classic Games, Game Opinion Summaries, Genesis, Reviews | Tagged , , | Leave a comment

Sega Genesis Game Opinion Summaries, Part 5: Letters H, I, J, & K

Games in this update

HardBall!
HardBall ’94
Haunting Starring Polterguy
Instruments of Chaos starring Young Indiana Jones
Izzy’s Quest for the Olympic Rings
James Pond: Underwater Agent
James Pond II: Codename RoboCod
James Pond 3: Operation Starfish
Jewel Master
Junction
Jungle Book, The
Jurassic Park
Kid Chameleon
King of the Monsters 2


HardBall! – 1-2 player simultaneous, password save. Hardball! was Accolade’s first attempt at a console baseball game, and their inexperience sadly shows. If you compare this game to its incredible followup Hardball III, it’s kind of amazing how much they improved things from this game to that one. As great as Hardball III is, I really cannot recommend Hardball!; it’s just not good. I don’t think there is much of an audience for this game, really. It’s a massive downgrade from the computer Hardball games of the ’90s, so fans of the PC games won’t love this one, but it also isn’t quite RBI Baseball or something, so console fans of those games won’t be happy either. So, where did this game go wrong? The PC Hardball games are amazing, after all! But first, I should say the few good things abiout the game. Hardball! plays okay, and looks reasonably nice. That’s about it. As for the problems, though, first, the feature set is minimal. This is the only one of the four Genesis Hardball games that doesn’t have battery save, but it gets worse — the game doesn’t even have a season mode! All you can do here is play single games, play a World Series between teams of your choice, or… well, that’s about it. There is a password option to save a world series in progress, but that’s about it for modes. The game also has only one stadium, a generic made-up arena, and doesn’t have real players either. And of course, since this game doesn’t have a battery, there is no way to change the players names, stats, etc. as you can do in Hardball III. All of the other Genesis Hardball games have all of the real stadiums, and the latter two have the real players as well. All have battery save, full season modes with multiple season length options, logos for the teams, and more. This game has none of that. And don’t expect much vocal speech, either; there isn’t much.

But it gets worse — the gameplay itself isn’t as good as it is in other Hardball games. This is still a mostly-one-button game, but it’s compromised in the shift to consoles in ways that damage the game. Thankfully they undid these changes in the sequel. They made two major changes here which do not work well. First, the game has only one pitcher/batter view, a behind-the-pitcher viewpoint. The other Hardball games all have both behind-the-pitcher and behind-the-batter views. I have always thought that it’s nearly impossible to bat well from the behind-the-pitcher view, so it’s awful that that is the only view available here. I always play the other Hardball games only ever using the behind-the-batter view, and it’s hard to get used to this games’ opposite viewpoint. I know that Hardball 1 for computers is like this, but I’ve never played it, and this game released a year after Hardball II released for PCs, but this game has none of its improvements. Controls are also simplified. In this game, the pitcher gets a pitch-selection indicator, similar to the one in Hardball III. Pitchers all seem to have the same five pitches, massively dumbing down a major element of strategy from the other, better Hardball games where different pitchers have different pitches. If you press a direction while throwing you’ll throw to that part of the plate, so the pitching is classic Hardball. The batter, however, does not get an indicator; instead you hit one button for a regular swing, or another for a bunt, and if you press the button with a direction you’ll swing to that part of the strikezone. There is no Power swing option, and no indicator showing where you are swinging; you’ll just have to try to guess where the ball is going from that awkward viewpoint that makes determining that overly difficult. As you might guess, batting is very hard in this game, and the AI has a huge advantage.

And once a ball goes into play, you see the other change versus other Hardball games — you can’t see a full field view at once. Instead, the game has a more zoomed-in look, and will scroll as the ball moves. It’s not quite as zoomed in as some console baseball games, but it’s too close for me. There is no ball indicator or fielder markers in the minimap; instead it only shows baserunner locations. So, you have to catch balls by tracking the ball and shadow, as usual in the series. This is easier to do when you can actually see the whole field, so catching balls requires running towards the location before your fielder is even on screen. It’s not great. So, overall, Hardball! is a below-average baseball game, and a big disappointment for me considering how much I love the Hardball series. By changing this game to make it less Hardball they messed it up, and by cheaping out on the featureset they make the game somewhat irrelevant. There is no reason to buy this game; get Hardball III or ’95 instead. This is basically a Genesis remake of the original Hardball game which was released on a lot of computer platforms.


HardBall ’94 – 1-2 player simultaneous, battery save. Hardball ’94 is a console-exclusive followup to the incredible Hardball III. This game has the same basic gameplay as Hardball III, so just read that summary for how this game plays because it’s the same. On the positive side, Hardball ’94 has slightly improved graphics with redrawn sprites, the real MLB players with full rosters from the 1993 season, and the Marlins and Rockies expansion teams and their stadiums. On the negative side, though, most of the voiced announcing is gone. This game has almost as little speech as Hardball! above, sadly. I miss Al Michaels’ choppy speech bytes here. I also miss the Hardball III visuals, actually; yes, this game has better visuals, but I love the look of Hardball III, so this ‘better’ look isn’t really a positive for me. I do like that the game has the real players, though. Hardball III on PC has an addon that I have to give you the real players, but you can’t get that on Genesis. And the gameplay itself is more of the great same as Hardball III. You’ve still got single game, full season, and home run derby modes; the classic one-button-with-menus gameplay which works so well; those great zoomed-out field views that let you see all the way from home plate to the outfield in the direction the ball is going; pitchers each with their own specific set of pitches; you can save a game in progress at any time if you don’t have the time to finish a whole game in one sitting; and everything else. It’s a great game. However, is there much reason to get Hardball ’94 in specific? The problem is, while I don’t own it for some stupid reason, there is also a final Genesis Hardball game: Hardball ’95. That game also has the real players, but it’s also got graphics which have been improved yet again, and full voice announcing from Al Michaels returns! Really, just get Hardball III and Hardball ’95, those are the console Hardball games to buy. On PC, Hardballs III (with the MLB Players Disk), 4, and 5 are the best ones.


Haunting Starring Polterguy – 1 player. Haunting starring Polterguy is a weird game from EA. This is a … uh, action-adventure? game where you play as a ghost boy and have to scare a family out of a series of houses. You were a cool guy you see, but died because of this uncaring jerk, so it’s time to get revenge! You don’t hurt anyone, just scare them, but still, taking out your unhappiness on people who didn’t directly cause anything doesn’t seem right. So, you are a ghost, though you’re green so you sort of look like a zombie. You move around the house, trying to scare the four family members by possessing objects in the rooms and making creepy things happen. Lots of things can be posessed, but eventually they will start to repeat, and scaring people is most all you do in this game. Once you enter something you can possess you’ve set your trap; this uses a bit of ghost energy. You can possess a cabinet and make the drawers move, possess vacuum cleaners and turn them on, and more. Once scared enough the victim will run to another room, and your goal is to keep scaring them until they flee the house. When they flee a room they drop some ghost energy powerups. It’s not as easy as it sounds, though, because peoples’ scare level will slowly decrease over time, and you never know exactly what they are going to do; you can’t control the family members, after all. You never know which way people will flee so there’s no guarantee of getting them to run into locations you have trapped or can get to in time, and there’s that always-depleting ghost-energy meter to worry about as well. If you take too long without getting scares and it empties, you will be dropped into the underworld. Here you have to run around collecting items while avoiding or fighting off some enemies. This is the only place in the game where you actually fight. You can only lose for good if you fail to get out of the underworld, so you don’t have limited chances, but it is an additional challenge and I think it gets harder if you get sent there more. On the whole, Haunting starring Polderguy has an interesting and original premise, but the gameplay gets repetitive. The game is funny, and fun, at first, and watching the familys’ reactions to your scares can be pretty amusing. However, the game doesn’t have much variety. There are four houses to get through, but by the time you finish the first one, you’ve seen most everything there is to see in this game. The core gameplay is a simple repeat of scare-scare-scare, and while the game is original and I like that this is a (mostly) non-violent game, it does get old. The game also won’t be easy, as the people get harder to scare out of the house as you progress. Still, despite the repetition, Haunting is a unique game that can be fun. It’s definitely worth a try.


Instruments of Chaos starring Young Indiana Jones – 1 player, 6-button controller supported (and recommended). Instruments of Chaos might seem promising. This is an Indiana Jones platformer published by Sega for the Genesis, after all! It’s got to be good, right? Wrong. This game is by Brian A. Rice, Inc., with art from Waterman Designs. The former studio didn’t release a game after the year this game was published and shut down some time shortly afterwards, and the latter only ever worked on this one game. Yeah, that’s not promising, but the game is worse. In fact, this is one of the worst games I have played for the Genesis. Everything that can go wrong with a Western platformer does, here. The game has okay graphics, but the controls and gameplay go so horribly wrong that it doesn’t matter. You are Indiana Jones, so you have a whip, of course. Unfortunately, it’s seriously underpowered and is hard to control. You have separate buttons for jumping and each of your three weapons. You press and hold the whip button to take it out, then use teh d-pad to wave it around. You cannot move while using the whip; the pad now swings it. You have to swing the whip back then forth to hit, so first hit left then right in order to attack with it to the right. It’s a decent system which tries to simulate actually swinging around a whip, sort of like the whip controls in Super Castlevania IV for the SNES but more complex and much worse. In that game whip controls are good and accurate, but here they are frustrating, both because it takes too many hits to kill things with the whip, and because the back-and-forth motions required take quite a while; actually hitting things isn’t as easy as it should be. And of course, you’re standing there unmoving while doing this, while enemies surely attack you. And the game has lots of enemies swarming you constantly. Your jumping controls are not great either; Indy does not control well, movement is far too stiff and imprecise. He’ll often go randomly bouncing around in directions you didn’t mean.

Your other two weapons are a gun and grenades. These both have very limited ammo, and aren’t always useful — lots of enemies are small and you can’t aim down to shoot them with your gun, for example. And that’s all you’ve got. Good luck; defeating the enemies in this game won’t be easy, or worth your time. Levels are large and open, and as in a lot of Western platforms you’ll be wandering all over looking for stuff. The game has five huge levels to complete, and you can do the first four in any order. You have objectives in each, so you don’t just go to the right. This isn’t great because the levels are far too large and annoying to traverse to make that exploration any fun at all. There are some puzzles to figure out here and there, but there are a lot more unfair traps, irritating jumps, difficult whip-jumps over things which can hurt you, and more, always while being swarmed by baddies. And all that while dealing with your seriously underpowered arsenal and weak, slow-to-control whip! It’s a bad combination. I like the concept of a whip in an Indy game with more realistic controls, but this game perhaps shows why that hasn’t happened — it doesn’t work well. And that’s only the start of the problems. The game does have decently-drawn graphics and okay music, but the awful controls and bad level designs ruin the game. Instruments of Chaos seems to have been designed to annoy. I got this game hoping it wouldn’t be as bad as its reputation suggests, but sadly, it is. Skip this one! It’s one of the worst games Sega published for the Genesis.


Izzy’s Quest for the Olympic Rings – 1 player. Izzy’s Quest for the Olympic Rings is an average, or slightly below average, licensed platformer from US Gold. Here you play as the mascot for the 1996 Atlanta Olympic Games, Izzy. He’s a blue rectangle, or something like that, with eyes and feet. US Gold was, despite the name, a British company, so this is a euro-platformer. The game looks nice and makes a decent first impression, but the gameplay doesn’t match up to the visuals. Your goal is to reach the end of each stage, but along the way you’ve got to collect lots and lots of medals, gems, torches, checkpoints, limited-use powerups, and more as you explore some good-sized, and sometimes boring, levels. As usual there are three levels in each environment followed by a boss fight. You only get two continues and there is no saving, so beating the game will be a challenge that requires a lot of repeat play and memorization; this isn’t a really hard game, but it is fairly easy to die sometimes and you do have those limited continues. Izzy defeats enemies by jumping on them. You have two different jump buttons, one for a slightly shorter-range jump which will kill enemies without damaging you, and the other for a longer-range jump which will hurt you if you touch an enemy while using it. It’s a bit odd, but you do get used to it. The game also has a momentum system, and those medals work sort of like Sonic rings in that if you get three you will lose them instead of dying the next time you get hit, so the game clearly took some inspiration from Sonic. At specific points in levels, you will get a variety of different powerups, each based on some real sport. Izzy can get a hang-glider, baseball bat, bow and arrows, and more. Unfortunately, you cannot use these freely, but only within a small, confined area marked out by red flags. Leave the specified area, or reach the end of the hang-glider route, and you lose the ability and are back to normal. With weapons like the bat or bow you cannot jump while using them, either; all of your jump buttons are replaced with weapon-use buttons. I like the concept of powers, and it’s great how Izzy looks and animates differently for each one, but it is a bit frustrating that you can only use them in these very confined areas.

Gameplay in Izzy’s Quest is simple. Just walk along, searching the level for secrets and platforms while you grab all the stuff you can. Getting three medals so that you can take a hit is essential, but many of the rest are just there for points, or to give you access to the between-levels bonus stages you can get if you get enough medals. The game has few to no bottomless pits and no blind jumps, which is great. The controls are average, with some control issues thanks to the not-great momentum system. In the levels, secret stuff is absolutely everywhere, It is a bit satisfying to find things at first, but after a while constantly getting random stuff from every corner of the stage can get repetitive. The only real variety here are in those power-up sections, and they are usually short. There is one long hang-gliding section in the second stage, but otherwise the first world is all standard platforming, and the formula continues after that. Overall, this is an okay but unexciting game. The game does have nice and nicely animated graphics, though they’re not among the best on the system, but the gameplay is extremely generic exploration-focused platforming of a kind you can find in a lot of games on this system, often done better than it is here. Still, you can do worse than Izzy’s Quest for the Olympic Rings; the game does look and play okay. I don’t particularly like this game, and it probably is a bit below average, but it’s not that bad either. Playing it for this summary I did have some fun. Perhaps try the game if you like this kind of platformer. Also on SNES.


James Pond: Underwater Agent – 1 player. James Pond: Underwater Agent is the first game in what would become a popular platformer series, at least in its home region of Europe. The game, and its sequels, was developed by Millenium and published by EA. In America James Pond never was as popular, though we did get the three Genesis games and some of the SNES ones. This first game is visually simple compared to its sequels, but might be the most fun of the three, for me; it’s a bit more original than the sequels, and the core gameplay is fun. You are James Pond, comedy fish James Bond knockoff. Yes, this series is full of comic James Bond references. I haven’t watched enough Bond to get most of them, but still, they can be amusing sometimes. While its two sequels are more standard platformers, this game isn’t; instead, you swim around in this game. You can shoot, though, so it’s not just like playing only water levels in a 3d platformer. You shoot bubbles, specifically. Shot enemies get captured in the bubbles, then if you touch them they will die and drop an item. You shoot and pick up items each with a separate button, and the game controls fine. You can swim around freely, though this doesn’t have awesome swimming controls like Ecco; instead it’s just average move-as-you-press stuff. If you go up out of the water you will bounce endlessly, and die if you stay out of the water for too long, though sometimes you have to go up there anyway, for a while. Enemies aren’t too hard to deal with generally and you do have a health bar, but it’s hard to avoid hits sometimes, as often was true in Western games then, so this game is harder than it may initially seem. If you die you start the level over, and you get only two continues once you run out of lives. That ensures that you’ll need to replay this game a lot to get through it, and I rarely enjoy that kind of design.

The game is fun to play, though. As this is a European game, exploration and collecting stuff are your main tasks. The game is loaded with stuff to collect, that’s for sure. Some is optional stuff for points, but some is required. Levels are large and fairly open, and your goal is not to reach the end but instead is to complete the stated objective. In the first level you have to pick up keys and then use them to rescue some captured ally fish. Then in level two, you have to pick up bags of stuff scattered around the level and drop them off above the waters’ surface for this ‘beach bum’ guy to pick up. I like that there is some variety. Levels are full of not only walls but also switches and teleporters from early on. Each level is made up of several multi-screen scrolling areas, connected with passages. Level designs are not great, but they are somewhat interesting and varied, though the game could use more environments. Visually the game looks like the average-looking Amiga port that it is. Audio is also okay but not amazing. Overall James Pond 1 is a decent side-view platformer-ish action-adventure game. You swim around, shooting bubbles at baddies, while finding the items you need for the current stage, then bringing them where they need to go. It’s moderately fun stuff. Amiga port, also on Atari ST and Acorn Archimedes. All of the computer versions are Europe-only releases.


James Pond II: Codename RoboCod – 1 player. James Pond II: Robocod is the most popular game in this series by far. While the other James Pond games were mostly forgotten, this one has multiple ports to newer platforms, and I think it’s thought of positively in the UK, where it’s from. I think that the game is good, but not great. With the second game, James Pond shifts over to being a more traditional platformer, and the graphics get a lot better. This is an average to above average platformer with some decently nice cartoony graphics, okay controls with a unique mechanic, large levels with huge amounts of stuff to collect, and a kind of long game for something without saving. You can walk and jump around, but there is also one unique mechanic here: James can do a weird upwards-stretching move which allows you to move to platforms at any height directly above you. If you attach to a ceiling you can move around on the ceiling if you want, as well, and drop down anywhere you like. Otherwise this is a standard item-collection-focused Euro-platformer. James Pond is in Antarctica now and has to stop some penguins which, for some reason, are evil. I presume it’s a reference to some James Bond movie, but I don’t know which. The game is set in a giant castle which serves as a hub level. Only that is in the snow, while the levels you enter from there have a variety of settings, first a candy-themed world.

In each level your goal is to find the end goalpost. So, you don’t have mission objectives, unlike the first game, but instead just need to find the exit. You don’t just go to the right, though; instead exits can be anywhere, and you will need to explore to find them. Levels always scroll in all four directions, and yes, there are a lot of pickups to collect, if you care about points. The infinite-upward-stretch move is interesting and allows for some different level designs, but you do need to watch out — if enemies run into you while stretching up you will be forced back down. Fortunately you don’t seem to take damage from that, at least, which is nice. Also you can drop through some platforms, but not others. Being able to stretch up and walk on ceilings allows a lot of mobility, but the game still has plenty of tricky platform jumping, and, of course, blind jumps. You don’t move too fast in this game, just average speed, but still you will need to make blind jumps, unfortunately. And just like the first game, you still have a two-continue limit in this game, which is a real problem. With a save system this game definitely would be better. Still, James Pond II is a fun game, and I can see why it was popular. Yes, the near-unavoidable hits can be annoying and the continue limit isn’t great, but the game is more good than bad. James Pond II has nice graphics, some interesting game mechanics, and plenty of levels to work through. Amiga port. James Pond II has been released on many platforms over the years — Atari ST, SNES, Game Boy, Amiga CD32, Acorn Archimedes, Commodore 64, PC, Game Gear, Game Boy Advance, Nintendo DS, Playstation, Playstation 2, and Sega Master System. Most of those are Europe-only, but the US did get the SNES, GBA, and DS versions. On SNES and GB the game is called “Super James Pond”, and the GBA and DS remakes are titled “James Pond: Codename Robocod”. If the GBA or DS versions add save systems, they’d probably be the best ones, but I only have this version.


James Pond 3: Operation Starfish – 1 player, password save (~30 characters long). James Pond 3 takes a more sci-fi approach to the series. This is another platformer, but it’s different from the previous game. This time you move MUCH faster, with Sonic-esque speed. Your infinite-upward-stretch move is gone as well. Instead you’ve got various items scattered around the levels to pick up and use. You can only have one item at a time, though, so experimentation and puzzle-solving will be important here, more like in the first James Pond game. That’s fine, and I like the nice cartoony space-themed graphics, but the game is a barely playable mess thanks to the very high speeds you move at. I want to like this game, but just can’t. But yes, our fish hero is now an astro-fish and is on a weird alien world, or something like that. This is a bigger game than its predecessors — there are apparently over 100 levels! The graphics are better than either previous game by a good margin this time, and the game finally adds a save system as well, with passwords. It’s really too bad that the game is so frustrating and unfun. You just move too fast in this game; it’s impossible to know what’s coming as you zoom around, and you will inevitably run into deathtraps over and over again. And you can’t always move at a crawl to see what’s coming, either — there are many angled slopes that you must be running at to clear… followed by pits. Argh! Also, while the game has passwords, and long ones too, you need to beat multiple levels before you get far enough to get one, and that’s kind of hard in a game this fast and full of instant-death pits. James Pond 3 has a momentum system, fast movement, slippery controls, somewhat long levels, and instant death pits; it’s not a great combination.
The game initially seems fun to play, though, as you look at the nice graphics, explore the first level or two, look for stuff to collect, and figure out the challenges and puzzles. There is a lot of stuff to collect, of course, for points as well as those items you can pick up and use as weapons or to solve puzzles, and again I do like this element of the game. Levels are large and full of secrets, and when you’re not dying constantly it can be fun to explore them. This is an impressively large game in scope, and even if the passwords are irritatingly long, it’s great that it has them because they allow for a bigger game than you’ll find in the first two. However, overall the game is just too hard. The speed and level designs in this game do not mix well. It’s bad design to have so many spike-filled pits and random enemies in the way that will hurt you in a game where you’re often moving at almost uncontrollable speeds! That makes this a very memorization-heavy game, and that’s not very fun. And that’s really the issue here. Some people don’t mind this kind of design, and this is surely a great game for them, but fast-moving games full of blind jumps are not something I find fun. The Sonic games on the Genesis balance this brilliantly, with high speeds but good level designs and not very many unfair traps. This game has far, far more of them, and it’s not as good because of it. With lots of content, good graphics, plenty of variety, saving, and some interesting challenges James Pond 3: Operation Starfish is a good game if you can memorize what to do, I have no doubt of that, but the barrier to entry is high. This game was only released on the Genesis in the US, but in Europe it is also on Amiga, Atari ST, and SNES.


Jewel Master – 1 player. Jewel Master is a good platform-action game by Sega. From 1991 this is an earlier release for the system, and you can tell; the graphics, while I do like some of the sprite art, aren’t the best. Backgrounds are average at best, and the enemies and your character are a mixed bag. For the other negatives, the game only has one life per continue, no checkpoints in levels so die and you start the stage over, and you only get three continues per game. You do have a health bar, but you can only die a couple of times before you’re starting the game over. However, this game is much more good than bad. I like the concept here quite a bit, first. You are a mage guy, and are off on a quest to save the realm, or something. You use magic rings to cast spells, and can equip up to two rings on each hand. You fight only with magic; you don’t have a weapon attack. That’s great. The best control option isn’t the default; switch to the one where B is jump and A and C use the ring(s) on each hand. At the start you have only two rings, one fire and one water, but you will get 12 rings in total as you progress through the game. Each different combination of rings will give you a different spell, or none at all. There are a lot of spells to find and use, which is pretty cool. In addition to rings, there are also health items and healthbar-expanding items to find in the levels. These are critical, as your healthbar will not refill between levels, and you start out with only two health jewels. Make sure to look for refill and health-expanding items, you need them! They are easy to find at first, fortunately. There aren’t nearly enough sidescrollers where you play as a mage, so it’s cool that you do in this game.

The rings system is a good idea as well. The strategy of dealing with the rings, choosing spells, trying out each new ring you get with the others to see what they will do, and such is fun. There is a cost, though: you will constantly be pausing the game to switch rings. Two buttons use the two equipped pairs of rings, and the other jumps, so you have to pause to switch equipment. Your spells include a variety of melee and ranged attacks, a shield, high jump, faster movement, and more. The better rings you get later on allow for more powerful versions of spells. The spells here aren’t amazingly original, it’s mostly a fairly conventional array of fireballs, waves, and such, but still there are some nice options. Different spells will be better in different stages, so experimentation really is key. Levels are reasonable-length, and each one has a boss at the end. I like the level designs here; you don’t just walk to the right all the time. While you do do some of that, other levels have some larger and more open designs. Sometimes you will need to use specific spells to proceed, which keeps things interesting. Some enemies are also more vulnerable against specific spells than others, so there experiment with your attacks instead of just always sticking with one. The game has quite a few different enemies to fight, with new enemies in each stage, and they have different attack patterns as well. Bosses are also unique and interesting, and some levels have minibosses as well. The skeleton miniboss a few levels in which flies apart as you shoot him is a fun one. Your hero isn’t too mobile, so it can sometimes be hard to avoid taking hits, but you do have that health bar. Overall Jewel Master is a fun little game. It’s nothing amazing and there certainly are better platform-action games on the Genesis, and the constant pausing to switch rings and limited continues can be annoying, but I like the concept, spells, and gameplay. Exploring the levels blasting baddies and looking for secrets is quite fun, as is trying out the spells and deciding which two to use at each point in your adventure. Keep an eye out for Jewel Master, and do pick it up if you find it affordably.


Junction – 1-2 player simultaneous. Junction is a puzzle game inspired by Pipe Dream. Pipe Dream is something of a classic, but it’s a classic I have always found maybe more frustrating than fun. As in Pipe Dream, each stage is a single-screen top-view challenge. The screen is full of blocks with various lines on them. Unlike Pipe Dream, though, here you aren’t trying to connect two points with a connected pipeline; instead, here you need to make a red ball, which follows along the track-line, go around all of the curving paths which are around the edges of the rectangular main field. These curving paths around the edges of the field cannot be moved. Instead, you shift around blocks inside the field. So, you aren’t placing lines here; instead, you move them around as in a block-puzzle game, trying to line them up so as to make the ball go around the stage until it has gone around each of those outside paths once. Once the ball has gone around one it will disappear, and once all are gone, you win. That will be a serious challenge, but it can be a fun one. The game has 50 puzzles, and while you can’t save your progress, instead the game simply allows you to start from any level in the options menu. So yeah, you can skip straight to level 50 if you want. It’s a bit odd, but I’ll take it! You can also set your lives per game, but this only matters if you’re writing down scores or something. Junction has decent graphics with some nice backgrounds which shift every so often as you progress, or skip through levels in the menu. The music is fine as well. This is a simple game in scope and clearly didn’t have a big budget, but they did a solid job creating a very tough, and somewhat original, puzzle game. I’ve rarely managed to get more than a few puzzles in before I quit in frustration — block-swapping block puzzle games have never been something I’ve care for — but this is a good game for the genre, and the Pipe Dream / block puzzle cross is an interesting idea. There is also a Game Gear version I haven’t played.


Jungle Book, The – 1 player. The Jungle Book is a platformer from Virgin. Released the year after Aladdin this game is very much in the Dave Perry style, but Perry himself left Virgin partway through development of this game, and honestly it shows; The Jungle Book is no Aladdin, not even close. This game is a collection-heavy platformer with very nice graphics, but average gameplay. I’m sure that fans of the movie, particularly, will like it, but I think it’s only okay. For some reason I don’t think I ever saw The Jungle Book though, or at least i don’t remember seeing it, unlike most of Disney’s other major animated films, so the theme doesn’t do much for me. You play as Mowgli, a boy living in the jungles of India. As always from Virgin the game has great graphics and animation. In each level you must find gems. There are 15 hidden in each level, and the number you need varies based on the difficulty you choose — in easy you need 5, in normal 10, and in hard all 15. I don’t think I’d want to play the game in hard; finding 10 is more than enough. There are also lots of other things to collect, including a variety of items which give you points, some which refill your health, and various projectiles. Mowgli will hurt enemies by jumping on them, or at least he usually will — bosses often require projectiles only — so collecting projectile ammo is important. Once you have found ten of the gems, you need to go to the end of the level, generally on the right side somewhere, either high or low. Until you get enough even if you reach the end you’ll have to go backtrack. Fortunately enemies you’ve killed do stay dead, so there is at least that. Still, the constant backtracking and collecting is a bit tedious sometimes. The controls are also only okay. You will definitely take a lot of unavoidable hits in this game. You do have health, but losing lives is inevitable, particularly in boss levels which seem to happen about at the usual place, every three stages. The game is loaded with bottomless pits as well, and with the blind-jump-encouraging level designs and camera this game has, every missed jump or leap into the unknown is a possible death. Blind-jump deaths are a huge problem in this game, and you have limited lives and continues in this game, and no saving of course. Bah. You can often see where you are going, but not always. Still, wandering around levels jumping on or shooting enemies while collecting stuff is sometimes fun. The Jungle Book is an average game on the whole, but platformer fans might want to give it a look anyway. It does look nice, and the gameplay is okay.


Jurassic Park – 1 player, password save. Jurassic Park is an average platform-action game from Blue Sky Software and published by Sega. Blue Sky would later go on to make one of the Genesis’s best action games in Vectorman, but before that their games were nowhere near that level, and you see that here. This is an okay game with some nice visuals, but the gameplay has some issues. Based on the hit dinosaurs-come-to-life movie of the same name, Jurassic Park allows you to play as two characters, main character Alan Grant or a Velociraptor. Yes, you can play as a raptor, which is pretty cool. Each character has their own set of levels to play through. Each quest isn’t all that long, but it’ll be reasonably challenging along the way. Thankfully the game does have a password system, unlike most Genesis platformers, so you don’t need to play the whole thing in one sitting. That’s awesome. The game has okay but not great controls. The game feels slightly Prince of Persia-inspired, so you move somewhat stiffly and cannot control yourself in the air while jumping very much, particularly as Grant. The Raptor can jump more than a screen into the air so you can move around in the air a bit more there, but still it’s largely determined by the direction you hit before you leave the ground. I don;t like the somewhat restrictive controls; freer movement controls would be great. Even though this game isn’t full PoP, it’s a hybrid, I’ve never cared for Prince of Persia’s control style in general and don’t love how this game controls either. Blind jumps are also a huge problem, particularly with that raptor and its multi-screens-high jumps. The game doesn’t throw lots of blind pits at your right from the start, but there are some here and there from early on and it is far too easy to accidentally jump into one. At least you have those passwords to help out, so you don’t need to restart the game after doing so as you would in most other Genesis platformers; that’s nice.

As Grant, you have a bunch of guns to use to take down the dinosaurs with, but move at only a moderate speed. You will collect a bunch of different weapons, and finding ammo is important. You’ve got a stun-gun, grenades, taser, and more. It’s a nice arsenal, though sometimes you can feel underpowered, and ammo is limited. Grant has one fire button and one switch-weapons button. As the Raptor you only have your fangs and claws, but you move pretty fast. The Raptor has separate buttons for claws and biting. It’s probably more fun to play as the Raptor — any regular enemy will die instantly if you jump on them, and running around tearing apart humans and dinosaurs is fun stuff. Get revenge on those humans! Heh. I like the two different routes through the game; sort of like in Desert Demolition the two really are different. Both routes go through mostly the same environments, but they aren’t all in the same order and the actual levels are different. The background graphics are very good in this game. The green jungle in the first stage is particularly impressive. Sprites are very dithered, but I don’t mind; I think the game looks pretty good. Still, actually playing the game isn’t quite as fun as I’d like, thanks in part to the not-great controls and also the level designs. This is not a straightforward action game; instead, levels often require you to jump from specific places in order to progress, and you’ll have to find those places. It can be annoying from early on. Those blind jumps don’t help either. It also can be hard to avoid taking damage sometimes, and health powerups aren’t as common as perhaps they should be.

Still, Jurassic Park is an okay game which can be fun. I came into the game with somewhat low expectations because it’s not a game I have lots of nostalgia for or often hear is really great. The game didn’t disappoint, but isn’t amazing either. The graphics are probably a bit better than I was expecting and that’s nice, but the gameplay is about as flawed as I expected, unfortunately. Still, this is a decent game and it is at average, anyway. It’s pretty cool that you can play as a Raptor as well as a human, though it is so fast that staying out of danger is difficult. Still, it really is fun to play as the raptor. The level designs in this game can be an issue, though, thanks to the unclear paths and blind jumps. Still, the game’s alright. Don’t spend much for this one unless you are a big series fan, though. For the $3 I paid for a complete copy it was absolutely worth getting; there is enough of interest here that platformer fans might want to consider the game if you find it cheap. Blue Sky made a sequel to this game, Jurassic Park: Rampage Edition. That game has a much stronger focus on shooting and action and less on frustrating exploration, and is supposed to be much better as a result. I haven’t played it, though.


Kid Chameleon – 1 player. Kid Chameleon is a platformer from Sega from 1992, developed by some people in Sega of America who soon would be called Sega Technical Institute. This game predates the name, but it is considered a STI game. You are Kid Chameleon, a cool ’90s guy who has been sucked in to a VR arcade game gone wrong! You’re ’90s cool though, so the boss won’t beat you, unlike those other kids… well, hopefully; that will be difficult. This game is a huge, expansive platformer. With over a hundred levels, good controls, plenty of settings to explore, various costumes to find and wear to get added powers, secret exits that lead to multiple routes through the game, and more, this game is impressive on many levels. The graphics aren’t one of them, though. While STI’s later games often impress visually, this game has average-at-best graphics. Backgrounds are decently drawn but not amazing, and sprites are smaller than usual for a Genesis game and are artistically average. Kid Chameleon and his enemies are kind of small in this game. This allows for larger levels and good visibility, so you won’t have as many blind-jump problems in this game as in many other Genesis platformers, but it doesn’t look as nice. The game also has a lot of blocks to break, Mario-style. Some are just generic blocks, others have items in them. You’ll be doing a lot of jumping at blocks in this game. Between that and the smaller characters, this game is a bit more Mario-like than most of Sega’s Genesis games. Kid Chameleon has different outfits too, which drop from blocks, a bit like Mario. The Samurai outfit gets you a sword, the helmet-knight a hard helmet, and many more. Each one slightly changes the way the game plays.

This is a Western platformer, though, so it’s not Mario. You have a health bar in this game, levels are a bit less straightforward than they usually would be in a Mario game, and the controls, while good, aren’t quite Mario or Sonic-great. Kid Chameleon feels a little loose to control, though it’s fine as it is. Levels are intricately designed and always interesting. I like the levels here, though the game does get difficulty in a hurry. Thanks to the zoomed-out view you can see a good way, but there is the occasional blind jump. Thankfully the game doesn’t have many death pits, but still taking damage can be bad; you only have a few hit points per costume. I like the varied level designs though, they are a strength of the game. There are always secrets to look for and lots of stuff to find as you explore. Yes, most are blocks to break with gems in them that only give you points, but sometimes they drop nice new costumes, so that’s fine. One part had me stuck for a while before I figured out how to climb up vertical walls, but once I got the hang of it it added to the game. Really, in a lot of ways the game plays more like an early ’90s PC shareware game than most of Sega’s platformers for the Genesis do, and that’s great; PC shareware games were the games I grew up on. So the game is mostly good, but it has one problem. Unfortunately, it’s a big one. The main problem with the game is its length and difficulty. While most paths through Kid Chameleon go through a lot less than 100 levels, but still this is a long game, far too long for something with no saving and, as usual on the Genesis, irritatingly limited continues. Seriously, the Genesis is one of my favorite systems, but it’d be even better if more of the games had saving. Even passwords would be great in a game like this. Though Kid Chameleon is a good game for sure, I’ve never gotten deep in to it thanks to the save/continue system. This is a difficult game that will take quite some time to get through, if you ever do, but the quality shows through regardless. The exploration element is fun as you look for the many routes through the game, the level designs are good to great, and the core gameplay is solid. Kid Chameleon isn’t one of the best Genesis platformers, but it is a good B-grade title well worth playing. This game is available in collections and digital re-releases of Sega’s Genesis games.


King of the Monsters 2 – 1-2 player simultaneous, 6 button controller supported. King of the Monsters 2 is a 1-on-1 isometric fighting/wrestling game from Takara. While not one of SNK’s better-known franchises, King of the Monsters is a fun Godzilla-inspired series. While this game has the same name as SNK’s Neo-Geo and SNES game of the same name, this is a simpler game than those. While that game is a beat ’em up slash monster fighting/wrestling game, this one ditches the long scrolling levels and beat ’em up elements in favor of straight 1-on-1 fights only. This game has a conventional fighting game framework, so matches are best-of-three-rounds, and arenas are limited in size. This is still a good game, but I like the original game more. Takara published both this and the SNES game, so I don’t know why they decided to make that one a good port of the arcade original, while this one is a scaled-back fighter only. It’s unfortunate that they did. Still, the fights play just like they should, which is good. The game also does have one interesting feature, you can play as the enemy bosses! There are nine playable characters in this game, including the three protagonists from the Neo-Geo/SNES game, or six of the bosses from that game. You can only play as the three ‘good’ monsters in the original game, so it is kind of cool to be able to play as the bosses. It’s just a 1-on-1 game so it makes sense to let you play as the whole roster, but it is fun to play as the various bosses from that game. This is a cut-rate game presentation-wise, though. There isn’t a final boss, for instance; you just fight a harder version of your current character in the last stage of the game. That’s disappointing. No depth was added to make up for the lost beat ’em up sections, either; this is still a very basic button-masher. And the ten arenas, while nice looking, are only a fraction of the amount of content from the original game. The graphics are good and are translated over well from the Neo-Geo, but the music’s not great, unfortunately. At least the nine monsters do look good though. The game does have eight difficulty options, and you can choose how many continues you get as well, though just choosing Infinite makes the most sense; it is an option.

Even if it has no depth though, the game is fun to play. This is an isometric game, so you move around in all four directions. You are a giant monster, so while fighting your rivals, you can also destroy the scenery. Levels usually have a bunch of small buildings to destroy. Stomping the smaller buildings and crushing the larger ones is fun stuff. This game is no Rampage, it’s mostly focused on the monster fighting, but the city-destroying bits are amusing. Despite the small-ish arenas there thankfully are still a good amount of things to destroy here. You have three actions, jump and two attacks. Characters do have a few special moves, but they’re only very basic motions and aren’t necessary. The game is, for the most part, a button masher. In addition to the normal attacks, when the two monsters get close, they grapple. This is the wrestling component, though it really is just a pure button masher. Wiggle that stick and hit the main button repeatedly and you’ll probably win; that’s all there is to it. Whoever wins will throw the other for a bit of damage. It gets repetitive, but it works. The game also has powerups that spawn from some destroyed buildings, and also from certain little vehicles and such that move around each stage. These can power you up, refill some health, and more, so collecting them is important. This is hardly a complex or deep fighting game, as there isn’t much depth and button-mashing is central to the game, but it is fun and entertaining, On the default difficulty this game isn’t very difficult, though a few monsters may give you trouble. In multiplayer or the harder settings it will last a bit longer, but still this is a short game. Overall, King of the Monsters 2 is okay. Visually the game looks good and is a solid conversion of the arcade game, and the gameplay is just like the arcade and SNES game. However, the limited design of this version really holds it back. It’s an okay game, but the original arcade/SNES KotM2 game, with the beat ’em up side of the game intact, is better. This game might be worth getting if you are a series fan and want to play as the bosses from Kind of the Monsters 2, and the game is the best versus mode in the series, but otherwise just stick to regular King of the Monsters 2 for Neo-Geo or SNES. The Neo-Geo version is available in various Neo-Geo collections and digital re-releases. This one may have the same name, but it’s a lower-budget, smaller affair. It’s an entertaining game that is brainless fun, but the lacking depth means that you probably won’t be playing this long-term. Still, this is a fun little game to play once in a while. I like SNK so I had to get this game, and I do like it enough to make it probably be worth getting, but non-fans probably should pass on this one.

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Sega Genesis Game Opinion Summaries, Part 4: Letters F and G

18 games covered in this update

Faery Tale Adventure, The
Fatal Rewind
Fire Shark
Forgotten Worlds
Fun ‘N’ Games
Gadget Twins
Gaiares
Garfield: Caught in the Act
Gargoyles
Gauntlet IV
General Chaos
Genesis 6-Pak
Ghouls ‘N Ghosts
G-LOC: Air Battle
Golden Axe
Golden Axe II
[Golden Axe III – have in collections only]
Greendog: The Beached Surfer Dude
Gunstar Heroes

Best games in this update: Golden Axe, Golden Axe II, Gauntlet IV


Faery Tale Adventure, The – 1 player, password save (36 character password to save). The Faery Tale Adventure is a top-down Western RPG by New World Computing and published by EA. You play as a prince or three, having to save the world from evil or something. I can’t really say too much about this game because it’s not a kind of game I have ever liked, but I can tell a few things about it. First, the game is not great on consoles; the game was designed for computers, and was compromised in the porting process. This is a big game with a large world to explore and action combat. This is a somewhat non-linear game, and the game tells you essentially nothing about what you should be doing when you start; this is a big issue for me, as while I know a lot of people love them, I do not enjoy these open-world games where you’re just supposed to randomly wander around until you figure out what to do, where you can go, and where you will die. The visual look is probably inspired by Ultimas V-VII, though I haven’t played either those games or the PC Faery Tale Adventure games so I don’t know how well this game compares. The overlong passwords do not make me want to try too hard to figure out this game. The controls are not very good either. The game was originally designed for a mouse, and playing it with a gamepad just doesn’t quite work. You move around with the pad as usual, but there is a menu of options in the status bar that you access with B. You will be using this clumsy menu CONSTANTLY as you have to switch between talk, pick up, buy/sell, inventory, pause, equipment, and more. Yes, all of those options require hitting B to pause the game, selecting the one you want in the box in the corner of the screen, hitting C to select that option, and often then hitting C again to use that option. Then hit B five seconds later to switch to another option. Then somebody kills you, try again. With a mouse this control system would be tolerable, but with a gamepad it’s horribly annoying. The game does have okay music and somewhat nice graphics with decent art design and better visuals than some early Genesis RPGs, but I don’t like this game at all. With save files and a mouse I’d probably play the game a bit more, but the basic gameplay of wandering around lost and not knowing where to go while dying constantly whenever I try to go anywhere is not fun at all. Even on PC I never wanted to play games like this, and playing this downgraded port does not change my mind on that. Play the original computer versions if you want to try The Faery Tale Adventure. The game also has a computer-only sequel. Or better yet, stick to New World Computing’s best series, Heroes of Might & Magic for PC; those games are fantastic! Port of a PC and Amiga game.


Fatal Rewind – 1-2 player simultaneous. Fatal Rewind is a pretty cool but very frustrating puzzle-platform-action game published by EA. This is a port of a European computer game. EA ported a lot of PC games to the Genesis in their first few years of support for the system, and this is probably one of the better ones, if you can tolerate maze-heavy games. In this game you are a person in a robot suit, and are a participant in one of those futuristic death games popular in fiction. This is a one or two player game; it’s pretty cool that this game has two player co-op support. You can jump with Up (common in European computer games) or C, fire with B, and use items… by hitting jump, or a button combo, or something. You can walk on horizontal walls if you jump at them; that’s pretty cool. Hit down to grab items, of which there are many. There are a variety of weapons to collect, health powerups, and shapes that act as keys. This is a fast-paced game, and your robot zips along nicely. You will need that, though, as death is following you only a moment away! Your goal in each stage is to get to the top before the rising liquid below reaches you; fall in the water and you’re dead. The levels are made up of thin platforms, mostly horizontal but occasionally vertical; there are no diagonal-angle platforms in this game, and all platforms are thin. There are some nice parallax backgrounds in the stages, though. The graphics are good for an early-ish Genesis game, and the music is great. Fatal Rewind has some very good electronic music that helps encourage you to keep trying, important in a game this reliant on replaying again and again.

And you will be replaying the game again and again, as this is, at its core, a maze game. The path to the top is not obvious and levels loop around horizontally so you will never reach a left or right edge. Levels are designed to make use of this fact; stages aren’t too big, but can take a while to finish because of how often you’ll be going back and forth. You wander around, explore, and figure out which keys go in which doors, because keys and doors are a big part of this game. If you take the wrong route you will die for certain as the water will catch you, or you will jump or fall into it, try again. And of course, you have limited lives and continues to figure all this out in, so success at this game will only come with a whole lot of memorization. You’ll need to keep straight which route to take in each level, which key to pick up first, and where each one goes, and then will need to execute on that while avoiding the enemies. Enemies are another unique element of this game, on that note; there are no enemy robots on the paths you explore. Instead, enemies are all flying objects that zip around the screen in formation irregardless of where the platforms are. They can really get in your way, but if you kill all enemies in a wave a small health powerup will float up out of the last one, which is nice if you can jump and get it. Playing Fatal Rewind is, overall, fun but frustrating. I like the graphics and really like the soundtrack, and the game controls well and can be fun to play, but the grind of having to memorize everything in every single stage in order to have a chance of finishing the game is daunting, and while I definitely like this game, I never have gotten anywhere near the end. With passwords every few stages or something this would be a much more fun game; it is impossible to beat this game on the first try, what you need to do in each stage takes a while and that wall of water following you up the screen moves quickly so you can’t make many wrong moves and survive. This game is not fair, but it’s still fun most of the time despite that. Despite its faults, Fatal Rewind is a good game worth playing. Amiga port also on Atari ST, but this kind of game probably plays better with the Genesis’s multi-button controller than it would on the Amiga. In Europe this game is known as “The Killing Game Show”.


Fire Shark – 1 player. Fire Shark is a great vertical shmup from Toaplan, one of the top shmup developers of the day. Fire Shark doesn’t get quite the attention of some other Toaplan shmups of the time such as Truxton or Twin Cobra, but while those games may be better, this game is very good as well. From Tiger-Heli to Truxton II, most of Toaplan’s vertical shmups are very similar in a lot of ways, and Fire Shark is no exception. This game is very much Toaplan, and anyone familiar with their shooters will immediately be at home with Fire Shark. When I got this game I wasn’t expecting too much, because when I got this in 2011 the only Toaplan games I had were the mediocre Tiger Heli for NES and the subpar Genesis port of Twin Cobra, but this one is great. The basic concept is similar to those games, but it’s a bit faster and easier here, and it isn’t broken like the Genesis version of Twin Cobra. Toaplan was a great shmup developer, and this game is a fine example of why. The game has good controls, first. Toaplan shmups always control well, though often ship movement is a bit slow. It is like that here, but the speed is manageable, this isn’t Tiger-Heli slow. You’ve got a couple of weapons to choose from, including a forward gun, a flame laser shot, and a straight laser. The weapons here are clearly fantastic, more so than the machine-guns-only weapons of Daisenpuu, for example, though the general gameplay of the two titles is very similar. The game has your typical Toaplan graphics and sound, with okay but not great graphics and sound. The game has a large status bar on the left side, a feature all Toaplan vertical shooters on the Genesis share. Their Turbografx shmups don’t have that, presumably for screen-resolution reasons — the Genesis usually runs at a higher resolution than the SNES or TG16. The music is classic crunchy Genesis electronic music. It’s good, well composed stuff. The game looks decent and sounds nice, but never will really impress in either respect.

This game is different from Truxton or Twin Cobra in difficulty, though — while those two games are extremely difficult, Fire Shark is a conquerable challenge. This is the sequel to Sky Shark, an arcade game that got a mediocre NES port. You play as a time-travelling World War II pilot defeating an evil superpower which has taken over the world in the future, not that the game itself ever tells you this. The plot is a bit weird, but you’ll see next to none of it in the game, which is just fine; the game’s about shooting stuff, not story. And the shooting is great. Unoriginal or no, the game has great gameplay with very well designed enemy patterns, a good weapon selection, decently nice graphics and sound, and very good controls. Toaplan’s greatest skill is at level design and game flow. Enemy patterns are all well thought through and varied, and the game is great fun to play. There is a boss at the end of each of the ten stages, and they are all fun challenges. And while beating loop one on easy isn’t too hard, and in fact I have beaten a loop of this game, something I have not yet accomplished in any of Toaplan’s other vertical shmups (I have also beaten Zero Wing for Turbo CD, but that’s horizontal), but I don’t mind that there is a Toaplan shmup I can finish. I’ve come close to finishing in Daisenpuu Custom for Turbo CD, another one of Toaplan’s easier shmups, but haven’t quite beaten the game… but I did better at this one. I didn’t beat Hard mode, though, and the game does loop over into each higher difficulty setting after you finish one, so if you keep going it’ll get plenty hard. There is also a slight addition to the ending if you finish it on Hard, sort of like the Genesis version of Truxton. Overall, Fire Shark is a very fun shooter. All you need to do is fly up while shooting the enemy tanks, planes, and ships before they can shoot you, but that will be a challenge… a fun challenge. With three powerful weapons at your disposal you stand a chance, so long as you can stay alive. Eventually you will be able to, at least on Easy. It’s a rewarding game you will get better at, and a great starting point for those interested in getting into Toaplan shooters. Highly recommended! Arcade port.


Forgotten Worlds – 1-2 player simultaneous. Note that with 6-button controllers you must hold Mode and cannot use a 6-button controller at all if you’re using a controller extension cable, it will not work. I use both an extension cable and 6-button controller, so I’ve got to get out my 3-button controller for this game, annoyingly. The 3-button controller just isn’t quite as responsive or comfortable as Sega’s 6-button pad is… ah well. The game is worth it, though, because it’s good. Forgotten Worlds is a horizontal shmup, originally by Capcom in the arcades but this Genesis port is by Sega. You play as a pair of flying muscled guys; they don’t have jetpacks, they just fly because it’s cooler like that. This is a very early Genesis game and you can tell, but the game plays well despite some issues. I don’t like this game quite as much as its great spiritual predecessor Hyperdyne Sidearms, which was released on arcades and on the Turbografx, but it is a good, well-made game. Both games, and Sector Z before them, allow you to fire multiple directions in order to hit enemies coming at you from both directions. In Sidearms you had separate fire buttons for left and right, a simple setup that works well, but this time the game uses two buttons to rotate your character, while the third fires. This allows you to fire in any direction, but it makes for more complex controls than Sidearms, as you will be frequently rotating to the direction you need, instead of just tapping the other button to instantly fire the other way. While it is nice to shoot any way, the clumsier controls are a drawback for me, versus its predecessors. There is an autofire option where you shoot all the time and only need to worry about rotating, but the game does autofire if you hold B, so it’s not essential even if it can be nice sometimes. Another thing I prefer about TG16 Sidearms over Genesis Forgotten Worlds is that this game has absolutely no continues; when you die without a health refill item, it’s game over, start again from the beginning. That’s no fun, having a couple of continues really would have made the game better.

During play, you move your burly flying muscleman around, shooting at the enemies who attack from all sides. The game has good level designs with some variety, obstacles to shoot or avoid in some stages, plenty of enemy types, and more. There are also some decent parallax-scrolling backgrounds. There is slowdown far too often, though, one of the signs of the games’ early release date, and while this game looks decently good, later Genesis games look a lot better. The music is also average at best. This is a tough game too, particularly thanks to the absence of continues. Bosses can be tricky, as well, unless you learn their patterns well. To help you out, early in each stage there is a shop you can, and should, enter. Here you can buy powerups, an extra life, helper orbs that add to your firepower Gradius-style, and more. Buy everything you can, it’s essential, and shops only appear once a stage so you won’t get another chance soon! You can also buy a cryptic hint for how to fight the next boss here, but using a guide might be more helpful if you’re stuck. Overall Forgotten Worlds is a good game, but it’s not great. The slowdown, sometimes average graphics and sound, clumsy controls, and lack of continues all hold the game back, as does its unfortunate incompatibility with 6-button controllers on controller extension cables. Still, if you find it affordably, pick it up; the game can be good stuff, particularly with a friend. Arcade port, also on TurboGrafx CD. The arcade version is in various Capcom arcade collections for newer systems. The Turbo CD version has no parallax and is one player only (unless you use a code that just lets a second player control your ‘bit’ helper orb), but has much better music and more detailed graphics than the Genesis one, so each has advantages over the other.


Fun ‘N’ Games – 1 player. Fun ‘N’ Games is bad Mario Paint-inspired minigame collection. The game has three main modes, creation, games, and some little toy things. None are very good. For creation, there is painting and music composition. The painting mode is decent, with a nice variety of colors and patterns you can draw on the screen with. There are also a bunch of black and white outlines of pictures to fill in if you wish. There’s only one brush width, though, and no mouse or saving support, so drawing is a bit clumsy compard to any game on a computer or with mouse support such as that in Mario Paint, the game this one obviously tries to copy. Worse, you cannot save anything in this game as there isn’t a save chip in the cart, so you’d better take a photo of the screen if you don’t want to lose your creation. Or better, use virtually any drawing program for any computer ever, they are all better than this. The music program is even more pointless; it’s a fairly simple thing and doesn’t match Mario Paint’s. And again, no saving your creation.

The ‘games’ side has three bad minigames to try. First is Mouse Maze; this is the best thing on this cart, and it’s not great. Mouse Maze is a Pac-Man knockoff, only with small mazes and maybe ten dots per stage. Enemy AI is pretty terrible, and this game is not exactly the next Pac-Man to say the least, but it’s not utterly horrible, which makes it better than the other two games. Second is a terrible light-gun-style space shooting game. You use the controller and not a gun, of course, and move a target cursor around the screen, pointing at enemy robot things as they fly around and trying to hit all of them. With bad graphics, no variety, no way to avoid taking damage, and more, this is a terrible, horribly unfun game. And last is a subpar whack-a-mole minigame. It might be amusing for five seconds… probably not, though. And last, the game has two little software toys which let you mix and match people and scenes. Ha ha, I can make a person with a head, body, and legs that don’t match! I’m sure little kids might be amused by these for a few minutes, but I doubt it’ll last much longer than that and there is nothing here for people over age five or six. In conclusion, Fun ‘N’ Games is a terrible waste of time and space. While when it released I could see getting this for a young child who did not have a computer or a Super Nintendo (PCs were expensive back in the early ’90s!), today there is absolutely no reason to even consider wasting your time or money with this debacle. Fun n Games is awful and one of the worst Genesis games I own. Also on SNES and 3DO; I’ve never played the other versions, but they’re probably just as bad. If the 3DO version lets you save your creations it’d be better than the others, but I don’t know if it does. I don’t think any of the three have mouse support, even though mice do exist for all three platforms.


Gadget Twins – 1 player. Gadget Twins is a weird … shmup, I guess… from Europe that was published by GameTek. This is a horizontal game. As in most shooters, you control a plane and fly to the right, but you can’t shoot. Instead, you punch with a short-range boxing glove attack. The game has a money system and shops where you can buy powerups as well, money is in chests as well as enemies, and you’ll need to break through walls and such to progress, so this is a quite nonstandard ‘shooter’, or puncher I guess. So, this game is unique, but is it good? Well, it’s okay, but not great. T his is a difficult game which shares some common flaws of European games of its day, including no invincibility on hit and no saving. The absence of hit invincibility means that if an enemy touches you you will lose health until you get away, so while you have a health bar, it’ll drain fast if you mess up. And since you have to get very close to enemies to hit them, you WILL mess up unless you are very good at this game. You attack with one button, and switch attack directions with a second. The third button enters shops. There is only one rotation button, so to you’ll need to hit that button three times to attack an enemy behind you if you are currently aiming down, for example. This is a real problem and makes an already difficult game harder. The game does look nice, though. The game has a good cartoony art style with an underwater theme, and nice parallax backgrounds as well. The European-cartoon look works great and makes the game fun to look at. I like the various silly enemies, including various fishes, crabs, robots, and more. The two player co-op play support is pretty nice as well. The music is decent, but forgettable, stuff, though, but overall the presentation is pretty good. The gameplay doesn’t quite match up, though.

The biggest problem with this game is the difficulty, with the bosses, controls, and that health system as major culprits. Having to get up very close to enemies in order to attack them can make for some tricky situations, and the boss fights in this game are a bit too hard. Those controls, with the clumsy single-button rotation system, make this worse. Bosses take a lot of hits to kill and can damage you quickly with cheap attacks you can’t avoid because of how close you have to get; the first boss is way harder than a first boss should be, and it only gets harder after that. You only get three lives per continue and three continues until it’s Game Over, start again from the beginning, if you even beat a level; levels are long, so this may or may not happen. I like the various weapons you can buy, though. You start out with only small fists to attack with, but as you progress the periodic shops will give you access to better weapons, and it’s a good idea to buy them if you can afford it. When you die and it’s not a game over you respawn where you died, and here you do have a moment of invincibility. You drop a weapon when you die, so make sure to pick it up if you can or else you’ll lose it. Despite the games issues playing Gadget Twins can be fun, particularly in co-op. The nice graphics and game variety add to the game, even if it’ll be a struggle to see much of it. Overall, though, Gadget Twins is an average game. It might be worth trying if you see it cheap and you have some tolerance for European games of this era. It’s also Genesis-exclusive, I don’t think it’s a port of some computer game.


Gaiares – 1 player. Gaiares is a very difficult, but popular, shmup from Telenet, published here by their US division Renovation. I’ve heard a lot about how good this game is, but it’s not one I had played much of until a few years ago. Once I did, though, I quickly found that its reputation for difficulty is very well earned. Gaiares reminds me a bit of Valis games or their extremely unpopular Turbo CD shmup Legion, in that enemies come at you very quickly and from all directions, making the game as much of a trial of frustrating memorization as it is anything else. I’ve never liked this style of Telenet game, and I don’t care for Gaiares either. Hard games can be fun, but this one isn’t, it’s just frustrating. The game does have some good points, though. The graphics are decent, with better visuals than many early Genesis releases. Still, compared to later Genesis games, Gaiares looks only okay. It does have parallax scrolling and some decent ship designs, but it’s nothing special either. The art design is decent, but not great, as usual from Telenet. The music is decent to good. It has some good compositions, but isn’t anything I find memorable. The game does have a surprisingly long intro cutscene, though the story is extremely generic and not that good. The evil female pirate ZZ Badnusty is threatening Earth, and you, male hero, and your prototype fighter are the only hope for the survival of the human species! With a game this hard humanity is probably doomed, sadly, though the whole ‘guy saves the day from the evil woman’ plot is definitely questionable. Gaiares has eight levels, all fairly long and difficult. At almost an hour for a longplay video, Gaiares is probably a bit above average for the time in length, among shmups. I’ve never gotten past level two or three, though; you have limited lives and continues here, of course.

In game design, this is mostly a conventional shooter, though you feel a bit under-powered, particularly if you aren’t powered up — and losing power is very easy. The game does have one unique feature here, though — Gaiares doesn’t have your usual weapon powerups. Instead, you have a special gun which takes the power of the enemy you shoot it into. As you shoot more enemies, or one enemy multiple times, the weapon will level up and increase your weapons’ power. You can get a shield and some helpers, but otherwise your powerups come from the enemies. It’s a good concept, thouhg you get de-leveled a bit too easily when you hit anything, and even with the stronger weapons your ship feels a bit weak. That’s fitting with the game in general, though. Gaiares is a punishing game. You get sent back to the last checkpoint when you die, and checkpoints are a bit far apart at times and it’s easy to lose weapon power as enemies zoom in at you fast and are hard to dodge at times. Still, the game can be fun to play; this is an okay game. Even so, I was hoping that I’d really like Gaiares, but I don’t. Maybe in 1990 this game was impressive, but later on the Genesis got many shmups far better than this one, that are actually fun to play, have better graphics and art design and even better music, and are just much better balanced all around. There is enough decent shooting action here that Gaiares is an average game overall that some people overrate. Fans of masochistically-hard shooters absolutely should check out Gaiares if they haven’t already, though others will probably want to stay away. Arcade port.


Garfield: Caught in the Act – 1 player, password save. Garfield: Caught in the Act is a platformer by Novotrade that was published by Sega in 1995. As a late release for the system you might expect well-polished visuals, and the game delivers. The gameplay isn’t nearly as good as the graphics are, but this game does look very, very good. This game may not be one of Sega’s better-known licensed Genesis releases, but it is a very nice-looking game with some beautiful visuals that captures the style of the comic strip well. I have always liked the comic strip Garfield even if it repeats the same few jokes endlessly, and this came captures the look of the series well. In this game Garfield broke his TV, and in his failed attempt to repair it created a monster machine which has warped him into his television! So, you’ve got to work your way out by collecting the TV remote at the end of each stage. The setup reminds me a bit of Gex, though this game isn’t as expansive as that one is. The game has fantastic use of color, and makes use of the Genesis’s rarely-used hardware shadow capabilities that allow the system to display more colors on screen than you usually see. I have no idea why more games didn’t use this function, but this game does at points and it looks great. Garfield is also very well animated, and looks different in each of the games’ six levels, fitting the theme of the stage, so he wears a pirate hat and uses a wooden sword in the pirate level, a vampire cape and shirt in the horror level, and such. It’s a nice touch.

However, things start going downhill as soon as you stop looking at the screen and start playing the game. Garfield’s controls are not precise; this game is slippery and frustrating to control. Garfield will constantly slip off of the edges of platforms you think you’re on, get hit by things that probably should have missed you, and such. This makes platforming kind of annoying. It also can sometimes be hard to tell what you can jump on and what you can’t, making jumping something of a guessing game at times. Fortunately the game doesn’t have much in the way of instant-death pits, but still, it is an issue. Your main attack is very short-ranged, as well, so it’s easy to get hit while trying to hit enemies. You can take ten hits before you lose a life, but running out isn’t hard with controls this hard to get used to. On top of that, the difficulty is unbalanced. The first level of this game is a somewhat frustrating one with some mazelike qualities to it, and the first boss isn’t easy either, and there is a puzzle element to the bossfight that is not obvious. Oddly, the second level and boss are quite a bit easier and more straightforward than the first, so if you can manage to keep playing past the bad first impression the game makes it does get easier, though it doesn’t get much more fun. In between levels are some amusing little bonus stages, and also a hub-world stage inside the television where you go from level to level.

It is great that the game has passwords, though; having any kind of save system is a somewhat uncommon thing in Genesis platformers. It’d have been nice if the game gave you passwords after each stage instead of only after you get game over, but having them at all is fantastic. Even so though, Garfield: Caught in the Act isn’t a very good game. With only six not-too-long levels, this is a very short game, first. If you don’t quit in irritation, this game won’t take long to finish. The game is also unbalanced and has some control problems. However, the game is beautiful to look at, and for Garfield fans it may be worth sticking with just to see what’s going to come next. The Vampire-Odie and Dino-Odie bosses are particularly clever. And though it is sometimes frustrating, it is nice that there is more to this game than just walking to the right and hitting things. Still, overall this game is disappointing. Only graphics and Garfield fans should check it out. Maybe watch a video of the game, it does look good.


Gargoyles – 1 player. Gargoyles for the Genesis was Disney’s first attempt at making a game itself, and not just farming out its licenses to external studios. They chose to make a Genesis-exclusive platform-action game, based on the pretty good TV series of the same name. Gargoyles was an interesting show with a darker tone than most Disney work, and I did like it at the time, though I didn’t play much of this game back then. You play as Goliath, the lead Gargoyle. The game is okay, but flawed. Somewhat similarly to other Disney games of the day such as Virgin’s The Lion King, the game has beautiful, impressive graphics, but iffy gameplay with poor combat and sometimes frustrating controls. And that’s really the contrast here, between the very good visuals and the often not-great gameplay. Copying Sonic much like a lot of platformers of the day, there are three levels in each setting, followed by a boss fight. Levels are usually fairly large, also, and take some time to traverse. This means that while the game looks great, you will be seeing a lot of each setting. Even if the environments repeat, though, the work done on environment and sprite design in this game is very impressive for the time. Characters also animate very well.

For the most part, graphics aside Gargoyles is a conventional Western platformer. The game has big levels, exploration, stuff to collect, platforms to jump between, and enemies to fight along the way. As you are a gargoyle, you have some great mobility in this game. Goliath can attach to and crawl along any non-spiky wall or ceiling surface, do a nice gliding double jump that adds a lot of distance, do a charge attack (run and then hit B), do a ground-strike (hit A while in the air), and more. While the controls are a bit frustratingly loose at times, I like the platform jumping, and the verticality in levels that your wall-climbing allows is great. However, combat here is pretty bad. While fighting B is your regular attack, and A plus a direction close to an enemy will grab and throw them. Regular enemies aren’t too hard to beat, though they can be annoying at times, but bosses are much harder, unless you find repeatable patterns you can get them in or exploit glitches. I beat the second boss by ducking right in front of him and then hitting B until he died, for instance… yeah. It took a while, but that’s much easier than the ‘real’ fight; that kind of bug should have been fixed. Fighting is this games’ biggest weakness, and there is a lot of it in the game. Still, I like some of the platforming challenges here. While levels are linear, you will often need to figure out some simple puzzles along the way, to find walls you need to break through with a charge, pull-chains that act as switches to turn on or off things you will need to progress, and such. I like some of the levels here, and figuring out each stage is fun, when the controls aren’t getting in your way. Overall, Gargoyles is an average game with great graphics but poor controls. There is enough to like here that it may be worth playing, both to see the various environments and for the platforming part of the game. Note that Gargoyles won’t work on a Genesis 3 system, and often doesn’t work on clone Genesis consoles, because it was programmed to use some hardware glitches that those systems fix.


Gauntlet IV – 1-4 player simultaneous (with multitap), password save (30-digit password for saving each character plus 10 digits for progress in the current dungeon). Gauntlet IV is a top-down multiplayer action-RPG in the great Gauntlet franchise. This Genesis version was made in Japan by M2 for Tengen, Atari Games’ console division. I’ve loved the Gauntlet games ever since I played the first game in an arcade, and it’s still a favorite series of mine. This Genesis Gauntlet release is an interesting, and sometimes overlooked, one. The game has four modes, Arcade, Quest, Battle, and Record. The game is one part upgraded port of the original arcade game, and one part all-new Gauntlet game with more RPG elements than any Gauntlet game before it. In Japan this game actually was just called Gauntlet, but they added the “IV” to the title for the US because the last Gauntlet release before this one here was “Gauntlet III” for the Lynx. This is a great game with good graphics and a fantastic soundtrack, and it’s a real under-rated classic of the Genesis library! It’s also interesting for being the only Japanese-made Gauntlet game, all others are American. The long passwords are kind of a pain, but they are one of the few problems with this great game. This is a Gauntlet game, so there are, as usual, four classes to choose from: Warrior, Wizard, Valkyrie, or Elf. They look and sound similar to the first game, but with better visuals than the NES versions, of course. Gauntlet IV looks good but not great. Arcus Odyssey and Dungeon Explorer for Sega CD both probably look better, but this is a decently nice looking game, and it plays fast, without slowdown. Each of the five areas does look different, which is nice. There are also voice clips for each character, just like the arcade original; this is something that the NES games didn’t have. The soundtrack is better, and really is a standout feature in the game.

The gameplay is standard Gauntlet action-RPG fun. You walk around exploring mazelike levels while killing the numerous enemies that spawn from monster generators as you look for exits. Shooting the generators levels them down, weakening the enemies which spawn from it, until finally they are destroyed. You start with a lot of health, but your health steadily drains, so you need to keep moving in order to not die. Gauntlet Legends’ home ports would finally get rid of this, and that was for the best, but this game does use it, unfortunately; it’s a feature put in to keep people pouring quarters into the machine that a home game didn’t need. At least you can buy health from the store; this isn’t something all Gauntlet Legends home ports let you do. Levels also have keys and magic potions. Using a potion kills the enemies on screen, and each key can open one door. There are multiple routes through each dungeon, so sometimes your choices for which doors to open do matter. That’s Gauntlet, and it’s a fantastic formula which is as great now as it ever has been. The main additions here are experience points and a money system, with a larger inventory beyond just magic potions. The NES version of Gauntlet also added in some RPG elements, but this game goes much farther with it. Fortunately it was well thought through here; the leveling system in this game is well-designed, unlike, say, Dungeon Explorer for Sega CD and its somewhat busted system. I like the addition of more items to buy too. Levels, and items you can buy from a store in the hub area, are ideas that Gauntlet Legends would pick up and expand on, but within the Gauntlet series they were here first.

While the version of arcade Gauntlet is pretty good and has a bunch of nice options including difficulty, continues, and more, I have barely touched the arcade side of this game; the main feature here is the original quest mode, and it’s great. In Quest mode, as in the main game each player chooses a character, or enters their 20-character password. The game has a hub area you start in, with four dungeons to play through and two shops to buy items from. Each dungeon has 20 levels and then a boss at the end. After you beat all four, then the fifth and final one unlocks, to go to the final boss, for a total of 100 stages. It’s a good-length game, but each stage doesn’t take too long, so this game probably isn’t too different in length from the later Gauntlet Legends games even though it has far more stages. If you can’t finish an entire dungeon in one sitting, you can get your password for the current dungeon; these are the 10-digit passwords. I guess you could have one for each dungeon if you’re working on all of them at the same time, but it’s a better idea to focus on one at a time. Your main character password will save if you’ve beaten a boss, but not progress in a dungeon. It’s better this way, 20 digits is long enough. As for the other two modes, the battle mode is a versus arena where players can fight eachother. It’s kind of pointless. Record mode is a bit more interesting, though. It’s basically the arcade game, but with passwords added, and you can’t die — instead you lose points when you lose health, which matters in this score-based mode. Remember that arcade Gauntlet is endless and just loops around to the start when you finish it, so score is the main reason to play it anyway. I like games to have endings, so this is one reason I prefer Quest mode, or NES Gauntlet 1, which also has bosses, passwords, and an ending.

In conclusion, Gauntlet IV is fantastic. I’ll get the flaws out of the way first: the passwords are long, graphics aren’t improved over the by-1993-dated original arcade game, and they kept the health-drain system. None are major problems. With either one player or four, Gauntlet IV is great fun. Of course, as with all Gauntlet games the game gets better with more players to work together with, but it is fun even by yourself. This game is a good reason to get a Genesis multitap, though. Exploring levels looking for hidden breakaway walls, fighting the enemies, collecting gold, magic, and keys, and upgrading in the shop all are great fun features. The soundtrack deserves the high praise it gets, also. The original Gauntlet was a brilliant game, and this collection here includes both a great port of the original game, a new spin on it in Record mode, and a fantastic RPG-ish Quest mode, all in one! This really is a must-have game and is one of the best action-RPGs of the 4th generation. The Gauntlet arcade game portion of this game is available on innumerable platforms in various forms, but this version, with all of the new added modes, is not available on any other platform so get it for the Genesis for sure.


General Chaos – 1-4 player simultaneous (with multitap). General Chaos is a combat-only action-real time strategy game published by EA. This is a unique and original game for the time, and seems to have been fairly popular. The game has a definite learning curve, but once you get used to it it’s pretty amusing. This is a short little game designed for replay and multiplayer more than anything, and it works as such. This game would be more fun with a mouse, but it is alright with a d-pad. The game has a handful of different maps, and in the main campaign mode you will see most of them as you try to conquer the other sides’ base. This game has no explanation for its war; Generals Chaos and Havok want to wipe eachother out. This is a cartoony game filled with silly graphics and animations. The game certainly doesn’t take itself seriously, which is a good thing. Each level is a single screen, which is great because you can see the whole area at once. Sprites are moderate-size, so General Chaos maps are pretty small. Still, each has a good amount of detail with various buildings, rivers, trees, and more to provide obstacles, and cover.

Most of the time this is a 5-vs-5 game. There are several different types of guys, each with different weapons. You control a cursor with which you control your team. A tells the team to start shooting at the nearest enemy, B tells the currently selected person to move to the point selected, and C switches team member. You can also call in medics to heal injured team members. If someone takes too much damage they will die, but unfortunately there are not visible damage meters displayed. You also can fist-fight enemies if you get close. The fist-fights can be difficult to win against the AI. The different weapons really are different, so you need to get used to how the machine gun, rocket launcher, grenades, and such each control. Fortunately there is a training mode in the main menu to help players learn how to play the game; make use of it, it’s very helpful. I should note, there is also one mode which gives you direct control of your characters, if you play as the Commandos team, but this team has only two guys, so winning will be tough. Still, it is a nice option.

A game of General Chaos can seem, well, chaotic, as the ten guys on screen run around and shoot eachother, but there is method to the madness. Once you get the hang of it, General Chaos is a fun little strategy game. There are a lot of much better real-time strategy games out there on the PC, particularly, but for a Genesis game this simple, combat-focused design works well. This game really gets good in multiplayer, though; in single player it’ll probably get old after a few games. But if you can play this game with others, it’s worth taking the time for everyone to learn the controls, it’ll be fun stuff. The two player mode allows for full strategy battles, or in 3 or 4 player mode (or 2 player co-op) all human players play as Commando teams. This restriction is perhaps unfortunate, but it is understandable; these maps are barely large enough for 10 players, they could not fit the 20 players 4 full teams would require. So yeah, pick up General Chaos if you see it cheap, or want to play a unique RTS-action hybrid title. You can’t play it anywhere other than on the Genesis, either; EA has never ported or re-released the game.


Genesis 6-Pak – 1 player or 1-2 player depending on game. One game has saving. The Genesis 6-pak is a 6-in-1 cartridge Sega released in the US. The cart includes Golden Axe, Streets of Rage, Columns, Sonic the Hedgehog, Revenge of Shinobi, and Super Hang-On. I review each of the six games separately, at their places in the alphabet; I decided to count them as separate games in my collection, even though I only have most of them in this collection; I do have a Sonic 1 cart, but not the others. This is an absolutely fantastic collection of early first-party Genesis games that all Genesis owners should definitely own! It’s an easy, and cheap, way to get a whole bunch of mostly very good games. Of the six games here, only one, Super Hang-On, isn’t that good; the other five are great at minimum. Definitely pick up this fantastic collection of some of the best early Genesis games. Sonic the Hedgehog and Golden Axe are my favorites here, and both are among the better games on the Genesis, too. The first Sonic the Hedgehog is a bit of an under-rated game, today; it’s still really good, I don’t agree with the critics at all! This specific collection isn’t available elsewhere, but all of the included games have been included in various collections and digital re-releases of Genesis games.


Ghouls ‘N Ghosts – 1-2 player alternating. Ghouls n Ghosts, originally released in arcades by Capcom and ported to the Genesis by Sega, is the sequel to Ghosts n Goblins for the arcade and NES. This game is the second game in this somewhat long-running series, and it is fairly well remembered. Ghouls n Ghosts is a cartoony-horror-themed platform-action game. This was an early release for the Genesis, releasing in 1989, and it is one of the few 1989 Genesis releases that legitimately is a great game. The Genesis has a great library, but its first year had only a few hits, including this, Truxton, and Golden Axe. As always in the main series you play as Arthur, a knight in armor who must rescue his kidnapped girlfriend Princess Prinprin from the demon armies who keep taking her. As always Arthur can’t control his movement while jumping, so jumps are harder here than in most platformers. You do have a double jump, but be careful because it’s easy to accidentally double jump into an enemy or pit. Enemies will often rise up out of the ground in front of you, so be careful as you move around.

This series is infamous for its extreme challenge, but this Genesis version of Ghouls n Ghosts is as easy as a game in this series gets; indeed, I beat this game on the easier difficulty in a couple of days without too much trouble, even though I’ve never even finished level two of the third game in this series, Super Ghouls n Ghosts on the SNES, despie many attempts! It really is that much easier, and more fun, than that game. There are several reasons why. First, you have infinite continues in this game, and always continue from the last checkpoint even after getting a game over, so you will never have to replay levels from the start. This is fantastic and makes the game more fun than the first or third games, which aren’t so kind. This game also has fewer levels than Super G&G, so though as with all games in the series you need to play through the game twice to win, it won’t take as long. I don’t mind the shorter length. The levels also aren’t quite as crazy-hard as some stages in SG&G. And last, in this game you can attack up and down as well as left or right. That sure would have been nice to have in Ghosts n Goblins and SG&G! There is plenty of challenge to be wfound here though, particularly in the harder difficulty setting, but for me this game is an approachable challenge, while SG&G is just near-impossibly frustrating.

Visually, Ghouls & Ghosts looks good, but not great. This is an early release, and while the game is a reasonably good approximation of the arcade original, it is a bit downgraded visually versus the arcade. There are a nice variety of enemies, and lots of obstacles to face. The music is good as well, and fits the series well. On the whole, Ghouls & Ghosts is a pretty good game. This game surprised me, after playing its SNES sequel I was not expecting to like this game at all, but I do. Of the main-series G&G titles, the Genesis version of Ghouls n Ghosts is my favorite. The game looks okay and plays quite well, and has some design choices that make it a more approachable and fun game than the others. The difficulty is balanced perfectly, with an easier default setting and much tougher hard mode available. Ghouls & Ghosts is short but fun. I’d definitely recommend this game to anyone who likes platformers, Ghosts n Goblins-series fan or not. Arcade port. There is also a PC Engine SuperGrafx version of this game from Hudson under its Japanese title, Daimakaimura. The SuperGrafx version was only released in Japan, since that system only released there, but it has better, more detailed graphics than the Genesis game. The core game is the same, though. The arcade version is also available in some collections of Capcom arcade games.


G-LOC: Air Battle – 1 player. G-LOC is a port of the Sega arcade rail shooter game of the same name. This is a jet-fighter game and effectively is a spiritual sequel to Sega’s earlier classic jet-fighter rail shooter After Burner. I remember playing the arcade game back in the early ’90s. I did not have many experiences in arcades playing After Burner, or at least I don’t remember it if I did, but I definitely played G-LOC. I thought arcade G-LOC was a pretty good game, but hadn’t played much of this Genesis port until not all that long ago. When I finally bought a copy of the cart earlier this year I was not expecting good things, but the game very pleasantly surprised me. G-LOC is not perfect, but it is about as good as a Sega super scaler arcade game to Genesis port could be. Yes, I think this game, on the Genesis, is pretty good! G-LOC is now easily my favorite first-party rail shooter on the Genesis, though it isn’t an A-grade game, none of the Sega rail shooters that gen are because of the compromises versus the arcade originals. G-LOC is a simple game. You are a fighter pilot, and have to take down huge numbers of incoming enemy fighters. You fly along automatically, dodge a bit, and shoot at the enemy planes, but it’s good, exciting fun. The software scaling here is jerky, but looks a lot better than the awful, eye-pain-inducing hideousness of Sega’s early “scaler” Genesis games such as Super Thunder Blade, Space Harrier II, or Outrun. This is a midlife title for the Genesis, and it benefits from its later release. The game has some low-flying ‘bombing’ missions mixed in with the regular air combat. They have some choppy-looking walls on the sides, but still nothing is as bad as the framerate in those aforementioned games. The sprites and backgrounds all look pretty nice and a lot like the arcade game. The pilots and ground scenes are drawn in a realistic style, so though this is a port of a Japanese arcade game it doesn’t look it. The style looks good here, though like After Burner it probably was inspired by Top Gun.

This game distinguishes itself from After Burner in its perspective. While that game is mostly behind-the-plane, G-LOC largely takes place inside the cockpit. In in-cockpit sections you cannot freely fly around the screen, but instead can only sort of dodge a bit in any direction with the d-pad, as you move the cursor. Dodging is critical, though, as you need to stay out of the way of incoming enemy missiles! Either shoot them or dodge them, one or the other. Enemies come in waves, and this game breaks things up into short timed segments. That is probably G-LOC’s most distinguishing element, and I like it because it keeps the pace up. You’re always facing new waves and new challenges in this game. In each wave, you need to shoot down a set number of enemy planes or ground targets, and have a very limited amount of time to do it in. You have two weapons, a machine gun with unlimited ammo, and a limited quantity of missiles. Missiles will lock on automatically to enemies in the targeting box in the center of the screen. It’s best to use the gun when you can to conserve missile ammo, but hitting enemies with it can be tricky, so you’ll need to use both weapons to succeed. If you succeed at hitting the required amount, time is added to the clock and it’s on to the next wave. If you don’t, you will have to try again, and if time runs out it’s Game Over. You do get a couple of continues, but they are limited, so even though this is a short game it will take practice to beat. The game has several main missions, and between missions you go to a briefing room where you can buy missiles, ammo, and armor for your plane. It’s best to take as much ammo and armor as you can, generally. You ‘spend’ your score as currency, here; it’s a simple system that works. And then it’s on to the next mission and some more high-tempo blasting. G-LOC is a good game, and I was relieved to see that the Genesis port is good. I’d been kind of afraid to try the Genesis version of this for years because of my good memories of the arcade game compared to how poor Sega’s earlier scaler rail shooters are on this system, but it’s a good B-grade game that looks and plays great. G-LOC absolutely is a must-play game for rail shooter fans. Arcade port. There is also a Game Gear version of G-LOC, which is far better than you might think a GG version of G-LOC possibly could be. Some people even like that version more than this one, though I do prefer the Genesis game. Both are well worth playing, though.


Golden Axe – 1-2 player simultaneous. I have this in the Genesis 6-Pak collection. Sega’s Golden Axe is one of the greatest classic arcade beat ’em ups of the 1980s. This is a side-view isometric beat ’em up, and it’s a very good one. I have loved this game ever since I first played it, and still think it’s a great game and one of the best beat ’em ups ever. Golden Axe is a somewhat dark fantasy game set in a world of magic and monsters. The games’ world is interesting and unique. You will ride small dinosaur-like creatures, travel in giant animals across the sea, and fight innumerable hordes of orc, lizardman, and skeleton enemies, among others. The game has fantastic art design, with that classic late ’80s Sega look. The art design here is similar to Altered Beast, except here the game is actually good. You can play as three characters in Golden Axe: Ax Battler, Tyris Flare, or Gillius Thunderhead. Despite his name, Ax Battler uses a sword, oddly enough. Ax and Tyris are barbarian-styled characters like something out of Conan, while Gillius is a fairly stereotypical dwarf. Each character plays a bit differently, and has different magic as well. Magic is collected as a pickup, and fills a meter. When you use magic, you will get the spell of the level the meter is full up to, but it will drain empty. The sequels add the ability to use only some magic, but in this first game you have to use it all. You do more damage the more magic you use. Each character plays about as expected from their character types — Gillius is slow and has weak magic, but has strong attacks, Ax is in the middle, and Tyris is fast and has stronger magic but weaker attacks. Visually Genesis Golden Axe can’t match the arcade game, of course, but it does about as well as a 1989 Genesis game could have. The low game-size does show, but still, it’s a great version of the game, and looks far better than the Turbo CD version of Golden Axe. The music is great as well, and is a very good recreation of the classic arcade soundtrack.

The gameplay is simple, but works well. You can attack and jump, as usual in this genre. The running charge attacks are key to survival, as enemies will often come at you from both sides. One thing that makes combat a bit more interesting in this game than some beat ’em ups are the level designs. Golden Axe isn’t like one of those Capcom beat ’em ups where you just follow a straight path to the right; no, it’s got interesting, twisting levels, among the better in the genre. There are many pits to avoid and jump over, multi-level areas to navigate, and more. You can often exploit the levels to lure enemies into pits and such, which is always great fun when you can manage it. The AI will usually come straight at you, so use this to your advantage. Unfortunately boss rooms never have pits… ah well. I strongly prefer the more varied, multi-level, twisting levels found in games like this series or TMNT III for the NES over those bland just-walk-to-the-right levels of too many other games in this genre. The levels tie in to the story in interesting ways, too. “Turtle Village” is more than just a name, in a pretty cool way. Everything from the arcade game is here, and a new final level has been added to the end, too, to add a bit more to the game. There is also a somewhat pointless two player versus mode added, though as usual with such things in beat ’em ups it’s not very fun; these games aren’t designed for that kind of fight. Golden Axe is not a long game, but it is quite difficult, and I have only ever managed to beat the shortened Easy mode; I have gotten to the real final boss on Normal, the first difficulty that allows you to play that new final level, but he’s crazy-hard and always kills me. It’s a fun challenge though, and I will keep trying for sure. You get a couple of continues, but not infinite.

Overall Golden Axe is a game I’ve loved ever since the late ’80s, and it still holds up very well today. This is a simple game, as you walk around hitting baddies and trying to lure them into pits without falling in yourself, but with great art design, good gameplay, some of the better level designs in the genre, and good music, Golden Axe is still fantastic with either one or two players. I know most people don’t like this game quite as much as I do, but this is absolutely an A-grade classic in my book. Absolute must-have stuff. Arcade port. This game is available in collections and digital re-releases of Sega’s Genesis games, and it is usually the Genesis version Sega ports and not the arcade original. Golden Axe was also ported to many other platforms by various developers — the game is on Turbo CD (done incredibly badly by Telenet, do not buy this), Sega Master System (okay for the SMS, but far worse than on Genesis, and you can only play as Ax), and a bunch of computers — Amiga, Commodore 64, Amstrad CPC, PC (DOS), Atari ST, and ZX Spectrum. Some of the computer versions are Europe-only. Neither the Turbo CD nor SMS versions have multiplayer, so get this Genesis version for sure.


Golden Axe II – 1-2 player simultaneous. Note that you need to hold down the 6-button controllers’ Mode on power on if you want to use 6-button controllers with this game. Golden Axe II is, basically, more Golden Axe. This game plays a lot like the first game I love, but with new levels, new enemies, some new features, and new graphics and music. Again Ax, Tyris, and Gillius are off to defeat an evil demon lord and his legion of skeleton and monster followers. Golden Axe II is a Genesis original, not an arcade port, and doesn’t change much versus the arcade version, but I am okay with that; the base formula was fantastic, so why change it? The few changes that are made here are improvements, though. First, the graphics are a bit better than the Genesis version of the first game. Golden Axe II has a larger cart size, and it does show. The first game still looks great, but there is a bit more detail this time. The music is just as good as before, and I like the new tracks. In gameplay, for the most part everything is the same. The biggest change is the improved magic system. Now you can choose to use only some magic in your meter, instead of having to use it all any time you press the button; just hold the button down to select what spell power to unleash. It’s a nice improvement which does make a difference sometimes. The new levels are in new settings, but the general design styles are the same as the first game, with stages full of variety, including pits, paths in various directions, and more. Enemy AI is about the same as before, so it’s still not hard to lure enemies into pits. Yes, I like this even if some don’t. It is a bit disappointing that no levels have stage concepts as cool as the turtle or eagle levels from the first game, but otherwise this game has great level designs, as expected from a Golden Axe game. Just as before thre are three difficulties, and the easy one doesn’t let you play the final stage. I wish they let you play the whole game in any setting, but oh well, it works as it is. Overall game difficulty is very similar to the first game, so it’s well balanced between fun and challenge. This game is just as much fun to play as the first game is, and I like playing it a lot. But that’s pretty much it; Golden Axe II is, overall, a sequel very similar to its predecessor. If you like Golden Axe as I do, it’s an absolute, definite must-own classic, but if you don’t, this won’t change your mind. This game is available in collections and digital re-releases of Sega’s Genesis games.


[Golden Axe III – 1-2 player simultaneous. I do not have this game for Genesis, but do have it in several Genesis classic collections, for Xbox 360 and PSP, so I guess I should mention it. I won’t mention other games I only have in those collections, so far at least, but have to say a bit about this one. Golden Axe III is a somewhat controversial game. This game has a poor reputation, but it’s a bit undeserved. This game wasn’t released in the US on cartridge, sadly; it was one of Sega’s Sega Channel download service-exclusive games, along with some other great games such as Pulseman, Alien Soldier, and others. The game has a new cast to play as, a new look that sets it apart from the first two game, and some gameplay changes, but it is still recognizable as a Golden Axe game. I like the level designs, which if anything are even bigger and more varied than before. The new player characters are similar to the originals, but fit in well. This is a pretty good, misunderstood beat ’em up that is a lot better than some people give it credit for. The original Golden Axe probably always will be my favorite, but both of its sequels on the Genesis are great games as well. Japan-exclusive on Genesis as a physical cart, only released in the West in the Sega Channel digital-download service for Genesis (and thus inaccessible since you could not save things there, only play them while power is on) and in digital re-release collections of Genesis games on newer platforms.]


Greendog: The Beached Surfer Dude – 1 player. Greendog is a decent little platformer published by Sega and made by an American team. In this Carribean-themed game you play as Greendog, a surfer in a red knee-length bathing suit who has lost his ability to surf because he picked up a cursed talisman. Oh, and when near people, they freak out because of the talismans’ powers, but he cares more about the no-surfing part. Greendog can skateboard and rollerblade just fine, though; only surfing was affected, for whatever reason. You’re off on a quest through six Caribbean islands, visiting various local sites and ancient Aztec ruins, to collect the six parts needed to remove the talisman’s curse. Conveniently someone (his girlfriend?) knows exactly what he needs to do to get rid of this awful curse… that sure was convenient. As a kid, I disliked this games’ cover art; I thought the art style looked ugly. I didn’t play too much of the game as a result. When I finally got the game several years ago, though, I found that the game is better than I gave it credit for back then. That cover art is kind of bad, and I still don’t love Greendog’s look, but the game itself is a fun, competent platformer. Greendog is a slow-paced game, and isn’t anything great, but it is at least average, and I like seeing the various environments as you progress through the game. Each of the six islands is broken up into three parts. First is a level or two on the island. Each island has a different theme here, whether it is on the beach, in a city, underwater, or more. Second, you go through an Aztec temple stage, to find the islands’ piece of the talisman. Some of the temples have boss fights against stone totem-like foes. And last, there is a silly pedal-copter flight to the next island, as Greendog flies himself from island to island by foot power. Heh. The game repeats this formula to the end, but there is enough variety between stages that the game stays fun, even if every island has some similar backgrounds. You have two continues before you have to start the game over.

The game has a cartoony art style, and I don’t particularly like the look of the characters, but the visuals are okay overall. The background graphics are somewhat realistic, in contrast to the cartoony sprites. The backgrounds are reasonably well drawn, though there is a lot of dithering. The music tries to sound like steel-drum music, and such; it’s nice and fits the setting well. The game does use that unpopular GEMS music-creation system, but while the Genesis can do far more complex audio than this, I like the results here. In terms of gameplay, Greendog has okay but slow controls. Perhaps the slow pace is designed to fit the stereotype of Caribbean island life, or perhaps it’s just to fit the gameplay, but either way, Greendog walks slowly and there is no run button. When jumping you can control your movement in the air, but as adjustments are slow, you need to plan falls in advance. The same goes for attacking. You attack with a frisbee, or something like that, and it tosses out at a bit of a delay. You’ll get used to the timing fairly quickly. Some levels are faster-paced stages where you use a skateboard or rollerblades; these will take practice to get right and can be frustrating. Hit those jump pads perfectly! In the levels, for the most part this is a straightforward platformer where you follow an obvious route, but there are some optional side areas with items that give you points or, sometimes, powerups to find if you want. Many levels have these annoying bounce pads or other such obstacles which knock you back some in the level, but those aren’t so bad compared to the instant-death pits that start appearing more often in the second half of the game. Greendog starts out easy, but the second half is much tougher, so this game will take practice to get deep into. At least when you just get knocked back, you can try again. Overall, Greendog is a fun little game. It’s slow-paced and simple, and the game has no depth, but I like the somewhat realistic backgrounds, the steel-drum soundtrack, and the gameplay. Greendog isn’t great, but it is a fun little above average game, and it’s worth a try. There is also a Game Gear version of Greendog, though it’s a somewhat different game.


Gunstar Heroes – 1-2 player simultaneous. Gunstar Heroes is a very popular run & gun game from Treasure and published by Sega. Gunstar Heroes is indeed great, though I don’t love it as much as some. This is a crazy, fast-paced shooter with good graphics and art design. The game constantly is tossing new challenges at you, either in short platform/shooting segments, or mine cart rides where you jump between the top and bottom of the screen to avoid enemies, or in one level a giant board game. But always there are bosses, a lot of bosses. Treasure loved their boss fights, and you see that here. Gunstar Heroes does have stages too, and they are occasionally challenging, but it’s the bosses where most of the challenge, and game, lies. You play as Red or Blue, two soldier guys, and have to save the world from an evil guy and his henchmen, all named for colors as well. The game has a light, silly tone to it as usual in Treasure’s games of the time and the art design is great. The game is visually impressive as well, with some scaling and rotation effects, large amounts of sprites on screen with a minimum of slowdown or flicker, and more. With variety, technical prowess, good art design, and more, Gunstar Heroes looks great. The music is good, up-tempo work, and fits the action well.

Ingame, the game controls well and your characters are responsive. You have two firing modes, locked (you can aim any direction but can’t move while shooting) or free (you can shoot while moving, but it’ll be harder to shoot in a specific direction). Frustratingly, you can’t switch between these during play as you should be able to; instead, you are stuck with only one or the other, chosen at the menu at the beginning of the game. This really is a mistake they should have fixed, each is useful at different times. Also, as with Dynamite Headdy, sometimes the screen is perhaps TOO busy and filled with stuff. You take damage easily, and don’t have invincibility after being hit. You do have a starting 120 health per life, so it will take a while to die, but if you’re not paying attention it can go quickly. It can feel unfair sometimes when you get cornered by a foe. There are health powerups, but they are few and far between. Making things worse, if you die you go back to the last checkpoint. You do have infinite continues in this game, which is nice. Despite that, I’ve never gotten anywhere near the end; I always give up somewhere in the middle at a tough boss. And more often than not that boss is Seven Force, a very tough seven-stage boss that takes up a large chunk of one of the levels. That board game can be a sticking point as well, in that level. The game does let you play the first four levels, against the four underlings, in any order, and that’s great, but the game won’t save your progress and can be difficult, so you do need to leave the system on for some time or keep trying in order to finish this. And while the game definitely is good, I haven’t liked it quite enough to do that, so far at least.

The game does have a good weapon system, though. You can have two weapons at once, and can switch between them with the A button, or use both for a combined weapon. There is a different power for each combination of base weapons, giving a decent-sized arsenal. Different weapons are useful at different times, but I do like the homing weapons a lot. Overall Gunstar Heroes is a very good run & gun action game. It really showed off what Treasure can do, and helped make their name. The co-op play is great fun as well. While I like the game a lot, I’m not one of the games’ diehard fans; this isn’t my favorite run & gun on the system as I do like Contra Hard Corps and Adventures of Batman & Robin a bit more. Still, all three are among the best run & guns ever, and you can’t go wrong with Gunstar Heroes. It’s absolutely a must-play title. This game has been re-released in various collections and digital re-releases of Genesis games. The game has a Game Gear version that was, stupidly, only released in Japan. The game is based on the Genesis game, but with downgrades to fit the lesser power of the GG. For the GG it’s a great, very impressive game, and I quite like it; it’s one of the best action games on the system. The game also has a sequel, Gunstar Super Heroes for the Game Boy Advance. That is a very good game that I like more than this Genesis game; it’s similar to the original, but is improved in enough ways that I like it more overall even though it’s single player only.

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Sega Genesis Game Opinion Summaries, Part 3: Letters D & E

Covered in this update: D and E games, and a game I forgot from C from the Genesis 6-Pak, Columns.

Columns (from Genesis 6-Pak)
Death Duel
Decap Attack
Desert Demolition: Starring Road Runner and Wile E. Coyote
Desert Strike: Return to the Gulf
Devilish: The Next Posession
DJ Boy
Duel, The: Test Drive II
Dynamite Headdy
El Viento
ESWAT: City Under Siege
Eternal Champions
Ex-Mutants


Columns (from Genesis 6-Pak) – 2 player simultaneous. Columns is Sega’s first major puzzle game. This game was released in the wake of Tetris’s smash-hit success, and filled the need for a puzzle game from Sega. Columns is no Tetris, but it is a decent game that can be entertaining to play, even if it isn’t as great as the best block-dropping puzzle games. Columns has three modes, 1 player endless, 1 player Flash mode, or two player versus. In Flash mode you have to clear a certain flashing tile to progress to the next screen, while the others are self-explanatory. In any mode, blocks drop as vertical stacks of three gems. In Columns the blocks are always a three-tall pile of pieces, that is the games’ main distinction. Gems disappear when three or more of the same kind touch, either vertically, horizontally, or diagonally. So, Columns is simple, but there is some strategy to it. You have to always keep in mind when dropping a piece how it’ll line up three-in-a-row connections. The field is not huge, so you need to keep making a steady stream of matches in order to keep going. Fortunately that’s not too hard, and sometimes in Columns massive combos will empty big chunks of the playfield without your even trying. The game eventually does get challenging, but I don’t find Columns as hard as, say, Puyo Puyo or Tetris, and it’s not quite as fun as those games either. The vertical-only orientation may be distinctive, but it is also restricting; sometimes I wish I could rotate pieces horizontally. I know a few later Columns games do allow that, but this first one did not, and nor does Columns III on Genesis. As for the graphics and sound, Columns looks and sounds okay, but that’s about all. This is a very early Genesis game, and it looks it. Still, overall, Columns is a decently fun little puzzle game worth playing once in a while. I like puzzle games, and though Columns does have some flaws, overall it is above average and well worth having in some form. I’ve got it in the Sega 6-Pak, Sega’s great collection of six early Genesis games. It is also available individually. Arcade port, also on the Master System, TurboGrafx-16, Game Gear, and more. This game is available in collections and digital re-releases of Sega’s Genesis games.


Death Duel – 1 player. Note that with a 6-button controller you need to hold Mode down on power on with this game for the controls to work correctly. Death Duel is a somewhat odd first person robot fighting game from Razor Soft. This is an ‘edgy’ game for the time, with a tough name and a bit of blood and sexuality. Death Duel is no Mortal Kombat, though; this game is about giant robots and monsters shooting at eachother, and the violence is somewhat tame today. Still, you’d never see this game on the Super Nintendo, though it’s not that good either. The story is that in order to save the Federation from rival powers, you need to fight ten duels to the death. If you win, glory; if you lose, the game over screen explains how people now revile your memory while looking at your (unseen) corpse. Yeah. Winning won’t be easy until you know what to do against each foe, though. This is a shooting game, but it’s as much puzzle as it is shooter because you must use the correct loadout of weapons against each enemy in order to win, and you won’t know what that is unless you look up a guide or guess correctly. Good luck. The game has a first person view. There are two aiming modes. In movement mode you move left or right with the dpad, but the cursor is locked to the center of the screen. By hitting Start you switch to aiming mode, and now you can’t move your robot but can move the cursor around the screen. Enemies are moving all the time, though, so aiming mode is mostly useful for adjusting cursor location, not for actual combat. The enemy robot moves left and right in front of you, and there are some breakable shields in between the two of you that either can destroy with weaponfire. Each enemy robot is made up of numerous parts which you will have to independently destroy, because enemies are only destroyed once all of their parts are blown up. You automatically lose if you run out of health or ammo, or if your robot’s parts are too damaged to continue. Between levels you buy weapons from a shop.

It’s a decent system, but the game is more frustrating than it could be. In order to make this short game longer, unless you know the exact right weapon loadouts to use you have no hope of winning after the first match or two. You can only sometimes change weapons after losing and the game punishes you by carrying over damage incurred in your failed attempt so you can’t just buy a full set of weapons the next time if you do go back, annoyingly, so sometimes just starting the game over is easier than continuing. That’s just not right. I don’t find the puzzle element of this game fun, the game punishes you too much for guessing wrong. Your ammo runs out very quickly and does not carry over between missions, so you really need to know what weapons to equip against each foe to have a chance. Trying to get the most points possible to spend in the shop for the next enemy is also critical, both during battles and in the shooting-gallery minigame between each stage. Sure, conceptually it’s nice that the game isn’t just a mindless, simplistic light-gun-style shooting game, but this isn’t really better, not with as annoying as it can be to play. Visually the game is only average, also. The robots do look decent, but graphics are, for the most part, not too great, and the music is average chunky Genesis techno. I do kind of like the soundtrack, but it’s not too memorable. Overall, Death Duel is an interesting, but not that great, game. If prices in the store were cheaper, so you could afford to buy more stuff, and the game let you respec after each failure with no punishment maybe it’d be better, but the core gameplay isn’t anything special either. Tracking enemies can be annoying because they move around quickly, causing you to waste ammo firing at enemies who have moved by the time the shots get to where the enemy is. Their movements are not predictable either, so luck plays a bit too large of a factor here, though skill matters as well, certainly. Of course teh game also punishes you too much for failing to guess what weapon you need, so as to force you to restart the game over and over to make this maybe 15-minute game take much longer to finish. Overall, Death Duel isn’t that good. The game is amusing in short bursts, but isn’t fun or engaging enough to really be worth playing.


Decap Attack
– 1 player. Decap Attack, or DecapAttack, is an average-at-best platformer with a comical horror theme to it. This game is from the same developers of, and plays very much like, Kid Kool on the NES and Psycho Fox on the Master System; gameplay-wise, the three games are sort of a trilogy. DecapAttack is one of the first games I got for the Genesis after getting the system in 2006, but it’s not a game I had played before that. The game started boring me almost immediately, and I’m not sure if it was actually worth getting. I know some people like this game, but I don’t at all. This is a fairly quick-moving game, and you often have to make blind jumps, and memorize segments in order to make it through jumping puzzles because of the games’ momentum system. This is really annoying and not good. Also, Decap Attack, like those other two games, has a weird attack system where you attack with an extremely short-range punch. In this case, it comes from a weird creature living in your torso, fitting the undead-monsters theme of the game. You can also throw this thing at enemies, but it doesn’t come back automatically, which is a problem; you have to go pick it up. And no, you can’t jump on enemies, that hurts you. Attacking enemies in all three of these games is sometimes frustrating and poorly designed. Levels are not fun to play, either; they are too long and tedious, on top of the poor mechanics and frustrating jumps. Visually the game looks decent to good, and I like some of the graphics, but the gameplay just isn’t any fun at all and the few times I’ve played this game I usually turn it off even before getting game over just bcause of how frustrating and boring it is. Don’t bother with this bad game, it’s one of the worst Japanese-made Sega platformers on the Genesis in my book. This game doesn’t quite make my bottom-10 Genesis games list, but it’s close. Note that the Japanese version of the game plays the same, but has entirely different graphics with a different theme based on a licensed anime; it was redrawn for the West to remove the license and presumably fit the market better, I guess. I haven’t played the Japanese version but imagine it’s mostly the same, visuals aside.


Desert Demolition Starring Road Runner and Wile E. Coyote
– 1 player. Desert Demolition is one of the Looney Tunes-licensed platformers Sega of America published on the Genesis. This quite nice-looking game was made by Blue Sky, the same team as the Jurassic Park and Vectorman platformers, and is in between those two in quality. While Taz-Mania was far and away the most popular of Sega’s four Looney Tunes games, it’s also the worst of them. This game, on the other hand, might be the best. It’s no Vectorman, but it is a good little game. For Sega’s best Genesis Looney Tunes game it’s either this or Taz: Escape from Mars, but I think I might like this game more. Some of that might be that I always loved Road Runner, while I didn’t care about or watch the ’90s Taz cartoon. This is the best Road Runner game I have played; other Road Runner platformers are usually too fast for their own good and are ruined by slippery controls and mountains of blind jumps, but though this game is fast and you do have blind jumps when playing as the Road Runner, the game is great fun despite that thanks to good design.

Desert Demolition distinguishes itself from other Road Runner games not only with its good graphics and solid design, but also its faithfulness to the cartoon, variety, and ability to play as Wile E. Coyote instead of the Road Runner in two separate routes through the game. This is a short game with only maybe five levels per character, but the high replay value makes up for that. Each character plays very differently and plays the levels in a different order, so playing as both is strongly encouraged. As the Road Runner, you move around very quickly as usual in Road Runner games. However, it works here because you won’t find much in the way of death pits in this game, so you can explore around without constantly dying. Levels are large and well thought through, and are fun to explore. Desert Demolition is a Western platformer, so like many of the time levels are large and open, and exploration is important. Your goal is to get to the end, but there are multiple routes along the way. The level designs are decent to good, and the levels are nicely large. The Road Runner is trying to reach the end of each stage without getting caught by Wile, while picking up lots of powerups along the way. As either character you have only a one minute timer at the start for each stage, so as the Road Runner you need to pick up time-extend powerups and keep moving in order to not die. Wile will appear from ACME boxes and various other trap locations as you move around each stage, while other pickups give you points and hourglasses give you time.

As Wile E Coyote, though, the game is slower and more deliberate. Wile doesn’t zoom around, so you can take your time more as him. You do have a run button, but even there you are under control. In order to keep that timer from running out, Wile must catch the Road Runner regularly; that is how you get those hourglasses. So, you’ve got to chase that roadrunner and do your best to leap on him with your leap attack! It’s a different playstyle from the Road Runner, and might actually be even more fun thanks to the slower pace and chase-focused gameplay. You almost never can play as Wile E. Coyote in Road Runner games, and it’s awesome that you can in this one. The animations are just great as well, and really add to the game every bit as much as the very nice backgrounds do. Since this is a Road Runner game it is set in the American deserts, of course. The visuals are all very well drawn and look great; this game does a good job pushing the Genesis hardware, visually. This is one of those later releases for the system that shows what it can do. The audio is cool too — instead of a normal soundtrack, the game plays music while your character is moving, and it changes tempo based on your speed. It’s cool stuff which fits the series great. Overall, Desert Demolition looks great, plays well, and has a nice amount of variety with two very different characters to play as. Exploring levels is fun, and running away from or chasing the other character while also looking for items is a nice challenge. This isn’t a long or particularly hard game, though the tight timers can be tricky sometimes, but it’s a fun one that many people overlook. This is a good game that I like, and it’s well worth playing. Pick it up!


Desert Strike: Return to the Gulf – 1 player, password save. Desert Strike is an overhead-isometric flight combat game from EA. It’s part shooter, and part sim, making for a somewhat unique mix when combined with the perspective. This game was very popular at the time, and its massive success led to a long-running series through the ’90s. However, I’ve never liked this game very much, or the other two 4th-gen Strike games either. Desert Strike isn’t a bad game, and for the time it might even be good, I just don’t find interesting to play or much fun. I do like the two 5th-gen Strike games slightly better, but still, I’ve never quite gotten why this game, and series, was so popular. Part of might be that the theme clearly was inspired by the first Gulf War of the early ’90s. EA did a good job capitalizing on the war against Iraq with this games very Saddam Hussein-like villain and desert setting. The gameplay has to have kept people interested once they got past the theme, though, and that’s where the game loses me. Desert Strike is not a fast-paced shooter, but it is not a simulation game either. It’s in between, too boring to be a shooter but not nearly deep enough to be a real sim. The game has only four missions, each on a different map, but each is absolutely huge with many objectives to complete. I’ve never beaten the first mission, as much because of a lack of interest as anything. There are passwords between missions, but not between objectives, unfortunately. Visually the game looks okay, with reasonably well drawn sprites, but the realistic military theme isn’t something I find too exciting and the desert all looks the same. The music is strictly average.

So how does Desert Strike play, then? While the game looks sort of 3d due to the isometric angled perspective, the game is, control-wise, two-dimensional. You can only move around at a set altitude over the ground and cannot control your height. All four subsequent Strike games use this same exact mechanic. It keeps things simple, but sometimes height control would be nice, though it would add complexity as well due to the difficulty of targeting things in 3d. Anyway, enemies can be on two planes, in the air on level with you, or, more commonly, on the ground shooting up at your copter. While moving forward your copter will angle down, because that’s how helicopters work, so you can shoot downwards while moving, or straight ahead while standing still. You have several weapons to use, including machine guns and various missiles. All have limited ammo which definitely can run out, so learning where the ammo pickups are on the map is important. If you stop over a pickup, you can use a winch to get the item, whether it is ammo or health. Avoiding damage is impossible, as enemies fire too much to avoid it all, so just try to stay alive. You can’t be too cautious, however, because the game also has limited fuel. If you take too long, and run out of fuel and can’t find any more refills, you crash and lose a life. If you run out of lives, game over, try the mission over. That will take a while. It’s a challenging, somewhat boring, and not particularly fun game, and I’d rather not put the time in to this game it demands. I’m sure some people will really like this game, though, so it is worth checking out, whether or not you like it. For me though, this is an average game at best. Still, Desert Strike was a hit and was EA’s best-selling game up to that point when it released in 1992, so they ported it to many platforms. Desert Strike is also on the SNES, Game Boy, Game Gear, DOS PC, Amiga, Macintosh, Master System, Lynx, Game Boy Advance, and PSP (in the EA Replay collection). I don’t know which is the best version, but this is the original one — the game was developed first for the Genesis.


Devilish: The Next Possession
– 2 player simultaneous. Devilish is an interesting ball-and-paddle block-breaking game in the style of Arkanoid or Breakout. This is a difficult game with nicely drawn visuals and some original concepts, but poor ball physics and no continues. I do like this game, but it could have been a lot better. You don’t get any continues in Devilish, so it will take a while until you’re good enough to get far, but the game is reasonably rewarding as you play it more and get a bit farther each time, if you can ever get used to the weird, random ways the ball bounces, that is. In Devilish, you play as a prince and princess who were turned into paddles by a demon named Y. You’ll have a fair number of levels to beat here, each with a boss at the end to work through. The bosses are difficult and can kill your ball easily, so practice and memorization are essential, along with some luck as well. Despite their plight, they take off to defeat him as they are, using a magic ball that appeared as their weapon. The game has either one or two player cooperative play, which is great, and does have difficulty settings though it’s hard on any of them.

So yes, as that may suggest, you have two paddles in this game, one at the bottom of the screen and one a bit above it. The upper paddle can be rotated either flat, left vertical, or right vertical by hitting a button, and can move all the way up the screen with up and down. It’s very useful stuff! The lower paddle, however, is locked to the bottom and can just move left or right, to try to save the ball from going down the bottom. This game scrolls, and sometimes goes sideways instead of just always moving upwards, which is interesting. Making a blockbreaking game with scrolling is somewhat unusual, but for the most part it does work. As the ball bounces around and breaks through things the screen will scroll up along with the ball, to keep it in view, and you can’t go back, of course; you lose a life when the ball goes out the bottom, though that is not true for the sides of the screen. The game has a nice variety of blocks, powerups, and enemies to whack the ball with, and because you can move that upper paddle around, you won’t have teh usual Arkanoid/Breakout problem of that one block you can’t get to in this game, which is great.

Visually, Devilish has detailed art with a dark fantasy visual theme. It’s a bit Alien-like, actually, at times. I like the graphical detail, though the game clearly didn’t have the biggest budget. The music is okay but not great. Overall, Devilish is a good game with some interesting things that make it worth a look for sure if you like blockbreaking games, but also some drawbacks. The ball physics, tough bosses, and zero continues are its main faults, but with nice visuals, unique gameplay for the genre, decent mechanics most of the time, and some variety, Devilish is more good than bad. I like Arkanoid-style games, and this one is a fun challenge to try playing once in a while. There is also a Game Gear version, though I think it’s a bit different. Devilish got a remake many years later on the Nintendo DS from Starfish. Unfortunately, the remake might be worse than the original, though most of Starfish’s DS and Wii classic remakes are also worse than the games they follow up so that isn’t surprising; Monkey King is a lot worse than Cloud Master, and Heavenly Guardian, while good, isn’t quite as good as Pocky & Rocky.


DJ Boy – 1 player. DJ Boy is a bad beat ’em up from Kaneko. This game has poor controls, mediocre design, zero extra lives or continues so if you die once you have to start the entire game over, is single player only in a genre which is far better in multiplayer, and has a racist-stereotype character which they censored for the US release, too (it’s the first boss). Kaneko was not known for making great games, and this one is no exception, unfortunately. You play as DJ Boy, a hip urban youth in this game straight out of Japanese stereotypes of America. He’s on roller skates, permanently. This means that you slide around with slippery control. This fits the skates, sure, but is kind of annoying. Visually, DJ Boy is an early Genesis release and looks it. The graphics are okay but not above average, and it’s hard to understand why there is no two player support, though it’s easy enough to just play a better beat ’em up on the system which does. As far as the gameplay goes, this is basic stuff all the way. You just slide around, punch and kick people, and repeat. There is no depth here beyond hitting both attack buttons for a hit to both sides. Considering that you have only one life and no continues, try to avoid taking damage when you can if you want to survive long at all. Really, your only task in this game is to memorize the levels so as to avoid traps and enemy attacks. However, it’s not fun, it’s far too easy to die, and the controls aren’t great. You will do better with practice, and this isn’t the worst beat ’em up around, but there isn’t much of a reason to put that kind of effort into a game this poor. Skip it. Arcade port.


Duel, The: Test Drive II – 1 player. Test Drive II: The Duel, whichever order you put the title in, is a racing game from Accolade ported over from the PC. This game has sprite-based cars in polygonal 3d worlds, with the single-digit framerate you expect from a 4th-gen title that attempts to use polygons. The first three Test Drive games were popular racing games in the late ’80s to early ’90s, and this game was the first time the series came over to consoles. There wouldn’t be another Test Drive game on consoles until the PS1 version of Test Drive 4 in 1997. For anyone who knows newer Test Drive games, though, this one is a bit different from the style of the series from TD4 and on. While Test Drive II is not a simulator, it tries to be a bit more realistic than other racing games of the time. The 3d graphics are one element of that, as they allow a much more realistic world than you can do with top-down or linescroll graphics, and the slow-paced gameplay also fits that theme. In this game you choose one of three real licensed high-end sports cars and one of three tracks. This game has long, point-to-point races made up of multiple stages each, so three is actually a reasonable number; each one will take a while to finish, if you finish at all. This style, with long multi-stage point-to-point races in a semi-realistic car racing game, is one you also see in EA’s later first Need for Speed game. NFS1, particularly the original 3DO version, was probably inspired by Test Drive. Due to the better hardware that is the better game, but Test Drive II does have some things going for it, for car fans particularly. I’m not one, this is probably why I find the game somewhat boring. Still, it’s an okay game, framerate aside.

First, you choose a track and car in the menu. Each race is, as the title suggests, a 1-on-1 race of you against an AI opponent car. You only have one opponent, so you’ll either win or lose, nothing in between. The games’ pace is slow thanks to the slow framerate and realistic speeds, but that doesn’t mean that it will be easy. There are a lot of civilian traffic cars on the road to avoid, though, so it’s not only the two of you alone. Tracks are often quite narrow, and some are on cliffsides and the like, so avoiding the traffic while staying on the road can be difficult; this is a major part of the games’ challenge. If you hit anything you lose a life, and you get five lives per race. If you run out of lives it’s game over. Your car has limited fuel, so make sure to stop at the periodic gas stations to refill. If you run out you will be returned to the last gas station you passed, losing a bit of time in the process, though you won’t lose a life for this, thankfully. Finishing all of the sections of a track without running out of lives will be difficult, but with practice it’s surely possible. Is it fun enough to be worth the time, though? Well, I don’t regret buying this game, but it’s not something I’ve played a lot of either. It is interesting to see what the Genesis can do polygon-wise, but the low framerate makes enjoying the game difficult. The original PC version, on a more powerful system, is probably better, though I haven’t played that myself. That version also would probably save your best times, while here you’ll need to write them down if you want them recorded; Accolade didn’t put a save chip in the cart, sadly. Also, of course, I strongly prefer less realistic, fast futuristic racing games over this kind of more realistic approach. Still, Test Drive II: The Duel is an okay game worth getting if you see it for a few bucks. PC port also on the Amiga and maybe other computers. The computer versions are better, but this game is okay.


Dynamite Headdy – 1 player. Dynamite Headdy is a platform-action game by Treasure. You play as a robot rejected from the factory who goes through a sequence of quite silly and crazy adventures… if you can survive them. While Treasure’s shmups are usually exceptional and three of them are among the best ever in the genre, their record with platformers is more mixed. They’ve made some good ones like Mischief Makers, but also some that aren’t as good, like Stretch Panic. This game is pretty good, but I don’t love it quite as much as some. Treasure games usually have some kind of gimmick that the game is designed around. Dynamite Headdy is for the most part a standard platformer, but its unique element is suggested by the title — your cute cartoony robot guy can throw his head around. You attack enemies that way, so you use projectiles to attack in this game and not jumping. You also can use your head to can grab on to certain points to vault up to higher platforms. You also can find a wide variety of alternate heads which give you different powers, including homing attacks, higher jumps, shrunken size to fit in narrow passages, and many more. The game has great graphics with bright, colorful designs and some nice visual effects that show off how well Treasure knew the Genesis hardware. The rotating 2d/3d platforms in one stage a bit into the game are particularly awesome looking. The bright and colorful look has to have been inspired by Sonic the Hedgehog but with a different, toys-and-robots aesthetic, but it does look good.

This game can be great, crazy fun as you fight off the many robot enemies. While the game is supposedly a platformer, with how much shooting you do and the constant barrage of bosses sometimes it feels as much like a run & gun game as a platformer. I’m sure Gunstar Heroes fans love this game, there are definite similarities between the two games even if this isn’t always as fast-paced as that game is. I like both games, but they do get a bit crazy; sometimes it’s hard to follow what is going on on screen, as you spin around attached to a cat-slinky-robot thing for example. Fortunately you can take a lot of hits, but the health meter is just a colored light in the upper corner of the screen, not a meter. I wish there was a health meter to make it clearer about exactly how much health you have left. And on that note, this is a very hard game. The Japanese version is a lot easier, but the Western version of Dynamite Headdy is unforgivingly difficult, and you don’t get any continues either; one game over and it’s back to the start of the game. I haven’t finished it yet. I’d kind of like to try the Japanese version, it’d be fun to play a version of this game that isn’t super hard. You really would need to memorize everything in this not-short-for-the-time game to have any chance of winning the Western version. There is a level-select cheat at least, if you want to use it. Apparently some cutscenes were cut back on in the Western version too, disappointingly, though some do remain. The game has a good sense of humor, so they are missed. I like the game, and it is worth playing to get better at, but I wish that they had put in both difficulties as options, instead of just making everything a lot harder. Also, this game has many Secret Bonus Points scattered around the game, but apparently collecting them does nothing, so there isn’t much of a reason to go back and play this again if you finish it other than to just experience it again, or get those secret bonus points for no reason other than to get them. Mischief Makers’ system, which unlocks more of the ending based on how many of the major collectibles you’ve gotten, is better.


El Viento – 1 player. El Viento is a good platformer from Telenet, published here by their US division Renovation. As with all Telenet games the game has issues, as Telenet never released a game without at least some problems, but the good is more than the bad, here, for sure. This is a very anime-esque game set in 1920s America. You play as Annet, a mysterious girl from Peru, on a quest to stop some badguys from resurrecting a demon and conquering or destroying the world with it. Naturally, she wears a skimpy, and somewhat odd-looking, outfit, but it’s rare to find a 4th-gen console game with a female protagonist and Annet is a reasonably strong character despite her costume. The game has cutscenes between each level telling the story. The plot doesn’t entirely make sense, but that’s okay, it is better than nothing. Ingame, the game has average graphics, decent but not great music, and solid level designs and gameplay. Annet controls okay, with your usual run and jump, and attacks with projectiles. She can run fairly quickly, but this game isn’t Sonic fast. The pace is just about right. As you progress through the game you will get magic spells to use, which you use by holding down the attack button to charge up for them. Using these is a bit clumsy, as you can’t move while charging but often will want to use spells in bossfights, so you’ll have to try anyway. This game isn’t polished, but it is fun. Each level is different, and it’s amusing to see this games’ quite stereotyped version of 1920s America. ’20s America means gangsters of course, so one level is in a gangster-infested warehouse in Chicago. You also go to the Grand Canyon, among other places. Each level is different, and the level designs are good. The game does slow down a lot when Telenet shows off their attempts at getting things like sprite scaling and rotation working on the Genesis, but it’s nice that they tried, and there aren’t many such parts. The game keeps mixing it up with new challenges. You’ll fight people on motorcycles, tanks, demon-worshiping magic-users, and more, and each level has an entirely different setting as you chase the villains and try to stop their plot to destroy the world. Yeah, this is an amusingly weird game, though the story gets dark as you get farther in. This is a challenging game and finishing it won’t be easy, but it is rewarding and you should get farther each time. El Viento is a good game well worth playing, and it’s probably one of my favorite Telenet games. They made two more games in the franchise, Earnest Evans (Genesis, also Sega CD in Japan) and Annet Again (Sega CD, Japan only), but this is the best one.


ESWAT: City Under Siege – 1 player. ESWAT is a side-scrolling platform-action game by Sega. This is an earlier release for the Genesis, and definitely looks it; the graphics here are not great. Gameplay is a little better than the visuals, but the game has some issues there as well. ESWAT for the Genesis was clearly inspired by the original Shinobi, except with a character with a jetpack and a variety of weapons. I love jetpacks in games and like Shinobi, so the core design here is good. You play as a police officer. For the first two levels you’re just a normal guy, but after level two you get a power-armor suit, complete with jetpack. The game gets even harder at this point. Throughout, you move very slowly, and turn around slowly as well. You can shoot left, right, or straight up, but not at diagonals. Because of your slow, frustrating controls, hitting an enemy straight above you can be hard; you’ll need to fire up, miss slightly, turn around, edge back a bit, try to aim up again, fire up… it’s not great. The game should have had diagonal attacks and better movement control. Visually, each of the eight levels has a new setting, but there are only so many enemies, and the graphics are pretty mediocre compared to a lot of other first-party Sega titles on the system. The music isn’t too great either. Playing this game again now for this summary I liked it more than my mostly negative memories of what I thought of the game from when I got this game in the late ’00s, but it’s still a flawed game. Still, I like Shinobi and Rolling Thunder enough to want to play this game even though ESWAT isn’t as good as any classic Shinobi or Rolling Thunder game.

This is a hard game for quite a few reasons. ESWAT has some difficulty and lives-per-continue options, but it’s hard on any of them. You do have three continues, but only in the Western version; the Japanese version has no continues at all. Beyond that the controls are, as described above, slow and not great, so avoiding enemy fire can be hard. And worse, you have absolutely no invincibility after being hit, so if an enemy gets on top of your sprite, or if you are hit by a wave of fire, you’ll lose hit points FAST, and you do not have many of them to lose. It’s very easy to go from full health to almost dead in a second, and health refills are few and far between. Memorizing enemy locations is absolutely critical if you want any kind of chance in this game, and it gets frustrating starting from level two. Bosses also are difficult and require a lot of memorization to get past, if you don’t just give up or go look up what to do online. That’s not all, though; ESWAT punishes you further for dying, as if you have a weapon other than the default one equipped when you die, you lose it. And since there are not weapons in boss rooms, if you die at a boss, that weapon is gone until your next continue, if you have any left. It’s really frustrating stuff; I understand punishing players for losing, but making boss fights essentially impossible just because you died once is not fair, and yet that’s exactly how this game works! Without the charge-shot attack many bosses will be ridiculously hard, but one death with it and it’s gone. It’s really frustrating stuff. After dying on a boss once it’s basically over, just give up and try again next continue or game. Playing the game for this summary I got to the end of level three, which is as far as I’ve ever gotten into the game I believe, but all the problems I just described made me not really want to keep trying, after getting stuck there. ESWAT is an okay game and there are some good things about it, but with mediocre visuals, bad controls, no invincibility on hit, and more, overall ESWAT is a disappointment. Sega could make great platform-action games, but though I like some things about it ESWAT isn’t one of their better ones. This game is available in collections and digital re-releases of Sega’s Genesis games.


Eternal Champions – 2 player simultaneous, 6-button controller supported (and very highly recommended). Eternal Champions is a fighting game by Sega of America, and this was a popular and highly-marketed game. The game is basically comic books crossed with Mortal Kombat, but not quite as good. Eternal Champions is, literally, a difficult game to like, though; this game is HARD, and the AI will wipe the floor with you unless you have practiced a lot and can do the moves. Make sure to have the manual or a good guide before playing this game, you need it. The game plays okay, but it’s not Capcom or SNK-caliber. This is a standard, special moves-based fighting game, but it doesn’t have quite the near-perfection of controls and moves you’d find in those games. Oh, do have a 6-button controller, you do NOT want to try to play this with only three buttons. The game uses a Street Fighter-style six button layout. The modes here are only the usuals for a fighting game of the time — a championship where you fight against the others and then the boss, a versus mode, training, and options. The story here is that a group of people good at fighting who were just killed at various points in history have been pulled into a fighting tournament by the master, or something like that. Only the winner will be rewarded with life; all the others die. The game has decent comic book-style art design, and the character designs are good. The graphics are extremely dithered, which doesn’t look great on modern pixel-perfect TVs, but that is common in 4th-gen games. Overall Eternal Champions is okay, but I just don’t find it very fun to play. The game is unapproachably difficult, decent but not great looking, and only okay mechanically. It plays well enough, and I don’t really dislike Eternal Champions, but I’ve never tried to get good enough at this game to beat the story mode, either. The game has a sequel on Sega CD that I don’t have because of how I don’t like this game too much, and two spinoffs — X-Perts for Genesis and Chicago Syndicate for Game Gear, each starring a character from this game. This game is available in collections and digital re-releases of Sega’s Genesis games.


Ex-Mutants – 1 player. Ex-Mutants is an okay platform-action game based on a comic book, developed by Malibu, a mid ’90s comic and videogame company, and published by Sega. The game is based on a comic which I know nothing about by Malibu’s comic book arm. The game highlights a team of six mutants, but you can only play as two of them, one male and one female; you need to rescue the other four. Some ex-Malibu developers would go on to make The Adventures of Batman & Robin, but this game isn’t quite on that ones’ level. It is better than Malibu’s Batman Returns game for the Genesis, however. The name clearly was “inspired” by X-Men, but the concept here is sort of the reverse of that series — this game is set in a post-apocalyptic world, and everyone else are mutants while your characters are among the few humans. The game has a story which is told between missions. A lot of the mutants are evil, though not all. There sure are plenty of them for you to fight, though. These characters aren’t as memorable as Wolverine and co. so I can see why it didn’t take off, and the character art for the humans in this game particularly isn’t great. The environments are average looking at least, though, and the game is a quality, fun game even if the visuals are only average. In addition to some environments, I also like the voice samples; both playable characters have some voice quips they’ll say during the game. They will also encourage you in text form sometimes when you die. That’s nice. The game does have limited continues, so it’ll take practice to finish despite having only six levels. You get a lot of continues, but it’s easy to lose lives, particularly in levels such as the quite frustrating mine-cart stage. This isn’t the hardest game, but it isn’t easy either. The mine cart stage aside the difficulty here is reasonably well balanced.

This game is heavy on shooting and exploration. As in many Western platformers of the day you have good-sized levels to explore. There is always one path forward, but there are often multiple routes and lots of secret areas to find full of weapons and other powerups. You can only hold one sub-weapon at a time, and these have limited ammo, so you will need to make choices about which one to take with you. Some of the many powerups just get you points, but the health and weapon powerups are vital, and there are 1-ups as well. Exploration is worthwhile; try attacking or blowing up suspect walls, sometimes hidden areas are behind them. The game has a nice variety of challenges to overcome, and there are quite a few different enemy and trap types. Most enemies are exclusive to one level, so you’re not facing the same exact foes throughout. Traversing the levels is a fun challenge, as you try to avoid lava fountains, swinging axes, guns in the walls shooting you as you travel on ladders, and more. There are also bosses every other level, and they do have on-screen health bars, which is great. Overall, Ex-Mutants has only average graphics and fairly standard gameplay, but it’s a fun, reasonably well-designed game, and I like it. That mine-cart level is a pain, but otherwise this game is good.

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Sega Genesis Game Opinion Summaries, Part 2: Letter C

This time, 13 summaries of the games that start with the letter C. There are a lot of very difficult games in this update. Some are pretty good, others not as great, so it’s a nice mix of quality… but in terms of challenge, only a few games here aren’t hard. That’s okay though, the Genesis has a lot of good but hard games, and games like Comix Zone and Contra Hard Corps are great examples of that!

Update Contents
————–
Cadash
Castle of Illusion Starring Mickey Mouse
Castlevania: Bloodlines
Chakan
Championship Pro-Am
Columns III: Revenge of Columns
Combat Cars
Comix Zone
Contra: Hard Corps
Cool Spot
Cosmic Spacehead
Crack Down
Crusader of Centy
Cyborg Justice

Genesis Game Opinion Summaries, Letter C


Cadash – 2 player simultaneous. Cadash is an okay side-scrolling action-RPG by Taito. This is a port of the arcade game of the same name. The graphics and gameplay are very similar to the arcade version, but there are a few missing features in this Genesis version that really do hurt the game when compared to the arcade or Turbografx-16 versions. But first, the game. In this game you can choose two playable characters, the Warrior or the Mage. In two player, one person plays as each one. This is a sidescrolling fantasy action-RPG where you walk around killing endlessly respawning monsters as you train yourself up enough to be able to fight each areas’ boss. The graphics and sound are okay, but not great. Levels are reasonably well designed, and while this is a linear game with a clear path to follow, you aren’t just always walking to the right, level designs are a bit more involved than that. There are also some tricky jumping puzzles at times, to add some variety. The two player co-op mode is great and is defnitely the way to play the game, if you have someone else good at this kind of game and with a lot of time, that is. Cadash does not have any saving on any platform, so you’ve got to play the whole game in one sitting. Unless you use cheatcodes you have limited continues as well. This is a real problem; this is a tough game, particularly at the beginning, and having to either cheat or constantly start over isn’t fun. Probably the best thing to do is grind up some levels right at the beginning of the game. That isn’t fun either, but at least you’ll be able to make it through the first area.

After the first boss you then finally reach a town where you can heal and buy items. It would have been better if you could do this at the starting castle as well, the game is probably a bit too hard right at the start, but you can’t. And then I eventually get game over and it’s back to the beginning of the game unless I cheat. Seriously, this is why almost all action-RPGs have save systems, they’re needed in this kind of thing! Still, Cadash is an okay to good game. On the good side the visuals are decent enough, there is some variety, two player co-op is nice, and the game will certainly present more than enough challenge. However, the graphics aren’t great, the game essentially requires grinding in order to progress, it should have had a save system, and two of the playable characters from the other versions have been removed in this Genesis release. That is the main cut I referred to earlier; the Ninja and Priestess, probably the more interesting and better two characters from the arcade and TG16 game, aren’t in this one. I don’t know why they cut them, but it was an unfortunate decision which hurts the game. Still, despite all its flaws, Cadash can be some fun. If you find it cheap pick it up. It is an average game for the genre overall, though. Arcade port, also on TurboGrafx-16. The TG16 version is the way to go, though it also has no saving and requires cheats if you want to continue.

Castle of Illusion Starring Mickey Mouse – 1 player. One of the Genesis’s first great platformers, Castle of Illusion helped show off some of the capabilities of the Genesis, and it’s a pretty good game as well. Castle of Illusion predates Sonic, and definitely doesn’t have Sonic’s speed as this is a somewhat slow-paced game, and as usual from Sega at the time the difficulty is high, but the great level designs, variety, puzzle elements, graphics, and music all combine to make this a quite good game. As the name suggests, in this game you play as Mickey Mouse, and as usual in videogames you have to rescue the girl; Minnie was kidnapped by your requisite evil witch. So yeah, the story is sexist unfortunately, but the game is good. Castle of Illusion is made up of only five levels, but each has several stages and won’t be too easy to finish. This is one of many Sega games on the Genesis that I haven’t managed to finish. Castle of Illusion is an approachable challenge, but it will take practice and quite a bit of repeat play to get through. You have limited continues, so you will have to regularly start the game over, and that’s where I get frustrated and quit; I really do strongly prefer to not have to redo things I’ve beaten before in games. This game isn’t easy unless you have it all memorized, and I don’t.

This game is more than good enough to be worth that effort, though. Castle of Illusion controls well, though the controls are a bit weird. Mickey walks, runs, and jumps as usual, but you have to hit jump again before landing on an enemy to do a butt-stomp or you will take damage. This is a bit annoying even once you do get used to it. You also need to be careful to land on enemies on the top, not the sides, even with a stomp. Mickey can also throw projectiles, though these are limited. You only have one walk speed, however: slow. The visuals along the way look good, though. Castle of Illusion has bright, colorful graphics, and each area is different looking. There is a good amount of enemy variety as well. Enemies fit to each setting, from the toyland world to the dark forest. Later Genesis games look even better than this one, particularly in spritework, but for an earlier release this looks great. The parallax scrolling backgrounds are nice as well. More importantly, the game keeps mixing things up as you go forwards. This is a platformer, but the game does have exploration and puzzle elements to it. Later games in this series would emphasize this side of things more, but even this first game has some mazelike stage layouts, tricky bosses that take practice to figure out, secrets to find, and more. I really like the stage variety. Sometimes you go right, other times up, other times multiple directions. Sometimes you are on solid ground, and other times you’re jumping on platforms in the sky. There is a lot to see here. It is possible to be stuck sometimes and not know what to do to progress, but still, overall there is a lot more to like than dislike about the level designs. The music is good as well. The Genesis soundchip can do more than this, but Castle of Illusion’s tunes sound good and have a cheerful tone that fits Mickey’s character well.

Overall, Castle of Illusion might be the Genesis’s best platformer released before Sonic the Hedgehog. The game is challenging, the graphics, while good, don’t quite match up to later releases for the system, the pace is slow, and I really wish you had passwords, but otherwise this is a great game which deserves most of the praise it gets. With good graphics, varied levels, lots to see, and more, Castle of Illusion is a classic. There is also a Saturn port of this game that was only released in Japan. Sega also made a Game Gear/Master System game of the same name, but it’s a different game with the same concept.


Castlevania: Bloodlines – 1 player, password save. Castlevania Bloodlines is a good, but somewhat disappointing, game in Konami’s iconic platform-action series. I have, in the past, frequently been critical of Bloodlines. It’s a pretty good, B-grade game for sure, but it followed up two of the best action-platformers of the generation, Super Castlevania IV and Castlevania X: Rondo of Blood, and isn’t nearly as great as either one. This game feels more like a followup to the NES Castlevania games than either of its predecessors. Some people like it for that, but I don’t. Worse, though, as with Contra below, Konami made this game harder for its Western release… and again just like Contra, they made it far too hard. What they did to the continue and save system in this game is unforgivable and kind of breaks the game.

First though, the good. Castlevania Bloodlines is a sidescrolling platformer that plays a lot like a NES Castlevania game with a few elements of Super Castlevania IV tossed in. The game has two playable characters, John Morris or Eric Lecarde. One has a whip, and the other a spear. Each can access a few areas that the other can’t, which is nice. One can attack diagonally while on the ground but not while jumping, while the other can attack diagonally while in the air but not while on the ground. The controls are good and responsive as usual in the series, but that is an incredibly annoying limitation that shouldn’t have happened; Super Castlevania IV got it right in letting you attack diagonally at any time, this limitation was a bad idea. But at least you have SOME diagonal attacks. The game has only six levels, but each one is long; this design, of having few long levels, is common in many (though not all!) of Konami’s Genesis games, perhaps to save money on a platform Konami clearly considered secondary by not having to design as many areas as they would in a SNES game. The story mixes in elements of the Dracula movie mythos, most notably the Bram Stoker’s Dracula story, into Castlevania. Unlike the usual castle-based setting, in this game you travel all over Europe; each stage is in a new place. I like the variety. Visually, the game looks okay, but lacks the polish of its SNES and Turbo CD predecessors. This game clearly had a smaller budget than either of those games, that’s for sure. Still, there is a reasonable amount of variety within each stage. Each level is made up of several parts, often with different settings, and there are usually minibosses in each level. The stages have variety, and some have nice visual effects, most notably the reflective water and the spinning Leaning Tower of Pisa. The music is also great. It doesn’t match the music in its two predecessors, perhaps because the SNES sound chip and CD audio are more suited for orchestral-style scores than the more techno-suited Genesis chip, but still, Bloodlines does sound good to great.

Apart from the cheaper feel compared to its console predecessors, though, my main issue with Bloodlines are the ways Konami messed with the game for its Western release. In Japan, Bloodlines gives you a password when you get game over that lets you continue from the beginning of the level you died in. You get two continues per game before you reach that game over and get a password. Passwords start you with a full load of lives and continues, so you can keep trying on each level as long as you want with no punishment, once you have reached it. Dying definitely punishes you, because levels are long, but it’s a doable challenge and I very much want this version of the game. In the West, however, the game is an insanely annoying punishing challenge. Konami changed things so that now you get a password only after beating a level, and the password saves your lives and continues into the password! Now, when you get game over, that’s it, start again from your last password. This transforms the game into an extremely frustrating game where you need to repeatedly replay levels over and over, trying to die fewer times so as to save some of those precious lives and continues. Any death means a life permanently lost, unless you find a 1-up. This is utterly unlike the continue system in every single other TV console Castlevania game ever made; all other console Castlevania games, and almost all of the handheld games, have infinite continues from the beginning of the level you are currently on. Almost all also allow you to save your progress by password or save file. The Western version of Bloodlines is the only Castlevania game ever to have both passwords AND limited continues that are saved to the password, and it was a terrible design decision that really hurts the game. Overall, though, Castlevania Bloodlines is a good game despite its faults. The game looks decently nice, plays well, has some nice variety and good level settings, and sounds good. Despite all my complaints I do like the game overall, even in its frustrating Western incarnation. Bloodlines is no Rondo of Blood, and that is a negative, but it is a good game. If it wasn’t getting a bit overpriced now I would certainly recommend it. Get the Japanese import version if you want to have fun; I’ll need to do that for sure, someday!


Chakan – 1 player. Chakan is a super-difficult platformer that seems to have been designed mostly to make, well, a super-difficult platform-action game. The game is based on a comic book license, and has a dark tone with brooding music and a dark color palette. It fits the ‘edgy’ style of a lot of Genesis games well. You play as Chakan, an immortal, and unhappy, warrior. You’ve got to destroy all evil if you ever want to rest. Good luck with that, I’ll never see the end of this game and nor will most players. Chakan may be immortal, so you can keep trying as many times as you like without ever seeing a Game Over screen, but when a game is this hard that’s not much of a help. The game has four levels you can play at the start, with many more levels after that that if you somehow manage to beat all of the first four. Chakan is longer than many platformers of its time, apparently; the shortest longplay on Youtube is an hour and a half long. You can’t save either, of course, as usual from a Sega game. Thanks. Apparently the game has two endings, one normal and another if you beat the insanely hard final boss, but there’s next to no reward at all if you beat it; the designers must have presumed no one would.

Visually, Chakan is a decent-looking game. The graphics and art design are well designed, but are a bit average for the system. The music is similarly good but not great. Chakan is a large character, which looks good visually, but this makes gameplay harder because things come at you from just off screen far too often; you don’t have much draw distance with sprites this big. Blind jumps are, as a result, a big problem in this game. If you fall in a pit that counts as a death, it’s back to the main level-select area with you, and this will happen often with pits you couldn’t see. Stronger enemies can take a ridiculous number of hits to defeat, as well, and if you run out of health, it’s back to the level select. I’ve never gotten very far at all into this game; I kind of like the style and visuals, but the game is unapproachably hard, and I don’t like blind jumps. Overall, I’d call Chakan a below average game, though fans of very hard games will surely like it more. Maybe check it out if you find it for cheap, though; Chakan is interesting, regardless of its issues.

Championship Pro-Am – 1 player. Championship Pro-Am is a port of Rare’s popular NES racing game R.C. Pro-Am. This is one of four NES games that Rare ported over to the Genesis, before they were bought by Nintendo. I covered another one earlier, Battletoads Double Dragon. R.C. Pro-Am was a very popular racing game on the NES, and it’s still great fun here! This game has okay graphics and fun but very simple gameplay. You race an RC car along walled-in tracks. The controls are skiddy, but you quickly get used to them. It controls just like the other games in the series. When you hit a wall you bounce off it, angling into the road, so you will eventually finish even if you don’t turn. Still, this is a tough game and skill and memorization will be required in order to get deep into it. You move on if you finish in the top three in each race, and fail if you finish below that. You only get three continues. I like the gameplay in this series a lot, and this game is as good as any of them there. RC Pro-Am games are very simple, but lots of fun. This is a fast game with a nice sense of speed. You zoom along, make the turns with the help of the on-screen map, and try to pick up as many of the powerups and weapons as you can that are scattered around the track. There are tire, acceleration, and top speed upgrades, along with bomb or missile weapons. You can only have one weapon or the other at a time, as always in the series. Stars add ammo for your current weapon.

The problem is that enhanced visuals and music aside, absolutely nothing here is new. This game is essentially the same exact game that released on the NES four years earlier, but with better graphics and music. I do like the visual and aural upgrade, and the sense of speed is probably improved here, but because of its simple design originally, the game feels dated compared to other Genesis racing games. None of the added features found in R.C. Pro-Am’s sequel on the Game Boy, which released before this game, or its sequel on the NES which released soon after are present here, so there is no multiplayer, no choices in the upgrade system, and the game still is an endless title that goes on until you lose, instead of having an ending as the sequels have. There is a limited number of tracks, but they will repeat if you manage to finish them all. All Rare did here was port over an old game, upgrade the graphics, and replace the NINTENDO letters you can collect in the game with CHAMPION ones. I wish that they had at least put in multiplayer, that would have been fantastic. For what it is, though, Championship Pro-Am is great fun. RC Pro-Am is a simple series, and I do prefer Micro Machines in part because those games are harder and require a lot more skill to be successful at because unlike this series the raceway is not walled in in Micro Machines and bumping into things doesn’t knock you ahead, but this is a fun little game that’s fun to race around in once in a while. There is challenge too, if you want to get through all the tracks and loop the game, so it isn’t easy, just simple to learn. I like Championship Pro-Am, it’s a good game. I just wish that they had made a new game instead of a feature-unaltered NES port. This version is better than the original, but the sequels on GB and NES are, overall, the better games.


Columns III: Revenge of Columns – 1-5 player simultaneous (with Sega multitap). Columns III is, of course, the second and final Columns game on the Genesis. There was another arcade game in between the first one and this, to explain the name, but I’ve never played it. Anyway, this is a puzzle game in Sega’s long-running Columns block-dropping puzzle game series. This time the game is Egyptian themed, instead of the supposed Phoenician theme of the original Columns. Columns III is one of their first-party games Sega allowed other publishers to publish in the US, and I can sort of see why; this is an okay game, but not great. Columns III is a fairly bare-bones game, particularly if you are playing alone. This game is heavily focused on multiplayer, that’s for sure. The only modes here are a single player vs. CPU quest with three difficulties or multiplayer modes for two to five players. There is no endless mode, oddly enough, even though the original Columns was all about endless play and this game adds a few new features. In single player, you will only ever see one bland stone-block background and one music track; other backgrounds and music are exclusive to the multiplayer modes, annoyingly enough. There are sprites of your opponent in single player, but they are very simply drawn and have minimal animation. Overall this is not good design, don’t lock so much out of single player! There should be a music selection, at least. There are three difficulty levels to choose in the single player game, but that’s the only option, and if you know how to play Columns even Hard isn’t too tough to beat.

In terms of gameplay, Columns III is very similar to the original game, but with some additions to the multiplayer. As before, stacks of three gems drop from above. You can rotate the order of the gems, but cannot turn the blocks, so all pieces you drop will be three vertically-stacked titles. Your goal is to match 3 gems of the same type in a row. It’s simple, but works. Columns is no match for the best block-dropping puzzle games, but it is a fun little amusement here and there. It’s a bit easier to play than some other puzzle games, and that isn’t all bad. The game now has a display showing the next piece you will get, and a counter for special attacks as well. This is the number below the next-piece display. 3 points add to this meter when you make a 3-in-a-row match, 6 points for a 4-in-a-row, and 12 points for a 5-in-a-row. The counter maxes at 30, so pay attention to it; there is no indicator when it’s full. Hitting a button uses meter, with a minimum use of 10. 10, 20, and 30 each use a different ability, lowering your block field and raising the enemies’. Some powerups also can raise your blocks or lower the other players’. You also get a special powerup for each match you win that you can use at any time in the pause menu. I like the added strategy that having to deal with an opponent brings, it’s a nice challenge. Still, as a single player game, Columns III is lacking. The single background and music track get old, and there is no gameplay variety. The multiplayer options are better, and this is probably your best option for 3-plus player Columns on a home system, though, so it is well worth getting for that, if you have the right multitap. But as a single player game Columns III is strictly average. I like it because I like this genre, but non-fans can skip this without missing too much. This game is available in collections and digital re-releases of Sega’s Genesis games.


Combat Cars
– 1-2 player simultaneous. Combat Cars is Accolade’s take on RC Pro-Am, pretty much. This is a top-down sci-fi combat racing game. Unfortunately, while I want to like it, the game has some critical design flaws which mostly ruin the game.. Combat Cars is unbalanced, has poor controls, and is absurdly difficult. As a result, it’s not nearly as much fun as it should be even for someone who likes top-down racing games as much as I do. To start with the worst thing about this game, you have, effectively, one life and no continues in the main championship mode here. No continues, no extra lives, no saving. Finish out of the top three positions on any race in the game and you lose, try again from race one. There isn’t even a ‘Game Over’ screen, you’re just dumped to the high-score entry screen and then back to the title. I don’t think I’ve ever seen the like in a game like this. Of course, this game demands memorization to succeed at; you won’t beat races after the first few on your first try. Combat Cars is a fast game with skiddy controls that are hard to get used to and tracks loaded with sharp turns and obstacles that will slow you down if you don’t get turns just right. Memorization is the only way to proceed, but with the game kicking you back to the start after every single failure, it’s not worth the hassle. There isn’t a course map on screen during play, either; it’d be nice if there was. This is an awful combination. Thankfully there are some cheat codes that make the game more playable, though really emulators probably are the best way, sadly enough. Even with them, however, this is a flawed game that only the dedicated will get far in due to the super-skiddy controls. There is a two player splitscreen co-op mode, which is nice, but why play this when you could play Micro Machines instead?

Presentation-wise the game is better, but does have issues. In this game you can play as eight different futuristic combat racers. However, the only ones worth using are the ones with homing missiles; the rest are near-worthless, pretty much. Don’t pick them. Visually Combat Cars looks nice, but not great. This game is about on par with the first Micro Machines game, visually. This is a strictly top-down game which doesn’t really push the hardware, but it does *look nice enough for the time. There is a nice variety of track settings as well, which is nice. The music is okay but not too memorable, but does have some decent tunes. This should have been at least an average game, and with better controls and a continue system it could have been… but it was not to be, sadly. I love futuristic racing games and top-down racers, but I can’t defend this one. Combat Cars is a bad game and while I like some things about it, it’s probably is the worst racing game I have for the Genesis. Accolade came close here, but their mistakes are sadly crippling.


Comix Zone – 1 player, 6-button controller supported. Comix Zone is a very good side-scrolling beat ’em up from STI and published by Sega that released in 1995. This is a game I noticed at the time, and I thought it was really cool! Comix Zone and Vectorman are probably the two Genesis games from ’95 that I remember best, and the game is indeed very good. Comix Zone didn’t sell nearly as well as Sega hoped, but it is a great game I highly recommend, even if it’s excessively difficult as some Genesis games tend to be. I don’t mind that, it’s really great regardless of that I’ve never gotten past halfway through the game, Comix Zone is almost certainly my favorite side-scrolling beat ’em up ever! So, Comix Zone is a side-scrolling beat ’em up, but it is an unconventional one with puzzle and adventure elements as well as platforming. It also has a very unique visual style. You are Sketch Turner, a somewhat implausibly buff comic book artist, and the supervillain from your comic has come alive, warped you into your own comic, and is drawing new pages as well! The game sticks with the comic-book theme throughout, as each level is called a “Page”, and all game play areas look like panels from a comic book. I love the look of the game, the panels are a unique mechanic and look great. The graphics in general look great, actually. Comix Zone is a later release for the Genesis, and it really shows; this game has fantastic, very well drawn visuals that get the most out of the Genesis’s limited color palette. The game does have some slowdown when a lot is going on on screen, but mostly it runs well, and it always looks very good. The game has a great synth-rock-style soundtrack, also. While not the absolute best, it’s probably one of the better soundtracks on the system. Presentation-wise, Comix Zone is fantastic and is a real showcase for what the Genesis can do.

The gameplay is very good as well, difficulty aside. While there are only six pages (levels) in this game, each one is reasonably long. This game is made up of many single-screen panels, so there isn’t a lot of scrolling except between panels. This works fine, and serves to focus you on the current area. The game has branching paths in each page; though they all lead to the same places in the end, which ones you choose does matter. Comix Zone has an inventory system, you see; this isn’t just a brawler. A six button controller is highly recommended for this game, it gives you quick access to your inventory — X, Y, and Z each use the item in that slot on screen. You can only have three items at once, so sometimes you will need to choose what is more important. Memorization will be key here, because sometimes you don’t know what you’ll need until you go to the next panel, and you cannot go back to a previous panel once you have advanced. It’s important to search each panel, both as Sketch, and by letting out your rat companion from its space in the inventory. Your pet will turn off traps, find hidden items, and more! It really is essential stuff. When faced by a wall of barrels, you do NOT want to have to break them down with your fists, as each punch drains some health and it will take many hits to destroy them. Instead, just use that dynamite that your rat found hidden behind the panel earlier in the page! So yes, memorization is key here, and I very much wish that the game had a save or password system between pages, but the game is rewarding as you figure out what to do to progress past each puzzle or action challenge.

As for the combat, it isn’t too complex, but does have a bit of depth. You have only one button for fighting, items aside. You can do attacks at different heights by pressing up or down along with the button, though, powerful attacks with a combo of punches, and jumping attacks, though, so there is a reasonable variety. Some items also can act as weapons, knives in particular. Generally don’t use dynamite on enemies though, save that for key obstacles. You also have a strong attack that drains health (hold down attack to use it), but this should be avoided because health is precious. Enemies often will block, so you need to use a mixed variety of attacks in order to get hits through. Sometimes there are scripted sequences such as the one at the end of the first page where you punch a guy through several panel borders, tearing open the page; that’s pretty cool. There’s never been a comic book game that more feels like it really is taking place in a comic book than this one! The game is hard, though. Enemies can be tough, and the game is unforgiving — health it does not refill between pages, only if you use one of the very few healing items, and you get only one life per continue and start with zero continues. You do get a single continue each time after beating the bosses on pages 2 and 4, but the one added chance won’t keep you alive for long. Comix Zone demands a lot of repetition, and I keep dying in page 3 or, at the best, 4. There is a stage-select cheat, but I’ve always wanted to try to beat this game legit, so I haven’t used it… ah well, I don’t mind; what I have seen in this game is amazing. If it was easy it probably wouldn’t be as fun, the challenge keeps you coming back again and again for more! And that code does exist. Overall, Comix Zone is a fantastic game, and it’s probably a bit under-rated as well. The game has very good graphics and music, a great sense of style, is unmatched at sticking to its comic-book theme, has branching paths and some depth to its combat system, and has puzzles along the way to keep things varied. Your usual side-scrolling beat ’em up is a tediously simplistic affair, but this is about as far from that as you can get, and so while not perfect, this is the best game in its genre on any platform. Comix Zone is really great, play it! Also available for Windows 3.1/95 PC and, in Europe only, Game Boy Advance. This game is available in collections and digital re-releases of Sega’s Genesis games.


Contra: Hard Corps – 2 player simultaneous, 6-button controller supported. Contra: Hard Corps is another one of the Genesis’s amazing, but incredibly difficult, games. This game is a side-scrolling run & gun game in the popular Contra series. Despite its excessive difficulty, Contra: Hard Corps is easily my favorite Contra game. As with Castlevania Bloodlines Konami messed with the game in negative ways for its Western release, but even if I’ll probably never beat the US version of this game, it’s really amazing. What makes this game so great, then? Everything, really! Contra: Hard Corps has fantastic graphics, lots of great visual effects, an outstanding soundtrack that is ideal for the Genesis’s sound hardware, great, extremely responsive controls, lots of awesome bosses to fight, branching paths with a total of 14 levels between all of them, an actual story for the first time in the Contra series, four playable characters including the series’ first female playable character, constant high-tempo action, good level designs and challenges, and more! Contra: Hard Corps really is the complete package, and difficulty aside I don’t have much of anything bad to say about this game, except that it IS still a Contra game, and while Contra games are fun, personally I like the Metal Slug series more. But of the Contra games this is the one I like best and have played the most; it’s the only Contra game that gives the Metal Slug series a run for its money, for me. Some series fans dislike this game because it is different from previous games, with a more Gunstar Heroes-inspired focus on boss fights and flashy visuals, but I think this style works better than classic Contra, myself. It surely also helps that I probably have more nostalgia for this game than most any other Contra game, admittedly, but regardless, it’s great.

This game is a sequel to Contra III: The Alien Wars for SNES. The story is told over the course of those 14 missions, and there are multiple endings so you will not see the whole story even if you do manage to play great enough to reach one of the endings. The levels have a huge amount of variety and the game is constantly throwing new challenges and obstacles at you. This is a beautiful game with lots of sprite scaling and rotation, showing off how well Konami could program for the Genesis when they pushed it hard. This is easily Konami’s most technically impressive Genesis game. If it is a response to Treasure’s Gunstar Heroes, well, Konami outdid Treasure for sure in my book! The level designs are as varied as the graphics, too. Rarely will you just be walking to the right and shooting; instead, flying stages, many boss fights, vertical sections, and more keep the game interesting. This is an incredibly fast-paced game which is constantly changing. Each route through the game is very different as far as I have managed to get, and I’m sure it keeps that up to the end in each path. The soundtrack is almost as great as the graphics, and has just as fast a tempo as the gameplay. The music almost seems sped-up at times, but no, this is how it is supposed to be. The game controls great, too. You can run and shoot with the buttons, and with a 6-button pad, X through Z or pressing A while holding B will switch between two firing modes, one where you can move freely and the other where you stand in place and fire in any direction. A 6-button controller isn’t essential, but it s nice to have the command on a single button. One key move is the slide. Press down and jump and you slide, and while sliding you are invincible. Mastering the use of this is essentially the only way to finish the Western version of this game, but it is great that it is here. Awesome work all around, in graphics, design, and gameplay.

Really the only downside to this game are the changes Konami made for the Western release. As with Castlevania on the Genesis, this game also was made far harder than it was originally intended. In Japan, this game gives you three hit points per life and you get infinite continues. It is a very hard game, but with patience you will finish it. Someday I will definitely get a region-modded or import Genesis so that I can play this version of the game; I’d miss out on understanding the story, sure, but at least I’d be able to get to the end! In the US version that is unlikely. Here, you die in one hit and have only 5 continues. This makes the game exponentially harder, and forces you to start the game over constantly as you run out of continues. Sure, eventually you will get a bit farther in as you learn the next bit of the game, and the game is rewarding in that regard, but I hate having to start over because I don’t know what to do in some boss in level three or four, it’s frustrating! The Japanese version is better designed. This is a memorization-heavy game where learning enemy and boss patterns is absolutely key, and sending you back to the start frequently is kind of unfair; you can’t get through this on your first try, you need to die a bunch to learn what to do in each area. It’d ahve been better if they had 1 or 3 hitpoints and infinite or limited continues as options you could choose between; that would be ideal to satisfy both those of us who want to have fun with the game, and masochistic types who are great at this kind of game and want a serious challenge. Even so, though, as it is Contra: Hard Corps is an amazing game. It may be too hard, but with fantastic graphics and sound, great level designs full of constant action and technically impressive bosses, great controls, and more, Contra: Hard Corps is a must-have classic that I can’t recommend enough. It really shows of what Konami could do with the Genesis when they seriously tried! For me, this is as good as Contra games get. Buy it. Sadly the Japanese version is region-locked, but if you can play that, play it instead (or also).


Cool Spot – 1 player. Cool Spot is a platformer from Virgin. This is a licensed platform-action game starring the 7-Up Spot, the lemon-lime soda 7-Up’s 1990s cartoon mascot. 7-Up soda was more popular then because Pepsi did not introduce its own lemon-lime soda, Sierra Mist, until 1999; before that many restaurants serving Pepsi sodas had 7 Up who now would have Sierra Mist instead. Spot is a round red circle with legs, arms, and, of course, some ‘cool’ shades to have some of that ’90s attitude. He’s got a good design which fits the mid ’90s very well. This is a nice-looking but average game. The game looks a lot like Virgin’s other Genesis platformers such as Global Gladiators or Aladdin, but plays a lot more like the former of those two games than the latter, unfortunately. Cool Spot has good graphics and animation, as expected from the developer, but the game has some design issues. Though it is an okay game, Cool Spot doesn’t play as well as it looks.

This is an exploration-based platform-action game. You need to collect a minimum percent of the red dots on each stage, then find the cage holding a jailed spot, and only then can you progress. Levels are, as a result, large, open, and exploration-heavy. Fortunately at the start there aren’t too many death pits, but that will gradually change as you progress. Enemies are numerous and fast-moving. Spot moves quickly as well, so enemies often hit you before you even saw them coming, and those death pits can be impossible to avoid. You shoot in this game to kill enemies, instead of jumping on heads, but because of the speed, and Spot’s loose, slippery controls, many hits are inevitable. Fortunately you do have a life meter, so the game doesn’t have one-hit kills, but still this is a frustrating game. Making things worse, you have no continues at all unless you find them in the game, so you’ll be starting this one over from the beginning a LOT. I don’t like that, of course. This game may not be quite as ruined by blind jumps as Global Gladiators is, but the numerous fast enemies help make up for that gap.

Despite its problems Cool Spot can be fun to play. This is a somewhat fun game to play, but the slippery controls, high speeds, death pits, and somewhat aimless levels drag the game down. Blind jumps over death pits are bad design, particularly. They pretty much ruin Global Gladiators and Taz-Mania, and this game is worse because of them as well. An element of chance in a game is fine, but forcing players to take that kind of chance, in a game with limited lives and no continues or saving, is not fun. Trying to creep through the levels slowly enough to shoot enemies before they hit you also isn’t fun, not when Spot’s natural pace is quite quick. I also would probably prefer a more focused game overs the large, sprawling, collection-focused levels in this game. Still, there are things to like about Cool Spot. The game has very nice graphics and production values, decent music, a different setting in each level, lots of stuff in each level to find, and some okay level concepts. Still, overall Cool Spot is an average game. I had hopes for Cool Spot when I got it some years ago, but didn’t like it as much as I hoped, and I never have played this game much, I don’t have enough fun to want to face trying to memorize the game. I do like the art design both in the game and in the manual, though. Only get this if you like the Virgin school of platformers beyond Aladdin. Also on SNES, PC, Amiga, Game Boy, Game Gear, and Master System. The game was successful and has a sequel, Spot goes to Hollywood. That game is an isometric action-platformer, so it’s a different kind of game from this one, but I’ve never played it.


Cosmic Spacehead – 2 player simultaneous (minigame only, main game is 1 player), password save. Cosmic Spacehead is a platform/adventure game from Codemasters. This is one of only two games Codemasters published for the Genesis in the US, along with Micro Machines; I have both. Their other games only released in Europe. This is a comedy space adventure game, and it’s amusing stuff. The game is a sequel to Linus Spacehead, a somewhat similar game for the NES. I haven’t played that one, only this. Cosmic Spacehead has a nice cartoony art style with reasonably well-drawn graphics. You are Cosmic Spacehead, a boy in a superhero-style costume with a “C” on the chest, and are on an adventure in a somewhat Looney Tunes-esque retro-future world. I love the look of the backgrounds. Those background graphics are great, but the sprites are only okay; they look a bit amateur at times, and don’t match up to the environments. The game starts out as a traditional adventure game. You walk around, collect items, and try to figure out where to use them, and such. You control your character directly, but also can move a cursor around the screen. Pressing a button switches between controlling the two. Here you have five commands, Look, Pick Up, Talk, Give, and Use. As a console game on cartridge this game does not have nearly the volume of text that a PC game of the time probably would have, but there is a fair amount of it, and with dialog options along the way as well. This is an amusing game with a decent sense of humor.

As you figure out what to pick up and where to go, you will play side-scrolling platformer segments in between adventure areas. Codemasters was probably trying to make the game more interesting for kids than just a straight adventure game would be, but the mix is a little odd. The platformer is decent, but it’s nothing special, visuals aside. You just walk to the right, avoiding enemies as you go because you can’t attack them; it’s average stuff at best. The platformer stages are short, as well. Fortunately most of the game is in the adventure portion, so this is mostly an adventure game, but perhaps it should have been only an adventure game, though I guess some variety to mix up the usual item-based puzzle-solving is okay. The game has some tricky puzzles and difficult platforming at times, so while the game isn’t too long, it is challenging. Linus Spacehead isn’t a great game, and it never did hold my interest long enough to finish the game, but it is a fun little game worth a look. It’s definitely something I will return to sometime to play more of. Also on PC, Amiga, Master System (Europe only), and Game Gear; this is a remake of Linus Spacehead’s Cosmic Crusade for the NES. (The first game is Linus Spacehead for the NES.)


Crack Down – 2 player simultaneous. Crack Down is a good top-down action game for the Genesis from Sega. I have finished this game; it’s not particularly difficult, surprisingly enough, even in single player. The game has ugly, basic graphics in a small window, but the good stealth-action gameplay makes up for any visual shortcomings. You have to kill the enemies in each level, get to certain points to deal with bombs, and get to the exit. You will attach to walls when you get near them, something fairly original at the time. Just running around and shooting will get you killed, so you need to take it slow. With a little practice it’s not too hard, but it is a lot of fun; this game is good fun regardless of its visuals. I did a full review of this game several years ago, so go look that up, it’s better than something I can write in the more limited space I have here. This game is available in collections and digital re-releases of Sega’s Genesis games.


Crusader of Centy – 1 player, battery save to cartridge. Crusader of Centy is one of the three great top-down action-RPGs on the Genesis. The game was developed by NexTech, and while Sega published it in Japan and Europe, they didn’t release it here, and Atlus brought it over instead. This game is the most expensive of the three today, but unfortunately for your wallet, it’s also a very good game that anyone who likes the genre definitely should play! I do like Landstalker a bit more than this game, but Crusader of Centy is also great. Right from the first moment, Crusader of Centy’s main inspiration is obvious: it’s The Legend of Zelda: A Link to the Past. The visual look of this game is about as close to LttP as you can get on the Genesis. particularly in the environments; sprites have an anime-style look that is a bit different from . The game is colorful and very well drawn; it’s impressive stuff for the Genesis, though Beyond Oasis does outdo it visually. Aurally, the game sounds good, but not amazing. Centy doesn’t match a Zelda games’ incredible soundtrack. The sprite work probably doesn’t match a Zelda game either, though I have my issuees with LttP’s sprite work as well. Either way though, this is a good-looking game which impresses, though the music isn’t quite as good as the visuals.

Crusader of Centy has a large world to explore. While it isn’t exactly the same as Zelda, this game plays even more like Zelda than Beyond Oasis or Landstalker do. This is definitely the most directly Zelda-like game on the Genesis. The story is one of the ways this game distinguishes itself from Zelda. Centy has a surprisingly interesting and weird story. You play as a somewhat generic teenage boy hero, but while the game doesn’t have a lot of text there is a fair amount, and the plot is unique. Your hero can talk to animals, and in fact, through most of the game you can ONLY talk to animals, not other humans. Yeah, the story is a bit odd and unique. You do do a lot of basic help-the-animal quests, but that’s fine. The gameplay is what matters most in games, not the story. But I do like that the story isn’t just a standard heroic journey, it has a unique twist.

And in that gameplay, Crusader of Centy is a pretty good game. The game doesn’t quite match Zelda’s quality, and it really is a blatant clone, but still, it’s good. This game is broken up into areas, so unlike Zelda, but more like Beyond Oasis but with bigger levels, it doesn’t have one contiguous overworld. The style works fine. Each area in the game looks different, and you can travel between them from an area-select map screen. In town areas you will find some minigames, to mix things up a bit. That’s always nice to see. In exploration areas you walk around, kill monsters, and try to figure out puzzles. Combat is simple, as you just hit a button to swing your sword, but works well enough. You can jump, nicely, with the right ability; that’s nice, though Zelda did it first, as this game released after Link’s Awakening. You’ll hop between platforms, push blocks, find switches, kill monsters to open paths, and such. Some puzzles that use the special abilities you have equipped… or rather, the animals you have following you. As you progress you will get various animal companions, and each will give you different powers. You can have two following you at a time, so this works a lot like items in Zelda. As you might expect, you get them from beating bosses, generally. This game never gets really hard, but I’m fine with that because it’s fun along the way. You wander around, fighting enemies and solving puzzles for animals, with the help of your animal companions. The game looks nice and sounds okay. This is a very good game overall. However, it gameplay is VERY similar to a Zelda game, and Zelda does this slightly better. Also, this game is highly overpriced now, and perhaps hard to justify at its currently inflated prices. Still, if you can afford it, definitely get Crusader of Centy. It’s a pretty good game well worth playing.


Cyborg Justice – 2 player simultaneous. Cyborg Justice is an isometric beat ’em up made by Novotrade and published by Sega. This is a cool-looking game with a great concept and lots of moves, but also flawed, incredibly repetitive gameplay and design. Overall this game is average to below average, but it’s the fun kind of average. Cyborg Justice may not actually be good, but it’s good stuff anyway! In this very Genesis-ey concept, you play as a robot and have to defeat an army of enemy robots. You can create your robot at the start, which is cool; there are at least a half-dozen parts each for your arm, leg, and torso slots, and your choice does affect how the game plays. This is a fairly standard isometric beat ’em up, but instead of just button-mashing you do have moves to learn in this game. If you want to succeed at Cyborg Justice, reading a guide to learn how to do the moves, the rip-apart-the-enemy moves in particular, is highly recommended. The old staple of the genre, the jump-attack, is also effective and does quite a bit of damage, though actually hitting enemies with it can be tricky because you need to jump from just the right spot in front of an enemy to hit them. The gameplay and controls are somewhat slow and clunky and hard to get used to, but it is nice that there are moves to learn. Still, I wish the game played better. The game is playable once you learn what to do, but there is no flow in this games’ combat, and moves may or may not work when you try to do them. Different robot types have different moves, too, interestingly.

The game has good graphical design as well, with some nice-looking robots and decently well drawn backdrops. However, everything is extremely repetitive. There are three stages in each location, and all three are just palette-swaps of the same exact environment. Each stage is just a straight walk to the right with absolutely no variation; don’t expect any kind of interesting level design here, you won’t find it. There are probably only a couple of screens worth of actual background to see in each location, repeated far too much. Along the way you will fight enemies, but the only other things that appear are occasional pit or magnet-freeze trap circles. The pits must be jumped over, and this can be tricky because of the somewhat clumsy controls, while the circles are just spots to avoid. Otherwise, you just walk to the right. There is no more variation in enemies than there is in backgrounds, either, as most everything you fight also seems to come straight out of that same character creator you used at the start. Yes, it creates a fair number of robot variants, but you’ll see the same designs over and over and over as you play, with little new added. Cyborg Justice is a tough game, too. There are five difficulty levels and they definitely affect the games’ challenge level, and you can select whether you get 1 to 5 health bars per life, but enemies can do the same moves you can, and some bosses will use those instant-kill tear-apart moves on YOU! These mean an instant game over no matter how many health bars you have left, and you only get two continues per game. And with how repetitive and bland the game is, it’s hard for me to want to keep playing this game enough to get deep into it. I do like some things about this game, the graphical design and concept most importantly, but the gameplay is sadly lacking. Overall, Cyborg Justice is average at best, and could have been a lot better. It’s too bad. Still, the game can be amusing, so give it a try if you find it cheap and like beat ’em ups. Plodding along ripping apart or jumping on robots is fun, once in a while, until the frustration and repetition set in.

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Sega Genesis Game Opinion Summaries, Part I: Letters A & B

For anyone following the site sorry for the lack of updates for a few weeks, but I’ve been busy, and working on this.  Instead of working for months on a list like this and posting it all at once, this time I’m instead going to break it up into smaller parts.  I finally finished part one, so here it is!  Sega Genesis Game Opinion Summaries, part one: summaries for the 28 Genesis games I have starting with the letters A and B.

I have 211 Genesis games, the first 28 of which are covered in this post.  A full list is also below.

Intro

The Genesis is one of the best systems ever! Sega released the Genesis in August 1989.  It initially did okay, and Sega did outpace semi-incompetent NEC’s Turbografx-16, but the NES still reigned supreme. However, in 1991 that all changed with the release of Sonic the Hedgehog, Sega’s legendary classic.  While I probably had heard of the Genesis before Sonic, it was Sonic that made me, along with a lot of other kids, pay attention to Sega for pretty much the first time; I have no memories of even remembering about the existence of the Master System, in the ’80s… but a lot for the Genesis in the ’90s.  Behind Sonic’s success in the West, Sega rapidly expanded, and in 1993 was #1 in the US home console market.  Sadly, after that Sega started making mistakes which, combined with their smaller size compared to the competition, would eventually drive them out of the market.  But before that they had a lot of success, and the Genesis was their peak.  The Genesis is Sega’s best and most successful system, and I like it a lot.  That’s part of why this list took so long — it’s a list I’ve wanted to make for quite some time now, but I kept putting it off in favor of easier lists for systems I don’t like quite as much as the Genesis.  I’m glad to finally be posting the first part of the list, even if it is just a part.

During the ’90s, I had more personal experiences with the Genesis than the other 4th-gen home consoles.  I love all three of the major 4th-gen consoles, the SNES, Genesis, and Turbografx, but the Genesis is the one of them I have the most nostalgia for, certainly.  While I did not own any home consoles until I got an N64 in 1999, the NES, Genesis, and N64 are the systems I played the most at friends’ houses back in the late ’80s and through the ’90s.  So, I have a lot of nostalgia for the Genesis, more so than I do for the SNES.  Sure, I read Nintendo Power and got a Game Boy in 1993, but the Genesis, not the SNES, is the system I played a lot more of.  While I’ve always liked Nintendo the most, for console-game developers, I always liked Sega as well; in the SNES vs. Genesis console war I didn’t dislike either one.  It was only when Sony entered the industry that there was (and still is) a major player I couldn’t stand.   On top of that, the Genesis is, on my list, Sega’s best console.  Both systems are great, and I can’t choose which one I like more; I always just say that they’re tied overall, and for me it really is true.  Looking up the numbers I’ve put next to games in my game-collection spreadsheet, the Genesis has more games I’ve given a 9 or higher to, and this advantage gets bigger if you include its addons the Sega CD and 32X, but the SNES has a slightly higher average score.

Notable Game Lists

My favorite games (the order is NOT certain, these could be in almost any order, other than S3&K definitely being the best.):

1. Sonic 3 & Knuckles
2. Sonic the Hedgehog 2
3. Sonic the Hedgehog
4. Mega Turrican
5. Outrun 2019
6. Aladdin
7. Adventures of Batman & Robin
8. Landstalker: The Treasures of King Nole
9. Streets of Rage 2
10. Lightening Force: Quest for the Darkstar

Honorable Mentions:  Shadow Dancer: The Secret of Shinobi, Ranger-X, Contra: Hard Corps, Vectorman, Golden Axe, Alisia Dragoon, Hardball III, Rocket Knight Adventures, Wonder Boy in Monster World, The Lost Vikings, Rolling Thunder 2, Universal Soldier, Golden Axe II, Truxton, Gauntlet IV, Warsong, Phelios, Micro Machines, Viewpoint, Blades of Vengeance, Comix Zone, Street Fighter II: Special Champion Edition, Sub-Terrania, Beyond Oasis, Roadblasters, Warsong, The Lost Vikings, Crusader of Centy, and many more! (see full Genesis list for more)

My 10 least favorite Genesis games I have (in alphabetical order, not prioritized)

Battle Squadron, Combat Cars, DJ Boy, Fun ‘N Games, Instruments of Chaos starring Young Indiana Jones, Mallet Legend’s Whac-A-Critter, Rastan Saga II, Super Battleship, Technocop, Quad Challenge.  Dishonorable Mentions: Taz-Mania, Mario Andretti Racing

Special Awards

Best Music and Best Overall Audio-visual presentation: The Adventures of Batman & Robin
Most Impressive Technical Graphical Achievement: Red Zone
Most Important Game: Sonic the Hedgehog
Best Addon: Sega CD

Sega Genesis Game Opinion Summaries

28 summaries are in this update

Adventures of Batman & Robin, The
Air Diver
Al Michaels Announces HardBall III
Aladdin
Alex Kidd in the Enchanted Castle
Alien Storm
Alisia Dragoon
Altered Beast
Animaniacs
Arcus Odyssey
Arrow Flash
Asterix and the Great Rescue
Atomic Runner
Batman: Revenge of the Joker
Battlemaster
Battle Squadron
Battletoads / Double Dragon: The Ultimate Team
Beauty and the Beast: Belle’s Quest
Beauty and the Beast: Roar of the Beast
Beyond Oasis
Bio-Hazard Battle
Blades of Vengeance
Blockout
Boogerman: A Pick & Flick Adventure
Bubba ‘n’ Stix
Bubsy II
Bugs Bunny in Double Trouble
Burning Force

Best Games This Update: Aladdin, Adventures of Batman & Robin, Alisia Dragoon, Blades of Vengeance, Beyond Oasis.


Adventures of Batman & Robin, The – 1-2 player simultaneous.  The Adventures of Batman & Robin, by Clockwork Tortoise and published by Sega, is a fantastic run & gun action game, and is my favorite game in the genre on the Genesis.  I know that most people’s favorite is Gunstar Heroes, but I much prefer this game myself; I’d put that game third, behind this and also Contra Hard Corps.  Yes, this licensed game is that great!  With outstanding graphics that show off the power of the Genesis, an exceptional techno soundtrack, two player co-op play, and lots of action, this game is a must-have classic.  In the game you can play as Batman and/or Robin, and have to make your way through some long levels, as you defeat the various enemies from the show.  The levels are few, but each one is extremely long and has multiple areas and miniboss fights before you get to the final, stage-end boss.  The end bosses are always impressive.  There are several weapons to pick up, all projectiles — this is a run & gun, so it’s a shooting game.  The enemies will shoot a lot of bullets at you, so do your best to dodge!  You do have health in this game, shown by a ring of health blocks around your life counter in a corner of the screen, but while dying will not be immediate, it will come frequently thanks to the volume of enemies, and enemy attacks, you will face.  Either characters’ basic weapon is a boomerang, but better ones are available, including a stronger straight shot, and a spread shot.  You CAN fire diagonally in this game, thankfully!  It’s very much appreciated.  If you don’t fire you will charge up for a strong attack.  Make sure to collect the weapon powerups, because they’re important!  With only the basic attack power, you’re in trouble.  You lose weapon powerups when you die, so stay alive too.  Make sure to collect all the health-refilling hearts you can!  In addition to your standard ranged attacks, you also have a few melee attacks, and these don’t lose power.  You have a slide, jump-kick, and a punch.  The slide is great, but won’t make you invincible like the Contra Hard Corps slide.  The punch and jump kick are powerful, but only works at close range of course.  Still, they’re great moves, very useful.

So, this is a great game, with a constant stream of cool encounters to face.  The game does have two issues, though.  First, it’s incredibly hard.  The Adventures of Batman & Robin has only a handful of levels, but they are all extremely long multipart stages with several bosses in each one.  Actually beating this game will take a SERIOUS effort; you have limited continues and lives, and there’s no saving of course.  The levels can be tough, and bosses have a lot of health and take quite some time to take down.  Fortunately bosses do have health percentages shown on screen.  I’ve gotten maybe 2/3rds of the way through the game, but not any farther.  The game gets harder and harder and harder as you go along.  This game requires a huge amount of memorization, but with effort you will slowly get farther.  I just wish that I didn’t have to go back to the beginning of the game so often, because having to go back to the beginning every time I run out of continues is frustrating.  Also, within each area, the game has very limited graphical variety.  In the first stage for instance, you’re looking at the same couple of buildings again and again.  Get used to the repetition.  There are only a few enemy types in each stage, too, so you’ll see each one a lot.  This isn’t uncommon for a 4th gen game, of course, but it is noticeable.  The cool graphical effects are also noticeable, though.  The screen warps around, they pull off scaling effects such as wrecking balls zooming in and out of the screen or bosses twisting around, characters are fairly well-animated and look great, and more!

In addition to the platformer levels, there is also one fairly long shmup level in the middle of the game.  It’s even more repetitive than the platformer levels, with basically only one background you’re flying over for the whole long thing, but I think it’s pretty fun.  The sense of depth is impressive, too — it’s not just parallax scrolling here, it really looks like those buildings are moving by below you!  Really cool effect there.  Shmups are fun, and while this isn’t a great shmup, it is a good one.  Overall, with action this furious, against numerous enemies with projectiles all over the screen and with no slowdown in sight, these faults are forgivable.  The backgrounds may repeat, but they’re visually impressive all the same, and the constant action never stops!  There is lots of variety between levels, also.  The amazing music helps as well, certainly; this game has one of the best, most technically impressive soundtracks on the Genesis, hands down.  The composer, Jesper Kyd, did some of his finest work here!  It’s all fast, up-tempo techno, and the pounding beats are perfect for the chunky electronic sounds of the Genesis sound chip.  The music tracks are long, too.  The title-screen track is over nine minutes long!  This is one of the best soundtracks on the Genesis.  Overall, in graphics, music,  gameplay, level designs, boss fights, and everything else, The Adventures of Batman & Robin is absolutely exceptional, easily one of the best run & gun games of all time.  It’s not quite as great as the Metal Slug games on my list, and it’s so hard that I don’t know if I will ever manage to finish this game, but it’s one of the best after the Metal Slug games.  Buy this game, absolutely no question.  There are Adventures of Batman & Robin games on other platforms, but this one is Genesis-exclusive — the SNES, Game Gear, and Sega CD games of the same name are entirely different titles.  Clockwork Tortoise did also make the Sega CD game, but it’s completely different from this one!  It’s a scaler-style driving combat game.  It’s absolutely INSANELY hard, but pretty great as well!  See my review in the SCD thread.


Air Diver – 1 player.  Air Diver is a mediocre first-person rail shooter-style game, in the vein of Sega’s G-LOC but much worse.  After getting this game it immediately disappointed me, and my opinion on it hasn’t changed.  Air Diver clearly wants to be a harder version of G-LOC, but the problem is that they made it far too difficult!  This is a very challenging, frustrating game, and the Genesis hardware holds it back as well; this game needed hardware sprite scaling and rotation, but this system doesn’t have that.  The game seems to have a sci-fi setting, and you’re in a futuristic fighter plane, saving the world from the enemy forces, but the enemies are mostly in fairly normal-looking jets, except for the massive sci-fi spaceship bosses.  Visually, this is a rail shooter with an inside-the-cockpit view.  The cockpit takes up far too much of the screen, leaving only a relatively small amount of the screen for the actual game.  Despite this the scaling is very choppy as I said, and following enemies as they fly around is difficult.  The radar is key, but even there it’s tricky.  For controls, one button is for guns, one for missiles, and one for maneuvers such as loop-the-loops, with a direction.  As usual in the genre, in each stage you fly along a set path, and have to kill the enemy planes along the way.  Once you take out the tough miniboss at the end, you fly up into space and take on the real boss.  The key for minibosses is to use loops to get behind them once they fly behind you; otherwise they will kill you every time.  Try Up+C, that might be the right command. following a set path killing the enemies, and then fight a large boss at the end of the stage.  The regular enemies aren’t too bad with practice, though you will have many random deaths from their nearly-impossible-to-track missiles, but the minibosses and main bosses are kind of ridiculous!  This game really is too hard for its own good.  It’s hard enough to dodge the missiles in After Burner and G-LOC games, but it’s even harder here, and the game punishes you more by setting you back a good ways each time you die.  The dying gets old fast, and I’ve never gotten far into this game at all.  I admit that G-LOC is a bit easy, so maybe there is a place for people who really want something like that but hard, but they went too far the other way on hardware that can’t quite do this kind of game well, or at least it doesn’t here.  G-LOC for Genesis runs a lot better than this game does, and it’s much more fun too.  Just stick to that one, though hard game fans might want to check Air Diver out.  For me, though, when I played this game again for this summary I liked the game slightly more than I thought I would, but it still is kind of bad.  Air Diver is for masochists only.


Al Michael Announces HardBall III – 1-2 player simultaneous, battery save (can save a game in progress as well as a season).  Hardball III is my favorite baseball game ever made!  It’s true.  Well, the original PC version of this game is.  This Genesis port isn’t quite the equal of the PC game, thanks to its downgraded graphics and absent real-players option, but otherwise this is a great, great game I highly recommend at least trying.  Yes, the players in this game are made up, and the teams are just named for their cities; there is no license here.  However, the game does have every single one of the real baseball stadiums from 1992 in the game!  How many cart-based baseball games from this generation have that?  They’re good representations, too, they look just like they should.  Being able to play in Fenway Park instead of Generic Stadium 3 makes a huge difference, even if the players aren’t real.  The Hardball series was very popular on computers from the mid ’80s to mid ’90s, and it’s a bit more simmish than most console baseball games of the time.  Instead of being one of those NES-style games where you view the field from a zoomed-in view, Hardball III’s field view shows the whole field on one screen, or at least, it goes to the outfield in one screen; there  are three angles, for left, center, or right field focus, but you can always see everything you need to on one screen.  This makes for a dramatic difference from your usual 8 or 16-bit baseball game with their suffocatingly close-in cameras; in Hardball III, you can actually field like you should be able to!  For one example of this, I never, ever play this game with the optional ball target markers on.  You can tell where a ball is going to go based on watching the ball and its shadow, and the arcadey crutch of “go here to catch the ball” target circles is entirely unnecessary and, for me at least, unwanted.  Hardball III’s graphics are a bit small, but they’re good.  It’s much lower resolution than the PC game, but that can’t be helped.  The game does have some good sound and music, including voiced announcing and several nice music tracks.

The field view isn’t the only unique thing about Hardball III, either.  The batting/pitching mechanic is also somewhat unique, and so is the impressively full-featured feature set!   First I’ll talk about the batting view.  Hardball III has two options for this, a behind-the-pitcher view or a behind-the-batter view.  I generally much prefer the batter view, and almost always play exclusively with that view.  In the classic Hardball games, the game works with just a stick/pad and one button.  And yes, it works great this way!  Simple menus appear for the pitcher and batter before each pitch.  From here the pitcher selects a pitch, and the batter a swing type, Normal or Power.  Power will hit the ball harder, but the sweet spot is smaller, so it’ll be harder to get a hit.  Pitchers have two to four pitch types each, from a selection of six or so pitches in the game.  Batters can also choose to steal or hit-and-run here, and the pitcher can change defensive player alignments (to do a shift, for instance), or try to throw out a player on base. After choosing a pitch, you then can sort of aim it; this isn’t one of those silly games where you make a curveball by waving the ball around in the air with the d-pad, but pressing the directions after selecting a pitch will aim your pitch towards that area.  Hitting is HARD in this game, and getting used to the batting is very, very challenging.  You can move around in the box, and holding a pad direction will angle your swing.  Good luck getting hits, you’ll need it!  You’ll lose a lot at this game before finally starting to get used to it.  For those without the patience, this might be the games’ biggest flaw, because there are NO difficulty settings to be found here — you’ve just got to get used to it and try to figure out how to actually get hits.  Of course, players all have a bunch of stats.  Pitchers get tired, too, so warm up relievers when your starter tires.

Of course, as the name suggests, this game is also fully voiced with voice samples by the very well-known sports announcer Al Michaels, who actually is still around as an announcer, mostly for football I believe.  It’s very pasted-together stuff, with lots of silly broken sound bits, but it’s classic stuff and I love it.  “Next up, the THIRD baseman, number SIX ty Four”… :D  Just getting this much voice into a Genesis game is impressive, really!  The save features are impressive too.  When I got this, I was NOT expecting the PC games’ save-game feature to be present here — the idea of a console baseball game where you can actually save a game in progress was still near-unthinkable two or three generations AFTER this game!  And yet, as I said earlier, it’s here.  You can pause a game in progress and save it.  You can save your season progress too, which is great.  There are various season length options, from 30-something games to a full 162.  You can play as several different teams in the same season, interestingly, if you want.  One thing to note, though — this game uses the 1992 season, so there are only two divisions per league, East and West, and there are only 26 teams total.  That’s how it was when the game came out.  The game also has a batting-practice mode, and a home run derby mode.  You can also play a single game of course.  You can watch an AI-versus-AI game too, amusingly.  The game also lets you fully edit the league and league championship names and the logos for all of the teams, if you want to draw in the real names and logos.  You can also edit all the players, though just buying the PC version with the real-players expansion would be a lot easier than inserting them all yourself!  Sure it’s the 1992 players, but as this is two-divisions anyway, it fits.  Overall, I’ve been a huge fan of Hardball III ever since I first played the game for PC somewhere around 1995, and I still am.  It’s a hard, hard game, but is truly great!  It may be partially nostalgia, but on either PC or Genesis, in my opinion Hardball III is the best baseball game ever made.  Play it.  Also on PC.  Thre is a Super Nintendo game called “Hardball III”, but it is NOT in fact a port of Hardball III; instead, it’s a port of the downgraded Genesis sequel, Hardball ’94.  The Genesis version of that game is reviewed below, but on SNES, it’s even worse: they cut out the battery save, shamefully!  Just awful.  Skip that and get the Genesis games, Hardball III and ’95 particularly.  Hardball III for PC and Genesis is the best baseball game ever made.  Play it.


Aladdin – 1 player.  Aladdin was one of the most popular Genesis games during the system’s life, and it’s very easy to see why!  Genesis Aladdin is a game I did play during the system’s life, and I thought it was pretty amazing.  Aladdin is my favorite Disney movie, which I’m sure helps, but Aladdin is a fantastic game which holds up great.  It has a few issues, but is very good overall; Aladdin the Genesis game is almost as great as the movie is.  This game is a platformer, and unlike the inferior SNES game, you get a sword in this one.  You can throw apples at enemies in both games, but on the SNES you’re relegated to just jumping on heads.  The Genesis game is better. :)  The game was directed by Dave Perry, and while Earthworm Jim might be his most popular game, Aladdin is my favorite one of his games and the only one of his platformers I love.  This game was developed by Virgin while Perry still worked there, but Disney was brought in to help out, and actual Disney animators did the art used for the sprites in the game.  It shows, as the animation in this game is some of the best of the generation!  Virgin’s games had great animation even without Disney, but with them the results are very impressive.  The level graphics are also fantastic; this game is incredible looking all around.

Aladdin isn’t just about great graphics, though.  The game also has great gameplay and level designs, too.  Generally I am not a big fan of highly-animated platformers like Prince of Persia, or the gameplay of other Dave Perry Genesis platformers, but Aladdin plays better than those other games.  This is sort of in that style, so you do need to get used to how Aladdin moves and jumps,  He has momentum, so the goal is fast and fluid movement.  Aladdin should be in motion most of the time.  One nice thing is that while this is a challenging game, Aladdin has a very well-designed difficulty curve.  At first even the first level may seem hard, but once you get used to the controls and how Aladdin moves, it’s easy.  For instance, it’s not until some levels in, in the Cave of Wonders, that you finally have to deal with instant-death pits.  It’s there that the game gets hard, and indeed I have never managed to beat this game, sadly enough.  I’ve played the game enough over the years that the levels up until the Cave of Wonders aren’t much of a problem, but The Cave of Wonders levels are tough, and you have limited continues and no saving.  This game rewards practice and repeat play, and it is fun enough that I’ll keep trying to finish this.  Aladdin is mostly a straightforward game where your goal is to reach the end of the level and maybe also get some key items.  There are some other things to collect along the way, though, including health items, gems to spend in the hidden stores for lives and continues, and access to the bonus minigames.  There are two minigames, a wheel of chance which can give you stuff, and a bonus game where you play as Abu the monkey, and have to grab good items and avoid bad ones.  The Abu minigame is fun, but the wheel is just random luck.

But again, one of the best things about Aladdin are the level designs.  Levels are good-sized and complex, and exploration is always important.  Exploring the levels is quite fun.  They are full of enemies, ropes to climb on, platforms, and collectibles.  I already mentioned teh absence of death pits until well into the game, but another great thing about Aladdin is that unlike some other Dave Perry games on the Genesis, most notably Global Gladiators and Cool Spot, Aladdin has very, very few blind jumps.  For me at least, this makes a HUGE difference!  Blind jumps are extremely frustrating, and I really don’t like them much because of it.  Aladdin doesn’t have that problem, thankfully.  The game can be tough, but it’s not unfair about it.  Sure, sometimes I find the disappearing platforms or the flying section in the Cave of Wonders frustrating, but the game makes me want to keep coming back until I get better.  The game has a great variety of enemies for the time, too, and they’re all animated well.  Each level both looks and plays differently.  From the city to the dungeon to the cave of wonders and beyond, Aladdin is a great, great game, one of the best on the Genesis.  Anyone with a Genesis should definitely have Aladdin!  Also on Game Boy, Game Boy Color, and DOS PC.  The Game Boy ports aren’t anywhere near as great as the original game.  (Game Boy Advance Aladdin is a port of the SNES game.)


Alex Kidd in the Enchanted Castle – 1 player.  Alex Kidd’s only Genesis game isn’t that great, unfortunately.  I haven’t spent much time with most of his Master System games, though the first one seems decent but hard, and The Lost Stars is okay until you beat it a few minutes later.  The series kept changing in gameplay, but this game tried to get back to the style of the original game.  It’s just too bad that it doesn’t look and play better.  Alex Kidd in the Enchanted Castle isn’t a great looking game for the Genesis, and it’s very frustrating and has design problems, too.  This game is way too hard, for one.  And not only is it hard, but it’s sometimes random as well.  The game has regular rock-paper-scissors battles, and they’re pure guessing games.  Guess right, you win; guess wrong, you lose a life.  It’s an absolutely absurd mechanic to put into a tough platformer like this one!  This is one of the games’ bigger problems, but the platforming isn’t the greatest either.  This game doesn’t control nearly as well as a good platformer would.  The levels are good-sized and full of stuff to collect, but it’s too frustrating to play for me to want to actually stick with this one.  I got the game hoping it would be okay, but it’s a disappointment for sure.  Probably skip it.  This game is available in collections and digital re-releases of Sega’s Genesis games.


Alien Storm – 2 player simultaneous.  Alien Storm is an isometric beat ’em up.  It’s very much like any of Sega’s other beat ’em ups of the era, such as Streets of Rage and Golden Axe, except it’s got a sci-fi theme, unlike the others.  Sega’s beat ’em ups were some of the best in the genre, so it’s great to have another one!  I didn’t play this game as a kid, unlike Streets or Rage or Golden Axe, though, and don’t like it nearly as much as those games.  Still, it’s a quality game, and the core action is very well done, as always in Sega beat ’em ups.  You play as one of three characters, but even though they have guns, they only shoot a few inches, so as to make this like a traditional beat ’em up instead of a shooting game.  This is kind of annoying; I have a gun, why can’t I shoot it more than an inch?  Ah well.

As for the actual game, it’s okay, but pretty average stuff.  Alien Storm is one of Sega’s earlier beat ’em ups on the Genesis, and it’s one of their weaker ones.  Walk to the right, attack the aliens, and repeat.  Most of the game is like this, but the game does have a little more variety than most beat ’em ups — once in a while the game mixes things up with some target-shooting-style segments.  Here, you move a cursor around the screen, shooting at aliens and the environment.  These segments are moderately amusing, but aren’t anything special, and I don’t think they add that much to the game.  They do add even more to the ‘but why can’t I shoot far the rest of the time?’ question, though.  I know, the answer is “it’s a beat em up, that’s how they are!”, but some later Sega beat ’em ups manage to include guns; Die Hard Arcade, Dynamite Cop!, and especially Zombie Revenge have them.  It would have been nice if this game was more like a 16-bit version of that.  It’d have made it stand out a little, which as it is the game does not do.  This really is just a generic Sega beat ’em up, with alien enemies instead of thugs or medieval warriors.

Graphically, the game looks okay.  It has that classic ’80s Sega look, which is great, but it’s a bit too familiar, as the art design is a lot like other, better Sega games.  Despite all the problems I have with it, though, overall, Alien Storm is a good game.  The good core beat ’em up gameplay makes up for a lot, and it’s great that it does have two player co-op too; Sega’s all do, but third-party 4th gen beat ’em ups didn’t always.  And the art design is good; the aliens have that classic Sega style.  Even so though, overall this game is just above average, and isn’t as great as Sega’s two main Genesis beat ’em up franchises.  It’s worth a play sometime, though, if you like the genre.  Arcade port.  This game is available in collections and digital re-releases of Sega’s Genesis games.


Alisia Dragoon – 1 player.  Alisia Dragoon is a pretty fantastic side-scrolling platform-action game with design from the anime studio Gainax and developed by Game Arts.  One of Game Arts’ only cartridge games on the Genesis (they mostly worked on the Sega CD), this game is pretty fantastic!  Alisia Dragoon is one of the best games like this around, and it’s got some unique design elements as well that make it unlike anything else.  In the game, you play as female mage Alisia, who has to save the world from evil.  It starts out in a fantasy world, but gets weirder later on.  There’s some great variety of settings and enemies in this game!  It’s always throwing new things at you.  Alisia Dragoon is designed extremely well, but it is a really tough game.  This is one of those short but super-hard games that were popular back in the 3rd and 4th generations; there are only eight levels, but getting through all of them will be a serious challenge!  Alisia Dragoon looks and sounds good, as well.  The game isn’t one of the system’s best-looking games, and definitely has that color-poor Genesis look to it, but the art design is great, and spritework pretty good overall.  The music is catchy and high-quality as well.

The best thing about the game is its gameplay, though.  Instead of your average melee-range attack, or a normal gun, Alisia shoots lightning out of her hands!  This lightning automatically attacks every enemy on screen in the direction you are facing, so when facing right you shoot all enemies to your right, and facing left you shoot all to your left.  There is a magical charge meter on screen, so you can’t just hold the button down; if it runs out you have to stop shooting until it refills.  If you wait for the meter to fill up all the way, you’ll do a ‘bomb’ type attack that damages all enemies on screen some.  Alisia has four helper summon animals as well.  You can switch between them anytime if you pause the game.  These summons fly behind you and shoot at the enemies as well.  There’s a small dragon, a dragonfly, a fire wheel thing, and one other one.  The summons will level up as you use them, too, until they max out at third level.  Each level up increases their power and gives them more health.  There are also pickups to add to Alisia’s health bar, and you can also find hidden continue statues.  Explore every level thoroughly looking for secrets!  There are plenty to find.  All of this might make it sound like the game isn’t that tough, but it is!  Enemies can come at you from any direction, and it’s often hard to avoid them.  Enemies are numerous and avoiding damage is often near-impossible.  The games’ many bosses also can be fairly tough, as well, and can deal out plenty of damage if you get hit.  The boss fights are another standout element of this game; you face everything from mages to dragons to aliens, and more!  So yeah, this is a hard game.  Making it harder, while Alisia and the summons have health bars, and the four summons actually each have separate health, if you die, unless you’ve gotten a continue, that’s it; there are no continues by default, and there’s no save system of course.  Harsh!  Of course I wish it had a save system, I almost always do in games which don’t save, but this is a fantastic, addictive game, and it’s kept me coming back again and again.  The game rewards memorization and exploration, and the controls are fantastic.  The games’ graphical design is also great, and the music is good.  Alisia Dragoon is an outstanding game, play it!


Altered Beast – 2 player simultaneous.  Altered Beast was a launch title for the Genesis, and it was the original pack-in game with the system in the US.  I don’t have much of a memory of this game from the time, though, and looking at it more recently, it’s not very good.  Honestly, as much as people like to criticize the first Turbografx-16 packin, Keith Courage, I like that game a lot more than I do this one!  Altered Beast may have better graphics than Keith Courage, but in gameplay it’s subpar at best.  The two are quite different kinds of games, but still, Altered Beast is not that good.  Altered Beast is a side-scrolling beat ’em up, essentially.  The game has some platforming, but for the most part you just beat up the enemies as they come at you.  If you collect the powerups, which you need to, after a while you will power up and turn into an animal form, as the games’ name suggests.  These beast forms are much stronger, but you lose them after finishing each level, of course.  Argh.  As in many side-scrolling beat ’em ups, Altered Beast is an extremely simplistic game.  Beat ’em ups really benefit from moving to that isometric perspective, because being able to move in another dimension adds a lot to the games!  Here, there just isn’t enough to it.  Worse, what is here isn’t that good.  I dislike side-scrolling beat ’em ups in general, but the better ones are a lot better than this.  In Altered Beast levels are short, the challenge level uneven, level designs bland, and enemies repetitive.  Other than the admittedly nice ’80s Sega artwork and the two-player co-op mode, there’s not too much good to say about this game, honestly.  I know some people like it, but I don’t at all.  Altered Beast gets boring very quickly.  It’s blandly designed and not much fun to play.  Altered Beast is not one of the worst Genesis games, but it is below average for sure.  Arcade port, also on Sega Master System, PC Engine (TG16), and PC Engine CD (TG CD), and on various computer platforms as well.  This game is available in collections and digital re-releases of Sega’s Genesis games.


Animaniacs – 1 player.  Animaniacs for the Genesis is a puzzle-platformer based on a ’90s Disney cartoon that I didn’t watch much back then.  You control all three of the Animaniacs as you go through levels, beating enemies and solving puzzles.  In gameplay, it’s sort of like a second-rate The Lost Vikings.  Unfortunately, “second-rate” is just as important as “Lost Vikings” is.  I’m a big fan of The Lost Vikings, and have loved the game ever since I got it as a kid, but this game is nowhere near its quality.  Animaniacs isn’t bad, but for a game from Konami, I was expecting better!  This game is okay but somewhat disappointing all around.  Graphically the game looks okay, but not great.  The system can do a lot better than this.  Sure, the Genesis’s 64 color limit is a problem, but other games manage with it a lot better than this one does, and the sprite work isn’t anything special either.  The music is mostly forgettable as well.  Things don’t improve much when you start playing.  Animaniacs is an average game, nothing more.  Each of the three Animaniacs has a different ability which you will have to use in certain places in order to get past the puzzles and obstacles and progress.  All three move together, but you can switch which one you’re playing as with a button.  The games’ puzzles are generally simplistic and easy to figure out, sadly.  Controls are seviceable, but not the best.  This makes the game more of a traditional platformer than The Lost Vikings, since you’re not controlling each one separately — the other two will just follow the one you’re controlling around.  This is good, because a lot of this game is comprised of fairly standard platforming, it’s not all puzzles.  However, this also means that the game isn’t nearly as unique as The Lost Vikings is; it’s more much generic, and a lot less interesting.  The game does present some challenge, though, so it’s not all easy; it’s easy to die, and finishing a whole Scene (chapter) is tough.  The game sends you back a bit too far if you die, and continues mean restarting the whole scene.  The game is made up of four Scenes, each broken up into a bunch of stages.  The game does have passwords, but only for the Scenes; if you get a game over near the end of one, it’s back to the beginning with you.  This gets quite frustrating, as the levels can take a while to get through, and the controls could be better as well.  This is a short game, but I lost patience with it long before the end.  Overall, Animaniacs is okay.  This is an average game, and can be some fun, but isn’t nearly as good as Konami’s better platformers.  Fans of the show might like it more, though.  Konami also made Animaniacs games on other platforms, but they are entirely different from this one; it’s Genesis-exclusive.


Arcus Odyssey – 2 player simultaneous, password save.  Arcus Odyssey is an isometric action-RPG from Telenet’s Wolfteam studio that feels a bit like a Gauntlet game, but Japanese and without monster generators.  This is a fairly good game with some flaws that make it hard to finish.  This game has four playable characters, each quite different.  The game has only eight levels, but they are reasonably long, and get longer as the game progresses, so this game is not short unless you are quite good at it.  The action is fun at first, as you go around, kill enemies, and explore the stages.  The game controls well and looks decent, though this is a Telenet game so it doesn’t look great.  There is a decent variety of enemies, but they do respawn, and that is one of the games’ issues.  The main problem here are the stage designs, which quickly get frustratingly mazelike and confusing.  Unfortunately this game has a somewhat close zoom, large, mazelike levels, and respawning enemies, and these factors combine to create frustration.  Sure, you do get a password after each level for your progress and character, and that’s great, but that requires actually finishing levels to get, and I’ve only ever managed to get halfway through this game, as much as I do like it.  It just gets too hard.  If the game had had a map I think I’d stick with this a lot more, but without one I like this less than I perhaps should.  Overall though, Arcus Odyssey is worth a look.  Genre fans probably should pick it up if you find it cheap.  Even if they are usually flawed, Telenet games are at least interesting.  This is a Genesis exclusive in the US.  The game originally was also going to release on SNES in the US, but that  version was cancelled when Sega bought Renovation, Telenet’s US branch, when Telenet gave up on publishing games itself outside of Japan, perhaps Telenet’s first step towards their falling apart; Telenet was mostly dead by 1995.  At least we did get this Genesis version.  In Japan there is also an Arcus series of first-person dungeon-crawler RPGs, on Japanese computers and collected on Sega CD, which I believe this game is an action-RPG spinoff of.  This is the only game in the series with a Western release.


Arrow Flash – 1 player.  Arrow Flash is a bland and average horizontal space shooter from ITL which was published by Sega in Japan and Europe.  It is an okay game with some strengths, but I’ve never liked it much.  This was one of the first shmups I got for the Genesis after buying the console in 2006, and it immediately disappointed me with its average graphics and tedious, subpar gameplay.  Arrow Flash is decent, but it’s far from great, and there are much better shmups on the Genesis than this.  Sega of America must not have thought too much of this game, because they didn’t publish it themselves and instead let the third-party publisher Renovation release the game in the US.  This is something Sega of America did sometimes between the late ’80s and mid’ 90s, but while sometimes it’s hard to tell why they did it because the externally-published first-party titles are good, such as OutRunners or Columns III on Genesis, in this case my guess would be that they just didn’t think this one was good enough to release.  That shmups were one of the most popular genres in Japan into the early ’90s but didn’t quite hit that level of popularity in the US also could be a factor.

I should discuss the game itself, though.  For positives, Arrow Flash has okay graphics with some interesting stage backgrounds, good music, a female protagonist, and plenty of challenge.  Playing the game again for this summary, I really noticed the music, I had forgotten how good it is.  And while a fair number of shmups do have female protagonists, it still is a nice thing to see.  The game can be frustrating, though, as whenever you die you lose all your powerups and reset to the most basic weapon with no speed powerups.  It’s painful stuff and makes the game very challenging.  There is a shield powerup, but if you get hit too many times or get hit without one, you lose everything.  This is one of those games where you can be cruising along killing the enemies no problem, but when you die, you will soon die a lot more times in a hurry.  Bullets and enemies are often fast and very hard to avoid, adding to the frustration; the level designs here are not great.  And the game has limited continues, so you will need to play well in order to finish this game.  I haven’t managed that yet, this game is challenging.  The art design is fairly bland as well; some shmups have better ship designs than others, and this isn’t one of the better ones.  So, overall, Arrow Flash has bland visuals only spiced up with some wavy backgrounds, a good soundtrack, mediocre and sometimes frustrating level designs, and average-at-best visuals.  The game has a few high points, but it’s definitely more bad than good.  Only play it if you really like shmups or find it for really cheap.  This game is available in collections and digital re-releases of Sega’s Genesis games.


Asterix and the Great Rescue – 1 player, password save.  Asterix and the Great Rescue is an average-at-best platformer published by Sega.  I liked the Asterix comics quite a bit as a kid, and have some of them I got as a kid in the late ’80s and the ’90s, but because of its general unpopularity in the US, very few Asterix games have released here.  Unfortunately, this isn’t one of the better ones.  It isn’t the worst either, but for the only Asterix game I own and one of the only ones with a US release, I was hoping for better.  But no, this is just one of Sega’s many average Western-made licensed platformers they released this generation.  It isn’t the worst of them, but is far from the best, either.  On the positive side, Asterix and the Great Rescue has decent graphics, you can play as either Asterix or Obelix, and the gameplay is sometimes okay.  I also like that it retells the story of one of the Asterix comic books.  It’s just bland and sometimes frustrating, as this game gets hard fast.  You need to attack enemies, not jump on them, to hurt them, and your attacks have very little range.  The controls needed work.  The level designs aren’t the best either; this is a European-developed game, and it shows in the game design.  While your goal in each level is to reach the magic potion at the end of the stage, there are some puzzle elements here to mix up the usual jumping and hitting.  You have to use magic powers in certain places in order to progress.  You’ll just need to figure this out, the game doesn’t give any hints about what you should do.  Up+C switches powers, and then C uses one; this is important to know.  It’d have been nice to see something introducing the powers and such, as a more modern game would do.  Otherwise, the level designs here are bland and generic.  The backgrounds and enemies are inspired by the comic, but the game looks only okay, visually.  It’s average stuff, overall.  The game is also kind of slow and boring, as Asterix and Obelix move slowly and you can’t run.  I do like that the game has a password system, though, it does have that going for it at least.  The sprite work is also nice and looks like the cartoon, and the game does provide at some challenge at times.  But even as an Asterix and Genesis fan, I can’t recommend Asterix and the Great Rescue; it just isn’t all that fun, and seems to have been made on a budget.  This is a below-average platformer I can’t really recommend except maybe to series fans, and even there, you can do better.  This is far from an awful game and can be moderately entertaining as you try to figure out how to get through each stage, memorize the obstacles and jumps, and learn where to use the powers, but still, you can do much better and I lost interest a few levels in to the game and never went back.


Atomic Runner – 1 player.  Atomic Runner is a pretty good Data East game based on the arcade game Chelnov.  I did a review of this game several years back, and it’s quite good!  Atomic Runner is pretty much an auto-scrolling run & gun, so it feels part platform-shooter like Contra, and part shmup because the screen is always moving.  The game takes a bit of getting used to, but the mix works well with a bit of practice.  The game controls quite well, looks good, and plays great.  This is a high-intensity game with nice, varied visuals, lots of enemies and challenges to face, and a good difficulty curve that is challenging but not too difficult, with practice.  I did eventually finish this game, and had great fun doing so.  Visually this Genesis version is in some ways improved over the arcade original thanks to some improved backgrounds.  I would say more, but just go read my full review!  This game shows how a platformer/shmup hybrid can work very well.  Atomic Runner is a great game I highly recommend.  Arcade port.


Batman: Revenge of the Joker – 1 player, password save.  Batman: Revenge of the Joker is a port of Sunsoft’s second NES Batman game, Batman: Return of the Joker.  Despite the name change, beyond a visual upgrade, not much of the actual game has changed.  Not only has not much changed, but in fact many people prefer the NES version of this game over the Genesis, though I only have this Genesis version myself.  This game is an okay platformer, average or a bit above average overall.  Maybe I like this game more than most, but I do like Revenge of the Joker.  This isn’t one of the best Batman games, for sure, but it isn’t bad either.  In the game you play as Batman of course, saving the day yet again.  The game is moderately long and pretty tough, so the password system is welcome and a big help.  I strongly prefer it when games don’t require you to replay the game from the beginning every time, so I like this.  The game has big graphics with large, well-defined characters, and looks good, though some signs of its NES roots do show in the game and level designs.  This is a straightforward game and your goal in every level is simply to move to the right along a fairly flat path until the level is over.  NES platformers more often than not only scroll in a single direction at a time because of hardware limitations, and this one is no exception.  Still, the game has solid, responsive controls, interesting challenges to work your way past, a solid difficulty level that challenges you as much as expected from a Sunsoft game, and some decent graphics and music even if they aren’t among the system’s best.  If you find the game for a reasonable price, absolutely pick it up.  Enhanced (?) port of the NES game Batman: Return of the Joker.


Battlemaster – 1 player, password save.  Battlemaster (aka Battle Master) is a somewhat complex action-RPG that I don’t know if I can recommend to anyone not playing the game in an emulator, because the passwords are up to 78, yes, seventy-eight, characters long.  That’s insane.  Besides that big problem though, there are some interesting things going on here.  This is a quite obscure and flawed game and I got it knowing nothing about the game.  Battlemaster is clearly a port of a computer game, and I’m sure the computer version is better; it probably doesn’t have 78-character passwords for a save file, and the framerate is surely higher than the unacceptably low, single-digit-framerate slog of the Genesis version.  This is an ambitious game and I want to like it, but it’s just so flawed on consoles that I can’t quite.  Still, Battlemaster is an interesting game with some strengths.  The game is a top-down action-RPG.  You are on a quest to save the land from evil, of course.  First, you choose a class, either fighter, mage, thief, or merchant.  You can also choose a race, human, elf, dwarf, or orc.  Each race and class combo is a preset character (and they are all male), but still, you can choose which one you want.  Each class does play differently, so your choice matters.  Fighter class characters start out alone, but the other three will have AI-controlled companions along with you, for instance.  All classes will get more followers as you progress, though.  Stats and abilities vary as well, though all classes have the same basic controls, with melee and ranged attack buttons for your hero.  Your quest will be long and I’ve never gotten too far into it, but there is a large world to explore as you progress.  The game is made up of a long sequence of areas in a larger world.  As you reach new areas you can travel between them from the pause menu if you want, or need, to revisit earlier parts of the game.

Survival will be difficult and unlikely, however, because the levels are full of powerful monsters and more than a few traps, and you can’t easily save your progress.  Getting anywhere in this game will require a lot of memorization and skill; you’ll die over and over and be sent back to the start again and again.  Enemies are tough and can be numerous, those traps will kill, and your AI companions, if you have them, are hopelessly stupid. and are often nearly useless, if you can even keep them on screen.  There are formation options, but they get stuck on things CONSTANTLY.  Pathfinding is a huge problem here.  The graphics aren’t the best either, because you play the game in a fairly small window.  I like the graphics and art design, it’s got nice-looking fantasy art, but everything is small and the game runs incredibly slowly.  Also, there is a large border around the screen, and a good 40% of the right side is taken up with a large interface showing your characters’ health, mana, inventory, and such.  I really wish I could see farther, it’d be great.  The game also gives you no direction about where you should be going in each of the levels, leading to a lot of aimless meandering in monster-filled wilderness.  While I like action-RPGs, I don’t like randomly wandering around in games not knowing what I should be doing, and this game has a lot of that.  The high difficulty level and frustrating party manipulation are big problems as well.  This gmae has a large initial learning curve that I haven’t gotten over yet, though I do kind of want to someday.  Few people online seem to have given this game much of a chance, and with its extreme challenge, awful pathfinding, 78-character passwords to save your progress, and slow gameplay it’s not hard to see why.  Still, with time perhaps this game gets good; I’ll have to give it a more serious try sometime.  There is a very nice guide to the game on GameFAQs that really is required reading for anyone who wants to figure out this game.  Despite everything, I like some of what I see while playing the game.  Amiga port also available on Atari ST and DOS PC.  Any of the computer versions are probably much better than this one.


Battle Squadron – 2 player simultaneous.  Battle Squadron is a bad vertical-scrolling shmup.  This EA release is a port of a European Amiga game, and its European computer roots are clear as soon as you look at the game.  That isn’t the problem, though; Euro-shmups aren’t always great, but some are very good, such as Firepower 2000/Mega SWIV.  This game, sadly, is not any good at all.  Battle Squadron looks okay in that classic European Amiga style, but the graphics are drab and mediocre.  The controls have issues too, with sometimes questionable hit detection and a too-slow ship speed.  The game also has an obnoxiously high difficulty level, invisible enemies at times, and more.  Yes, Battle Squadron makes a bad first impression, and it doesn’t get better with time.  People who like overly difficult shmups might like this, but they could just play a better game instead, so I don’t know if this game is for anyone other than huge Euroshmup fans.  This game has a lot of issues that make it as bad as it is.  Again your ship is too slow; obstacles (those walls in the sub-levels particularly) can be hard to predict and avoid, and enemies can shoot at you from behind you off the screen after they have flown past so you will constantly die from bullets you never saw if you are near the bottom of the screen; you die in one hit and dodging the bullets, even at the easiest setting, is difficult when enemies and bullets always fly straight at you without any hint of bullet-patterns to dodge; enemies take many hits to kill particualrly on lower weapon-power levels and, of course, you lose a weapon power level when you die, of course while, again, you die in one hit; there is only one music track that plays during gameplay and it’s only average; and more.  It’s bad.

For positives the game does have two player co-op and difficulty settings, but it isn’t any better with two people than it is with one, so just play a better game instead.  Oddly, instead of regular difficulty settings, in Battle Squadron you can choose your lives and continues and how many and how fast enemy bullets are.  Normal difficulty settings might have been better, this feels like they couldn’t decide how to make the game — fast bullets, or slow?  Who knows, just put it in the options… it doesn’t really work.  It’s a very hard game on any setting, though; even on the easiest setting I’ve never gotten too far into this somewhat short game.  Oh, the game does have a somewhat unique level setup.  There is one main level, with multiple sub-levels scattered along it.  The main level will loop if you get far enough, but you’ll need to go into those sub-levels to beat the game and they are tough.  It’s really not worth it.  Overall, Battle Squadron is a bad game that only masochistic Euroshmup fans might enjoy.  I’m not one; Battle Squadron is probably one of the worst Genesis games I own, in my opinion.  Amiga port; apparently the Amiga version is a bit better, with mouse controls and better visuals.


Battletoads / Double Dragon: The Ultimate Team – 2 player simultaneous.  Battletoads Double Dragon is, really, the second full Battletoads game.  Developed by Rare, the same team as the Battletoads games, the “Double Dragon” side of this game really amounts to only some cameos.  I don’t mind this myself, as I like Rare’s games a lot more than Technos’s Double Dragon series.  The first Battletoads is a great classic, stratospheric difficulty level or no.  This sequel is still pretty good, but I think I like the first game more.  Battletoads Double Dragon is a beat ’em up.  The Toads, along with Billy and Jimmy, are off to stop the Dark Queen and the Double Dragon villains, who have teamed up.  The five heroes set off for the Dark Queen’s spaceship, to destroy it from the inside, and once they arrive the game begins.  The first Battletoads has a great deal of level variety, but this sequel has much less; most stages are about you beating things up, usually from an isometric perspective but sometimes side-scrolling.  It’s disappointing that Battletoads’ interesting variety of stages has been replaced with a much more traditional beat ’em up style, but the first two levels of Battletoads were surely the most popular ones, so Rare probably decided to focus the sequel more on that.  It was an understandable choice, but it does result in a somewhat less interesting and unique game.  At least the beat ’em up action keeps changing settings and styles, so for a beat ’em up it is pretty good, but the first game was more.

This game has a lot fewer levels than the first game as well, and a much lower difficulty level.  The game is entirely set on a large spaceship, so there isn’t as much setting variety as in the first game either.  This is still a hard game, make no mistake, and I haven’t finished it, but I have gotten farther in this game than I have in NES Battletoads.  The one Turbo Tunnel-style dodging stage is a LOT easier than the levels of this style in the NES game, for better or worse, and afterwards the game returns to more beat ’em up action.  This is a fun beat ’em up though, with similar gameplay to the first level of Battletoads, but with some new additions and a lot more game like that to play.  The enemies come from both franchises, and there are plenty of amusing touches thrown in as you progress; Rare’s sense of humor is present in this game, and it can be amusing.  The Toads’ reaction faces are great, for example.  Visually, though, the game looks only okay.  Despite releasing in 1993 Battletoads Double Dragon was a NES game first, you see, and the SNES and Genesis versions are just ports.  As a result the sprites are quite small and unimpressive compared to those in most Genesis or SNES-exclusive beat ’em ups.  The last SNES Battletoads game looks a lot better than this one, for example, because it wasn’t first designed for a last-gen system.  Despite these issues though, Battletoads Double Dragon is a pretty good game.  This was the first Battletoads game I actually owned; I didn’t own the Game Boy Battletoads games in the ’90s, never have had either for SNES, and got this game in ’06 or ’07 not too long after I got a Genesis.  Battletoads Double Dragon is not the Battletoads game most people think of when they think of the franchise, but it is a good, fun beat ’em up with some varied action, fun combat, a fair challenge, and good two player co-op action.  This is a good game worth playing.  Also on NES and SNES; I think the SNES version might be the most highly regarded?  This version looks fine as well, though, so get any version really.  Note that probably thanks to licensing reasons this game has never been re-released for digital download on any platform, so if you want it you need to buy the now somewhat overpriced cart releases.


Beauty and the Beast: Belle’s Quest – 1 player.  Beauty and the Beast: Belle’s Quest is a below average platformer with some simple adventure game elements.  Sunsoft may have been one of the greats of the NES era, but they fell fast after that, and this not-so-good Western-developed licensed platformer that they published is an example of that.  This game has good, well-drawn graphics that look a lot like the movie, but the gameplay isn’t as good as the visuals.  Belle’s Quest is a bit interesting as a Disney-licensed platformer where you actually play as the female lead from the movie, a quite rare thing before the ’00s outside of The Little Mermaid and Pocahontas games, but the tedious, bland gameplay more than makes up for that, unfortunately.  Belle’s Quest is a short game, but most players probably won’t keep playing through to the end, and they aren’t missing much.  The controls are only okay, and I’m never sure when I’m going to take a hit or avoid it, for one.  So, in Belle’s Quest, you play as Belle.  There are four levels in this game that bring you through some parts of the movie, with a few minigames along the way.  Naturally everything is expanded on versus the film; even a game this short can’t just retell the movie just as it was.  A good chunk of this game occurs in the earlier parts of the movie, from before Belle meets the Beast, though some is later.  Combine this game with the below Beast game and you get a videogame retelling of most of the film, albeit a very mediocre one; it really feels like the two should be one game, but they were split in two in order to make more money by selling the game twice.  Still, the game does have good graphics.  The cutscenes, both between levels and occasionally during them, look great, as close to  the movie as the Genesis can do, and the ingame graphics are well drawn.  They repeat constantly in most levels, but what little there is looks good.  On the subject of repetition, though, both games reuse a LOT of the same background and enemy sprites, and the soundtrack is also mostly identical in both games, so expect very little difference between the two.

The main difference between the two games is that Belle’s game is more of a simple adventure/exploration game, while Beasts’s is an action-platformer.  Belle cannot attack, so you just have to jump or duck to avoid enemies when you see them.  It’s not much fun, though there aren’t huge numbers of enemies at once so it is doable.  Belle has eight health per life, and it’s plenty.  This game is only moderately challenging at best, but the designers tried to make up for how rarely you will die most of the time with things like annoying mazes and poorly-explained (though very simple) puzzles.  Of the fours levels, the first is the best; it’s set in Belle’s home village.  This level has some conversations with the villagers, a simple stealth mechanic as you avoid Gaston, a minigame, and some simple conversation puzzles.  It’s somewhat fun.  The rest of the game isn’t as good, sadly.  The second level is an annoying maze in the forest; the third, a long and somewhat tedious level where you explore the Beast’s mansion; and the last, a short butt tough trip through a snowy forest on horseback.  Several more minigames are scattered through the game.  At the end there is no final boss fight against Gaston, play the other game for that.  This game does have the more complete ending, though.  Overall, Belle’s Quest is below average but not awful.  The game is far too simple and repetitive; after the first level most of the adventure elements are lost in favor of maze-wandering and the final action sequence; you can’t fight back against enemies; and the third level drags on for longer than it should.  The repetitive and boring stages are a big problem in both of these games.  Still, playing a classic Disney-license action game where you play as Belle is interesting; this is the only such game from the ’90s.  But sadly, that and the visuals really are the only positives here.  I can’t really recommend Belle’s Quest, though big Disney fans might want to check it out.  Just don’t expect it to be all that good, or fun.


Beauty and the Beast: Roar of the Beast – 1 player.  This is the other one of Sunsoft’s two Genesis-exclusive Beauty and the Beast games.  This time you play as the Beast, and gameplay is much more actioney.  This might sound better than the slow and boring Belle game, but actually this game is probably even worse, with its too-high difficulty level the biggest issue.  First, the visuals and sound mostly are the same as the other game.  Backgrounds are again unbelievably repetitive.  The first hallway goes on for minutes, looping the same 1 1/2 screens worth of background over and over and over!  Little is new here, it’s just rearranged for the new game style.  Yes, that first-area background is also seen in Belle’s game.  It’s nicely drawn, but kind of awful when it’s all you are looking at it for so long.  Now, the Beast can actually attack, so this is a faster-paced game with plenty of enemies to fight.  It’s got combat, instead of mazes.  Unfortunately, it’s not good combat.  The controls are not the most responsive, the Beast’s attack range is short, and enemy hitboxes are weird so it’s hard to tell when you will hit an enemy and when you will be hit.  And you can’t take many hits before you go down; only four, each with half-hits, though some enemies do a full hit of damage instead of just a half.  The Beast will go down a lot faster than Belle does in her game, basically; this seems backwards.

This game can be a challenge, but not for the right reasons.  The Beast’s controls a lot like Belle, so controls are not great.  This is a bigger problem in an action game; it could use tight, precise controls but doesn’t really have them.  Dealing with the Beast’s large hitbox is also frustrating, when faced with never-ending waves of small, fast-moving enemies.  Memorization is key; expect to get Game Overs regularly and have to start again from the beginning.  You only get one continue in this game.  I hate that stuff.  Unlike Belle’s Quest this game has bosses as well, and they’re tough.  Memorization will get you through the levels eventually, but the bosses will require more work, and I don’t really want to do that, not with a game as lacking in fun as this one is.  Roar of the Beast is certainly beatable, but it’s too hard for its own good; I can’t see many children sticking with this one long enough to beat it, unless they had nothing better to play.  The ending is lacking, too — it ends right after you beat the final boss, pretty much, lacking the final scenes of Belle’s game.  At least there is a final boss, though, of course, though I don’t know if I’ll ever actually try to beat it; I saw the ending by watching it on Youtube.  Roar of the Beast is a frustrating game probably not worth the effort.  Overall, while I like the visuals and concept of these two games, both of them are below-average disappointments not really worth playing.   If you are going to play one, though, stick with Belle’s Quest.  The much easier difficulty level makes that one more fun to play than this one.  I got this game expecting bad things, because I already had Belle’s Quest, but thanks to the controls and enemy patterns, it’s worse than I thought it would be.  Overall, Belle’s Quest and Roar of the Beast are nice-looking games whose graphical promise is lost in a sea of repetition, iffy controls, and frustration.


Beyond Oasis – 1 player, battery save to cartridge, 6-button controller supported.  Beyond Oasis is a quite good top-down action-RPG with a good combat system and beautiful, well-animated graphics.  This game is one of the Genesis’s three good Zelda-esque action-RPGs, along with Landstalker and Crusader of Centy.  Of the three Landstalker is my favorite, but all three are very good games absolutely worth playing.  In this game you play as an Arabian prince, off to save the kingdom.  Your quest won’t be a particularly long one, but it’s a lot of fun along the way so I don’t mind the length.  The great gameplay and fantastic graphics are more than enough to make Beyond Oasis a must-play for any Zelda fan regardless of length.  This is one of those games that shows how good Genesis graphics can get.  The game is set in an anime-esque fantasy Arabia with magic and genies, and as you progress your hero will gather together various magical powers, each tied to a genie.  It’s a great setting, and one more games outside of the Prince of Persia series could use.  The blue genie has water powers, red for fire, and such; unoriginal, but it works.  The magical genie summons look cool, too, and will follow you around once summoned.  You have separate inventories for weapons and healing items.  With a 6-button controller, buttons X, Y, and Z give direct access to the overworld map screen and both inventories; it’s helpful.  You can save at any time in the overworld on the pause menu, but you can’t save in a dungeon.  More original for the time is the combat system.  While you can hack and slash, Beyond Oasis has a variety of weapons, each with different moves and abilities.  Only the default weapon has infinite uses, while the others are limited-use, but you get enough of them so that you should always have some when needed.  Combat is fluid, well animated, and great fun, and is probably more complex than combat in other games like this in the 4th generation.  This game plays just as well as it looks.

The game isn’t just about combat, though.  Like Zelda, Beyond Oasis has exploration and puzzle-solving elements as well as fighting.  There isn’t as much wandering around an overworld as there would be in a Zelda game, however; this game is more linear.  The style works, though, and keeps the game moving.  There is still a fair amount of exploration, though, and the puzzle elements are well done.  Some combat is simple ‘kill the enemies’ stuff, but other times you will have to use magic powers or special weapons in the right place in order to progress.  What you need to do isn’t always obvious, so thought is required.  It helps that it’s always clear where you should be, though, so at least you know what area to look in to solve the current puzzle.  This is a fairly fast-paced game that is a lot of fun to play.  Overall, Beyond Oasis is a beautiful-looking game with fun, varied combat, decent puzzles, and more.  The Arabian setting and magic add to the game as well.  This is a great game I highly recommend.  The game also has a sequel on the Saturn, Legend of Oasis, but I haven’t played that game yet, sadly.  (Defenders of Oasis on Game Gear is actually an entirely unrelated traditional RPG that Sega tacked the name onto for Western release.)  This game is available in collections and digital re-releases of Sega’s Genesis games.


Bio-Hazard Battle – 2 player simultaneous.  Bio-Hazard Battle is a fairly good horizontal shmup made by Sega.  It’s actually Sega’s only internally-developed shmup for the Genesis, surprisingly enough.  The fantastic soundtrack and two player co-op play might be the strongest points about this game.  The graphics don’t quite match up to the music, and the game has some balance issues, but still, it is mostly good.  In Bio Hazard Battle, which was titled “Crying” in Japan, you can choose to play as any of four different bug-styled ships.  Two have one set of weapons, and the other two a diffrent one.  The homing laser one pair of ships has seems to be by far the best weapon though, so there’s no reason to choose the other two ships once you know which ones have the homing laser.  The games’ weird, unique visual theme extends through the game, though the graphics in general are only good, not great; the Genesis can do better than this.  Some of the enemies do look pretty cool, though.  You fight lots of strange bug enemies.  Gameplay here is fairly simple, too.  Fly to the right, dodge enemy fire and obstacles, pick up powerups, and shoot everything; that’s pretty much it.  This game does not have the depth of a Gradius or R-Type, it is a simpler game.  The game is plenty challenging, though.  Enemies are numerous, bosses can be tough, and the game does have walls that will kill you instantly.  Getting past the bosses in this game will take a lot of practice and repeat play, but for some reason I mind this less in shmups than I do in, say, platformers.  This game is great fun, and while I haven’t beaten it, it’s something I come back to fairly regularly.  Flying along with either one player or two and blasting baddies with that homing laser is great.  And yes, I do particularly love the games’ fantastic atmospheric-electronic-music soundtrack.  It’s really good.  This game is available in collections and digital re-releases of Sega’s Genesis games.


Blades of Vengeance  – 2 player simultaneous.  Blades of Vengeance is a great sidescrolling action-platformer game published by EA and developed by Beam Software.  EA published five fantasy action-platformers on the Genesis, and of them this is the best one.  Beyond that, the game is probably the best game EA released for the Genesis!  Yes, Blades of Vengeance is a fantastic and under-rated classic.  This game has two player co-op, three playable characters, great graphics and music, and a more complex combat system than many other games of this kind of the time.  The key to combat in Blades of Vengeance is learning the blocking system.  While you crouch you block and are invulnerable to any attacks coming at you from the direction you are facing.  Enemies will often be attacking from both directions, though, or will move past you, so it can be tricky to avoid taking damage unless you are careful.  And you’ll need to be careful, because this game is quite difficult and unforgiving.  There are eight long levels in Blades of Vengeance, each has a boss at the end, and you have limited lives and continues and no saving.  Repeat play and memorization are the only way to make any progress.  Fortunately, the game is very fun to play and has a fair amount of variety, as well.  Each of the three characters, a female warrior, male warrior, or male mage, plays differently, so your choice of character really does matter.  There is also character progression partway through, as you get upgrades during the game that change your outfit and weapon; the female warrior gets a ranged weapon when she updates, most notably.  She is the default and probably best character, while the mage is the hardest one to play as.  The male warrior is tougher to play as because he never gets a ranged attack.  Oh, yes, the female character is very scantily clad, but at least the male warrior is also wearing little beyond a Conan-like loincloth, and the costume upgrades add a lot more clothing, even for the female character, so that is nice.  Character, enemy, and background graphics are all great and show off the Genesis’s power very well.

One great thing about this game are the great level designs.  Levels are not just straight corridors, but are large, fairly complex areas.  Levels are mostly a linear path, but there are many side areas along the way.  Levels are loaded with traps and secrets, so while you need to be careful as you wander around, exploration is very rewarding.  There is a fair amount of variety between levels as well, though the later levels have a few too many somewhat similar-looking castles.  Still, the graphics are great.  The game does keep introducing new enemies though, which get trickier to deal with as you go along.  Those green lizardmen that first appear well into the game are tough!  I love the amount of strategy this game requires; each enemy and boss requires learning something new, and even once you know what to do, executing on that is tough.  Blades of Vengeance is a difficult game in execution as well as in strategy, and I love that about the game.  The soundtrack is really good as well.  This game does not use that generic Gems Genesis music-making software that a lot of third-party games used, and instead has great music that gets a lot out of the Genesis audio chip.  Overall, Blades of Vengeance is a very good, top-quality game with good graphics and music, great gameplay with more strategy in its combat than most Genesis games, good level designs loaded with stuff to find, and more.  Very highly recommended!  Great game.


Blockout – 2 player simultaneous.  Blockout is a Genesis version of the 3d-well Tetris game that released on computers at some point in the ’80s.  I remember disliking Blockout, or Blockout clones, for the PC back in the early ’90s, and I still definitely prefer regular 2d Tetris.  Still, Blockout is an interesting game with some awesomely early ’90s cover art and very challenging gameplay.  This is definitely a game which requires a lot of strategy to not be terrible at.  The basic concept here is Tetris, but in 3d.  The gameplay area is a well-like pit made up of many levels.  Pieces start at the top, and drop down from there one level at a time.  You can choose how many levels deep the well is in the game options, to affect the difficulty, but the default is about ten, so the well in this gmae usually has a lot more levels than that in Nintendo’s 3-D Tetris for the Virtual Boy, a game clearly inspired by this one.  I like 3-D Tetris more than Blockout, but this game is the original.  Pieces are 3d Tetris-like groups of cubes.  They will vanish if you fill a whole layer of the well with blocks.  It is vital to try to keep the well as empty as possible at all times, because this game, unlike 3-D Tetris, does not have a display at the side showing what is in each level of the well.  Instead, you’ll just have to try to remember what’s underneath whatever block is on top.  It’s not great; Blockout can seem easy and slow as long as you can keep the field mostly empty, but as soon as things start to fill, it’ll go wrong fast, probably more so than in regular 2d Tetris.  The 3-d element makes this kind of game harder to play than a 2d puzzle game, but it is an interesting challenge.

Visually, Blockout looks fairly plain.  The cover may be an awesome early ’90s group of colorful blocks, but the game itself looks fairly plain.  Blocks are wireframes until they hit ground, when they turn solid-colored.  The field is a wireframe well on a black background, nothing fancy.  Music is okay, but not great.  This game looks like the early-ish release that it is, and has a minimal graphical presentation.  There aren’t a lot of modes and options either, beyond choices for the well’s size, and some basic 1 player infinite or 2 player versus modes.  The controls are somewhat complex as well.  The Genesis only has three buttons and one d-pad, so the controls here are a bit harder to get used to than 3-D Tetris for the VB, which uses both d-pads and all four face and shoulder buttons that system has. Each face button modifies what the d-pad does.  Without a button, you move the block around the current level of the well.  Beyond that, you’ve got to remember which button rotates the block vertically, which rotates it horizontally, and which spins it.  It’s easy to forget which button does which.  Still, Blockout is an interesting game that is worth a look if you like puzzle games.  I wasn’t sure if it would be worth getting considering my general dislike for 3d-well Tetris, but when I saw the great cover I couldn’t resist, and it was a good choice.  The game may not have great visuals or sound, the controls are confusing, and I miss VB 3-D Tetris’s diagram showing what is on each level of the well because that makes this kind of game much easier, but still, Blockout for the Genesis is a good puzzle game worth a try if you like the genre.  I do recommend 3-D Tetris for the VB to anyone with one of those systems, it’s the better game, but Blockout, the game which inspired it, is also a decent game.  This game is a serious mental challenge which can be fun to face.  Arcade port also released on the Lynx and numerous computer platforms — PC, Amiga, Atari ST, C64, Apple IIGS, Mac, and PC-9801.


Boogerman: A Pick & Flick Adventure – 1 player, password save.  Boogerman is a platformer by Interplay.  The game mostly tried to sell itself based on its gross snot, boogers, and fart-focused character and world design, but underneath that extremely juvenile aesthetic is, in fact, a good platformer.  The gameplay is fairly standard, but it’s well-made and plays well.  This isn’t a game I played in the ’90s and once I got classic consoles the theme did not interest me, but when I learned that the game runs in the The Lost Vikings engine, I wanted to try it; The Lost Vikings is a game I like a lot.  I got this game last year, and it did not disappoint.  Boogerman really is pretty good!  Boogerman may be a standard 4th-gen Western platformer, but it’s better than most such games.  Sure, this isn’t the best game, but it is good.  This game didn’t need the ridiculous theme, it’d have been good with any visuals.  I do kind of like how green everything in this game is, though, since that is my favorite color.

So, Boogerman is a game about a middle-aged overweight eccentric millionaire who has a secret identity, Boogerman.  He’s investigating a mad scientists’ machine, when he sneezes on it and gets pulled into a portal!  Here the game begins,  You can jump on enemies, but also have projectile weapons.  The main one is a booger flick, and there is also a powerful belch attack you can charge up.  Yes, this game is a juvenile comedy for sure, but while some things are just juvenile, I do like Boogerman’s character; he is well-drawn and funny.  I like his big grin as he runs around.  So yeah, even someone like me who has never really liked potty humor much can find something to like here.  Enemies are also well-drawn and amusing looking.  Backgrounds don’t look quite as nice as the sprites, but they are okay, at least.  The good comic-book style art design helps a lot here; Boogerman is a somewhat nice-looking game, visual themes aside.  But no, what makes Boogerman good isn’t the graphics or theme, though, it’s the gameplay, controls, and level designs.  Interplay used a good engine for this game, which means the game controls well.  Boogerman has tight, responsive controls.  You do need to be careful when jumping on enemies because if you miss you will take damage, but that’s where the ranged attacks come in handy.  Also you can take several hits, so the game doesn’t have one hit deaths.  Boogerman’s cape is his life meter; it changes colors with each hit.

The level designers did good work as well.  This game does have more complex level designs than some games, so levels are not just a straight path, but it’s not too hard to figure out, and the password system is a big help as well so once you do beat a level you don’t have to play it again.  While the game does have nice animation this isn’t a game in the Prince of Persia or Aladdin schools of highly animated platformers, just a conventional one with a silly theme, but I like this kind of game better than those, most of the time.  The game also doesn’t have have blind jumps, avoiding one of the major faults of some of the major third-party platformers of the time.  The game has large levels to explore, lots of enemies to fight, many items to find scattered all around, and such, as usual.  Toilets and giant noses act as warps, and outhouses are checkpoints.   Exploring the levels is fun, as you try to find stuff and the way to the next stage.  Enemies you kill do stay dead, so if you backtrack to look for stuff you won’t have to fight enemies again, thankfully.  It is fun to explore the levels.  Graphics aside this may sound like a lot of 4th-gen platformers, but Boogerman is better-designed than most, with tight, precise controls and good level designs backing up its solid visuals.  So yes, I recommend Boogerman.  This isn’t just some grossout game, it is a good game platformer fans should pick up.  Also available on SNES.  The game has been re-released on Wii Virtual Console (Genesis version).


Bubba ‘n’ Stix – 1 player, password save.  Bubba ‘n’ Stix is a side-scrolling platform-puzzle game by Core Design.  It’s sort of a platformer crossed with an adventure game, albeit one with a very limited inventory.  This is a short but tricky game with fairly nice visuals, a unique and fun concept, and some good puzzles.  The game has good graphics with a nice cartoony art style.  You play as Bubba, a hickish boy zookeeper wearing a backwards baseball cap and overalls (with no shirt) who was abducted by aliens and found himself on an alien planet, where the game begins.  He also found an alien which sort of looks like a stick, called Stix.  You work together in this game.  While this game does have some platforming, in that you can jump and thre are platforms to jump on,you can’t jump on enemies; that will hurt.  You have to hit them with Stix, instead.  However, most of the challenge, and gameplay, in this game comes from trying to figure out the puzzles that keep you from moving forward in each stage, not from combat or platforming.  Your main form of interaction is using Stix.  You can swing or toss him at enemies, put him in holes in order to make a step to get up a cliff with, and more; you will have to figure out more uses for Stix as you go.  This may be a short game if you know what to do, but really, it’s only short if you figure out the puzzles quickly.  Figuring out what to do can be tricky, but that’s the whole point of the game, of course.  The game will give you a password before each of the five levels.  I like the bright, colorful cartoon graphics.  Bubba looks appropriately silly, and things like trees with eyes that follow you while your back is turned are amusing as well.  There’s some nice animation here.  This game can be frustrating though, when you’re stuck and have no idea what to do to proceed.  Still, Bubba n Stix is mostly good.  The game is short and sometimes frustrating, but it is also good-looking and well animated, and the puzzles are more good than bad.  I do wish that there was more content in this game, but there is enough here to make this worth getting for sure if you like puzzle games.  Check it out.  Also released on Amiga and Amiga CD32, though I think the Genesis version came first.


Bubsy II – 1 player.  Bubsy II was the first Bubsy game I got, and it definitely did not exactly make me want to like this series.  Bubsy II is a poor platformer much more frustrating with fun.  With a health bar, passwords, and such maybe it could be alright, but it doesn’t have those things.  Bubsy is one of those games ‘inspired’ by Sonic, but while it has Sonic’s speed, it doesn’t have Sonic’s great level designs, gameplay, graphics, or much of anything else.  I like large platformer levels well enough, but it’s no fun when every time I get hit even once you die and get sent back to the last checkpoint, and it’s hard to avoid taking hits when you run anywhere near as fast as you can in this game.  But moving around slowly isn’t any fun either, so really there is no good solution here other than to not play this game.  And that’s what I recommend, not playing this game.  Bubsy II has mediocre-at-best controls, sometimes annoying level designs, random licensing tossed in (Bubsy uses Nerf guns), a high difficulty level, and little fun or rewarding gameplay to be found.  Bubsy II is a pretty bad game; it is, overall, a failure.  Don’t bother with this.  I should note, some people say the first Bubsy is a better game than this one, but this one is so bad that it doesn’t make me want to try that one.  Oddly enough though, I do like the much-despised Bubsy 3D for the PS1.  Yes, really.  Go figure.  Also on SNES and Game Boy.


Bugs Bunny in Double Trouble – 1 player.  Bugs Bunny in Double Trouble is a Western-made platformer published by Sega in 1996.  You play as Bugs Bunny, as the name suggests, playing through some of his more famous cartoons from the great Looney Tunes series.  Looney Tunes is the best animated series ever, so I’ve wanted to try all of the Looney Tunes games.  This game has nice graphics, but the gameplay has issues and is a bit below average.  Even so, I do like it more than Sunsoft’s also mediocre SNES Bugs Bunny game.  But as a 1996 game, yes, this is a fairly late release for the Genesis.  The game looks it; Double Trouble has pretty good graphics with some nice pre-rendered art with large, detailed sprites, as fitting the Donkey Kong Country-inspired style of the time.  While the game plays like a standard platformer, your goal isn’t just to run to the right.  Instead, each level has a mission you must accomplish.  Pay attention to the briefing text scrolling by at the bottom of the level-select screen, because it tells you what you’ll need to do.  You get two levels to choose from at first, and have to beat both of them before you unlock the next group of stages.  In the first level for instance, you have to stay just ahead of Daffy Duck, luring him to run past all of the signs so he flips them from rabbit symbols to duck symbols, as in the classic cartoon where Bugs is turning Rabbit Season into Duck Season to save himself from Elmer.  You’ve got a time limit and if you take too long Elmer will shoot you, but if you keep moving these stages aren’t too hard once you learn them.

There are several stages with each basic level concept, but each cartoon has its own goals.  In the other starting level, you need to jump off of a bull from the bullfighting cartoon in order to grab bombs and land them on piles of wood, to blow them up and make holes.  Then you go underground into some somewhat mazelike webs of tunnels, looking for items while avoiding lions.  I like the games’ variety, but the controls and hit detection are an issue; with large sprites and many obstacles, hits often feel hard to avoid, and Bugs’ controls are a bit loose and slippery.  Daffy is always right on top of you in the first level, for instance, and avoiding those lions isn’t easy either.  You do have a health bar, but it will drain fast.  The game also has limited lives and continues and no saving, though, so repeat play will be required.  I wish it wasn’t; this game is okay, but not fun enough to make me want to play it over and over in order to get to the later stages.  Ah well.   Still, while it is below average, this game isn’t all bad.  It is definitely worth a look for Looney Tunes fans, and maybe platformer fans in general if you find it cheap and want a flawed platformer with more variety than most of the time.  Bugs Bunny in Double Trouble isn’t great, but it is an okay C-grade game some people will enjoy.  Also on Game Gear.  I got that version first; it’s very much like this one, but with very small graphics and some gameplay downgrades.  The Genesis version is better.


Burning Force – 1 player.  Burning Force is a pretty good Namco rail shooter.  You play as a future policewoman taking her computer-world test to join the force as a hover-bike police rider.  The test is five days long, and each day is made up of three stages.  First there are two normal stages, then a boss stage.  This is an early-ish release for the Genesis, but has pretty nice visuals for the time; the scaling looks better than Sega’s early rail shooters for the Genesis.  The game does have somewhat slow forward-movement speed and not the best draw distance, and those are surely part of why the game plays as well as it does.  After Burner or Space Harrier II on Genesis are much faster games, and struggle more as a result.  Also, unlike most rail shooters, in most of Burning Force you are stuck to the ground, jump-pads aside.  Those jump pads are nice, though.  You only take to the air in a plane for boss levels; the rest of the time you ride a ground-based futuristic hover-bike.  This is kind of unfortunate, but the game has a good amount of variety despite this, with lots of enemies, bullets, and obstacles to try to avoid.  Also, the simpler design does make the game easier to play and probably helps it run better on the hardware, too.  Burning Force is a bit choppy of course, as all scaler games on systems which don’t have hardware scaling are, but again the game runs reasonably well, so when you die it generally is your fault.  You do have multiple hits per life, and can choose how many lives per continue you get in the options.  You can also choose Easy or Hard difficulties.  Burning Force has okay but not great graphics.  It really looks like an ’80s arcade game and has that visual style to it.  Still, even if they don’t play better, Sega games like Space Harrier II do look better than this game.  This is a fun but fairly simple game.  You just ride forwards, shoot the baddies, and pick up weapon and point powerups when you need them while dodging enemy fire.  Levels do eventually get harder, but Burning Force isn’t as tough as Space Harrier.  Bosses are trickier, as each has a specific weak point you need to shoot at, but still this is a straightforward rail shooter.  It works, though, and is quite fun to play.  Burning Force is a good game worth playing.  Arcade port.

Below is a list of what I currently have for the Genesis after letter B.  I have 211 Genesis games, so this will take a while.  I’ll probably have more by the time I get to some of the later ones; I doubt I can get a full update of this up every week, but I’ll try.

Cadash
Castle of Illusion Starring Mickey Mouse
Castlevania: Bloodlines
Chakan
Championship Pro-AM
Columns III: Revenge of Columns
Combat Cars
Comix Zone
Contra: Hard Corps
Cool Spot
Cosmic Spacehead
Crack Down
Crusader of Centy
Cyborg Justice
Death Duel
Decap Attack
Desert Demolition Starring Road Runner and Wile E. Coyote
Desert Strike: Return to the Gulf
Devilish: The Next Possession
DJ Boy
Duel, The: Test Drive II
Dynamite Headdy
El Viento
ESWAT: City Under Siege
Eternal Champions
Ex-Mutants
Faery Tale Adventure
Fatal Rewind
Fire Shark
Forgotten Worlds
Fun ‘N’ Games
Gadget Twins
Gaiares
Garfield: Caught in the Act
Gargoyles
Gauntlet IV
General Chaos
Genesis 6-Pak
Ghouls ‘N Ghosts
G-LOC: Air Battle
Golden Axe
Golden Axe II
Greendog: The Beached Surfer Dude
Gunstar Heroes
HardBall ’94
HardBall!
Haunting Starring Polterguy
Izzy’s Quest for the Olympic Rings
James Pond 3: Operation Starfish
James Pond II: Codename RoboCod
James Pond: Underwater Agent
Jewel Master
Journey from Darkness: Strider Returns
Junction
Jungle Book, The
Jurassic Park
Kid Chameleon
King of the Monsters 2
Landstalker: The Treasures of King Nole
Lethal Enforcers II: Gun Fighters
Light Crusader
Lightening Force: Quest for the Darkstar
Lost Vikings, The
Lost World, The: Jurassic Park
Lotus Turbo Challenge
Lotus Turbo Challenge II
Magical Taruruuto-kun (J)
Mallet Legend’s Whac-A-Critter
Mario Andretti Racing
Marsupilami
Marvel Land
Mazin Saga: Mutant Fighter
Mega Turrican
MERCS
Mick & Mack: Global Gladiators
Micro Machines
NBA Jam (1994)
Newman Haas’ Indy Car featuring Nigel Mansell
NHL ’94
NHL ’96
NHL ’97
Ooze, The
OutRun
OutRun 2019
OutRunners
P.T.O.: Pacific Theater of Operations
Phantasy Star II
Phantasy Star IV
Phelios
Pier Solar and the Great Architects
Pirates! Gold
QuackShot Starring Donald Duck
Quad Challenge
Rambo III
Ranger-X (Ranger X)
Rastan Saga II
Red Zone
Risk
Ristar
Road Rash
Road Rash 3: Tour de Force
Road Rash II
RoadBlasters
Rocket Knight Adventures
Rolling Thunder 2
Rolling Thunder 3
Samurai Shodown
Shadow Blasters
Shadow Dancer: The Secret of Shinobi
Shadowrun (1993)
Shining Force
Shining Force II
Shining in the Darkness
Shinobi III: Return of the Ninja Master
Socket
Soldiers of Fortune
Sonic & Knuckles
Sonic 3D Blast
Sonic Spinball
Sonic the Hedgehog (1991)
Sonic the Hedgehog 2
Sonic the Hedgehog 3
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 2
Strider
Subterrania
Summer Challenge
Sunset Riders
Super Battleship
Super Monaco GP
Super Monaco GP II, Arton Senna’s
Sword of Vermilion
Syd of Valis
Target Earth
Task Force Harrier EX
Taz in Escape from Mars
Taz-Mania
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
Tom and Jerry: Frantic Antics
Trouble Shooter
Truxton
Turrican
Twin Cobra
Tyrants: Fight Through Time
Ultimate Qix
Universal Soldier
Vectorman
Vectorman 2
Viewpoint
Wardner
Warrior of Rome II
Warsong
WeaponLord
Whip Rush
Winter Challenge
Wiz ‘n’ Liz
Wolfchild
Wonder Boy in Monster World
World of Illusion Starring Mickey Mouse & Donald Duck
Zero Tolerance
Zombies Ate My Neighbors
Zoom!

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Article: “Nintendo 64 Controller” Famiclone Systems: The Super Joy III and Power Joy Pirate Consoles

This is an improved, rewritten upgrade of a post I wrote in 2012 when I got the Power Joy system described below.  These things are pretty interesting pirate game units, and it’s cool to have a few of them. 🙂

INTRODUCTION

In Asia, unlicensed pirate clones of consoles were popular from the early days of the industry. Pirate Famicom (NES) consoles and games were particularly popular; there are a huge number of them out there if you look! China and Taiwan particularly have very weak enforcement of intellectual property laws, so companies like Nintendo couldn’t do much to stop the pirates. Pirate products were much harder to find in places like the US though, because here it is much easier to shut down pirates. However, in the early ’00s, a few companies tried to release pirate Famicom clone systems in the US despite their obvious illegality. These systems were widely sold, particularly in stalls in malls across the country. They use Nintendo 64 controller-shaped handhelds as the console, because by that point a NES could be emulated on a single chip, a style often called a “NES-on-a-chip” system. I presume the N64 controller was chosen as a design for these US models because of the system’s popularity here.

Perhaps inspiring these N64-alike Famicom clones was Jakks Pacific. Also in the early ’00s, for a little while plug-in systems gained popularity. These are videogame systems which don’t require separate games, but just plug in to a television via the composite jacks, usually with only red and white plugs for only mono audio. Often they have batteries instead of a power supply. Jakks Pacific was the most successful at this. They made legitimate products, mostly licensed re-releases of old Activision games for the Atari 2600 and such, along with new games as well. Though the fad later faded, for a few years Jakks Pacific plugin systems were everywhere.

These “N64” Famiclones were released during this period, and probably were meant to build on the plug-ins’ popularity. I do remember seeing a stall in the Maine Mall selling at least one of the “N64” Famiclone systems, which seemed interesting but obviously illegal. I was wondering how they could do that… and then Nintendo answered the question shortly afterwards, when they got some “N64” Famiclone distributors arrested in 2004, seizing tens of thousands of unsold systems as well. With those arrests this kind of blatant pirate-system sales in the US stopped. So yeah, that answered my question. For details see the links section below, I’m not going to cover the whole history here. Many systems sold before that though, so these shouldn’t be too hard to find. I have two of these systems which I got for cheap several years ago. Both do have a Famicom cartridge port, but also have built-in games. They can run on batteries, just like those Jakks Pacific systems, but one also came with an AC adapter.

SUPER JOY III

The first “N64 Controller” Famiclone I got is called the Super Joy III. This is the N64-controller Famiclone that was the most widely distributed in the US in the early 2000s, and actually seems to have released after the Power Joy below. This is also the system that Nintendo cracked down on. This system came with just the controller/system and a light gun that plugs in to it, for light-gun games. I got it for a few bucks used. The system looks like an N64 controller, but a third-rate pirate one. It has the usual three-prong design, though you don’t actually use the middle prong. While there is an “analog stick” in the middle, it doesn’t actually move or work, you use the d-pad on the left prong to play. On the right, the controls on both systems are laid out similarly: the A and B buttons are on the N64’s C buttons (lower for regular, upper for turbo); Start and Select are on A and B on the N64; and the N64 Start button is Reset. Power is a switch on the side. It works, though it doesn’t feel great. This system feels cheap and bad, and I don’t like that the joystick is fake. Super Joy III systems apparently come in a variety of colors, thoug the guns all look similar. The link below shows several different colors of Super Joy III systems.

For power, the Super Joy III requires AA batteries. There is an AC adapter for the system, but sadly I don’t have it. The batteries go in a removable box that goes into where the controller pak port would be in an N64 controller. I think this works well, putting batteries in the most natural place for them in this controller style. The battery box is annoying, though, as it’s far too hard to open! I wish you could just put the batteries in the end of the controller, but no, you’ve got to try to pry apart this box every time you have to change them. Not good. This really is a flaw because of how much of a pain getting that battery box apart is.

For accessories, the only one I have is that light gun. It plugs in to a port on the back of the console and looks like a small pistol. It’s a very average light gun, and like all light guns will only work with a non-HD CRT screen. It’s nice to have the gun though, otherwise you can’t play light-gun games. Unfortunately I don’t have a second controller for the Super Joy III, but my Power Joy did come with the second controller, and both should work fine with either system, or other Famiclones that use this style of Atari/Sega 9-pin ports. The Super Joy light gun plugs into this port as well, so you can’t use it on a regular NES, or anything else other than compatible Famiclones. From looking at pictures, the Super Joy III’s second controller looks sort of like a 6-button Genesis controller and says “Power Player” on it.

For games, the Super Joy III has some games built in to the system, and though this was not really advertised it also has a fully functional Famicom game port. You can’t plug NES carts into the cartridge port ports unless you have a FC-to-NES adapter, and real Famicom games may or may not work — the port is there, but again most Power Joy and Super Joy III systems have things blocking parts of the port that don’t allow all Famicom games to connect. I wouldn’t want to use these things as a Famicom anyway, so this doesn’t bother me too much, but it is poor design. You were mostly supposed to play this system with the built-in games, though. It’s effectively a pirate Famicom multicart built in to the system that plays if no cart is inserted, and it’s interesting; this system was my first experience with such things. It’s one of those multicarts with lots and lots of “different” games that aren’t any different at all… that is to say, lots of padding. It claims “76,000 games in one!” but of course that is a lie, there are maybe 1/1000th that many games at most. These multicarts often claim to have “thousands” of games, but only have maybe a few dozen, and the rest are repeats of the same ones over and over. Heh. Also the names are often changed in teh list, but the actual games here are just as they originally were, excepting only games which are actually just a single level of another title. There are a fair number of games to play on the cart, though, plenty for many hours of fun. Note that different irevisions of the Super Joy have different numbers of games and some different actual games built in; see the links below for more, I only have one of these myself.

The system is flimsy and not built well; compared to the below Power Joy, this system definitely feels cheaper. That battery box also is a real pain, and is required because I don’t have the AC adapter. Ugh. Overall, I don’t use either of these systems much, but in the rare case I do want to play one of them, it’s going to be the Power Joy. It’s not only that I have it complete, it’s also a better package with more to offer. Still, if you see a Super Joy III for very cheap, with the gun, pick it up. It’s an amusing thing to have.

POWER JOY: The System

I got a complete-in-box Power Joy Famiclone for $5 several years ago. Compared to the Super Joy III, this one is more complete, and better too. It’s cool to have the box, instructions with complete game list with descriptions and controls, and accessories — a second controller, AC adapter, and 84-in-1 Famicom multicart as well. The system looked unused, as though it wasn’t sealed, there were plastic baggies around the parts, and everything was wrapped in plastic ties. Huh. The Power Joy aparently only comes in white, but it looks nice so that’s fine with me.

Anyway, the thing is another pirate Famiclone, of course. The thing has an interesting design, though — while it also uses an N64-controller design, uniquely they decided to integrate the light gun into the controller. Yes, this is a system, controller, and light gun all in one! It’s kind of neat. There is this clear plastic cone that contains a sensor protruding out of the controller. You point it at the screen for gun games. It actually works, though of course as always only will work on non-HD CRTs. And of course just like the Super Joy III, the Power Joy has a Famicom cartridge port on the bottom as well, for playing games not built into the system.The system has decent Famicom emulation, but I’m sure there are games it won’t work with. You can’t even plug all of the Famicom games I have into this system; because of a small port with some plastic pieces right on the edges, larger carts or carts with the wrong-shaped corners won’t fit. Famiclones have a fairly standard list of games that won’t work with them that you can find on the internet, and I’m sure both of these have those same limitations, but because I do not have a Famicom-to-NES adapter I can’t test them with NES games. Really though, again I didn’t get these things to play other games on, so I don’t mind — but if you were planning on doing that, do keep in mind that it may or may not work, depending on the cart and game.

For controls, the Power Joy has the usual three-prong design, but unlike the Super Joy III it actually has a real stick in the center and not just a fake knob of plastic. The center handle is comfortable as you expect from a N64-style controller. There is a button where the ‘Z’ button is on an N64 controller that is the light guns’ trigger. This works great, integrating the gun into the controller was a good idea. For normal games, the layout is very similar to the Super Joy III, but with two changes.  First, this time the stick actually works, and second, the power button is in the middle along with Reset, instead of on the side.  You have your usual N64-controller-knockoff design, with Start and Select in the A and B button locations, and the Famicom’s A and B buttons on the C buttons. The lower pair are the normal buttons, and the upper pair for turbo. And no, they aren’t any bigger than C buttons. Heck, the Power Joy even leaves the C button arrows on them, no other labels! It works, but bigger buttons for the main action buttons might have been nice. Oh well.

Though the Power Joy does have a working joystick, the stick is digital and not analog. Of course NES games do not support analog control so that is the only way it could be, but for playing digital-control games, a d-pad is usually better than an analog stick…. Usually. Either way on that, though, giving you the option is better than the Super Joy III’s fake plastic “stick” that doesn’t actually move. And you mgiht want to use the stick even though they are usually worse than d-pads, because the d-pad on the Power Joys actual control goes) stick. This is good, because the d-pad isn’t particularly good; though I expected to use the pad, while playing this system I soon found myself mostly using the stick. It only works okay, but it’s still better than the d-pad. As for the buttons, they are small but do work. As I said earlier the center prong works well as a light gun. I can’t hit much of anything at any distance, but that’s just because i am terrible at hititng anything with light guns even if they are accurate, so I don’t know if it’s actually worse than a NES Zapper; it’s probably fine. Again the controller/gun hybrid design is cool, works well, and looks better than you’d think — this doesn’t look super cheap, and feels like it has better construction than, for instance, the Super Joy III.

The system came with a controller for player two. It plugs in to a 9-pin Atari/Sega-style port on the first controller. The second controller has a different button orientation, design and d-pad from the main one, but it works fine. It looks like the original-style Playstation controller, with d-pad on the left, buttons on the right, and no analog sticks. It has hand-grips just like the PS1 did. It’s nice to have it, and as I said it works iwth the Super Joy III as well. I like the N64 controller more than the PS1 one of course so I’d rather use the main system anyway, but this is great to have.

The battery compartment is far better designed in the Power Joy too — you just open the flap and put batteries in. However, the Power Joy uses only AAA batteries, not AAs like the Super Joy III, so it gets worse battery life. Of course, the thing came with the AC adapter in the box, so I don’t care much about that because I can just use AC power, which is great. I don’t think the Super Joy III came with an AC adapter, even if I did have that complete, so this system is better in that respect for sure.

POWER JOY: The Games

As for games, the Power Joy has ten built-in games and a Famicom multicart. The Power Joy has only ten built in games, far fewer than the Super Joy III’s internal multicart, but they are really interesting because they are actually semi-original. These games are modified versions of NES games. Yes, interestingly, the ten built in games aren’t just straight rom dumps — they’ve got redone graphics or gameplay in all ten of them. The gameplay is the same in most cases (Tengen Tetris was significantly altered, but the others are the same), but the graphics are different, which is quite unexpected. Seeing these ten games is probably the most interesting thing about the Power Joy, and you can’t play them elsewhere unless they also exist in pirate Famicom cartridges because they are built in to the system. Of the games, two pairs of three are light-gun games to work with the gun. They are modes from Duck Hunt and Hogan’s Alley, split up into three separate “games” for each titles so as to pad the game total I assume. The graphical changes make them worth a look; the gameplay didn’t change, but the visuals have. The other four games, which don’t use the light gun, are actually different, full titles. They are modified versions of real NES/FC games, but these are even more changed than the “six” light-gun games.

Now, while eight of the nine games built in to the system are just graphically-changed early Famicom games, the version of Tengen Tetris is different. The graphics are unaltered, except for one thing — the pieces are all removed and replaced with completely different shapes. There’s a single block, a two block line, the “three long with one sticking out in the middle” Tetris shape, a 5-block U, a 3-block diagonal shape (like the third one in this description but with the center block removed – and no, this is Tetris so they won’t fall down once placed above a space.), a 3-block corner piece, and that piece with the center piece removed (leaving two pieces diagonal to eachother). Yeah, it makes for a seriously weird game of Tetris. It’s not as good as regular Tetris, but it’s very cool stuff, worth a look if you can somehow play it.

The Famicom multicart is an 84-in-1 cart “PJ-008”. Apparently earlier Power Joy systems have a worse “PJ-001” multicart which has only 64 games, some of which are doubles, but I have the better one thankfully. The multicart came in the box is much more conventional, however — it’s just straight roms of 84 early Famicom games. They don’t even change the names of most of them, unlike most pirate Famicom multicarts, so stuff like Gradius, Challenger, The Goonies, Xevious, etc. is all here in its original form and name. As for the games though, these games are all from the first few years of the Famicom’s life, so expect a lot of games from 1983 to 1985 and not much from after that. Some of the games I recognize, but others I initially did not. Many of these titles are very obscure in the West. B-Wings, Exerion, Arabian, and such may be known to Japanese Famicom fans, but here they are quite obscure, as most Japan-only NES game releases sadly are. Some titles are misspelled, but most are right, and the manual and game menu both have exactly the same spellings for the misspelled titles. One great thing here is that all 84 games on the cart are entirely different, so there’s none of the padding you often see in multicarts. This is great, but a couple of games are on both the system and multicart (though with different graphics on the system of course), which is kind of annoying when only ten , or really six, games built in to the system. Why not have separate sets of games on each one? Also, the multicart has almost no lightgun games on it. The only lightgun game on the multicart is the Duck Hunt skeet mode again, which is also redrawn on the system, so there are really only two games to use with the light gun, Duck Hunt and Hogan’s Alley. If you want to do anything else with it, you’ll need to import some Japanese lightgun games. American ones presumably wouldn’t work even with a converter thanks to the different lightgun formats — Japanese light guns plug in to the Famicom accessory port, a port removed from NES consoles in favor of our guns which plug in to the controller ports, becasue the original Famicom had hard-wired controllers instead of the ports we know. While I have several dozen Famicom games now, I do not have any Famicom light-gun games yet, so I can’t test if they work with this system. I would think they would, but I don’t know for sure.

Oh, and yes, the multicart IS a normal Famicom cart. It works just fine on my NES through my Honey Bee converter. This is pretty cool! I’d owned the Honey Bee converter for several years years since finding it for like $2 at a pawnshop, but the 84-in-1 was the first Famicom cartridge I owned. There were so many NES games to get that I hadn’t yet bothered with importing. It was great to see that the Honey Bee converter works fine, once I finally had a cart to use it with.

CONCLUSION

In conclusion, it was interesting to get a few of these N64-controller Famiclone systems. They are certainly not a replacement for a real Famicom, or NES, but they’re neat things to have, and are more functional than some because they do have working controller ports, game ports to plug games into, and light guns. I also love the N64 of course, so the shape of the systems was also a definite draw; if these looked different I might well never have bought them. I’m glad I did though, particularly for the Power Joy’s 84-in-1 cart and modified built-in games. Those are pretty neat things to play. If you’re going to get one, I’d recommend the Power Joy. The Super Joy III will probably be easier to find as it sold better, and it’s newer, but its Power Joy predecessor is better-made, more interestingly designed, and actually has some interesting games built in in those modified titles on the system. If you see one for a few bucks, pick it up.

LINKS

http://bootleggames.wikia.com/wiki/Power_Player_Super_Joy_III – Good Bootleg Games Wikia page on the Super Joy III. This covers the court cases and distribution, and also has pictures of the system.

http://bootleggames.wikia.com/wiki/Power_Joy_Classic_TV_Game – Bootleg Games Wikia’s Power Joy page is shorer and has less information, but there is a picture of the unit in box.

http://www.promoguy.net/2004/04/01/power-playah-th/ – A nice web review of the Super Joy III, with lots of pictures and text.

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Review (PC Freeware) – Gal Pani X, A Great, and Unique, Qix Clone

  • Title: Gal Pani X
  • Platform: PC (Windows 95 or better)
  • Developer: D5
  • Released: 2000 (original demo version); 2002 (final release)
  • Freeware PC game, not distributed in physical media

Introduction

Gal Pani X is a Japanese freeware PC doujin game from the early ’00s. This great game is perhaps the most unique Qix-style game I have ever played. It’s Qix, but crossed with a bullet-hell game, and with some key original additions I’ve never seen in any other game of this kind. However, it DOES have images of scantily-clad anime girls, so be warned. I won’t post that stuff here, but it’s in the game. If there are any naked images in the game I’ve never seen one, but there are plenty in their underwear and such. Unfortunately for anyone who doesn’t want to see that kind of thing, though, there is no other game out there I know of that plays like Gal Pani X. I wish there was, this game may be amazing but the visual theme is definitely not going to be for everyone. There’s no nudity in this game, but it definitely is quite NSFW due to the more suggestive images you can see if you play well.

The game is from the developer D5, a small doujin (indie) group who made only two games, this and Sispri Gauntlet, a super-hard Gauntlet-style game with Sister Princess characters in it. Gal Pani X is true freeware, while that one was sold, so the only free version is a two-level demo and the full game will prove very hard to find, I’ve never seen it myself. This review is about Gal Pani X, though, so on to the review. D5’s website was here: http://d5-dot.net/ but it’s offline now, sadly. Fortunately the game is still available for download online from other sites; remember, it’s freeware, so that is entirely legal. I link one site below, because all the others I found are “abandonware” sites full of retail titles for free download.

This is a PC game from the early ’00s, so it may have compatibility issues. The final game seems to be from 2002, though I also have an early demo version from 2000. The review below is for the final 2002 game. Note that this game is 4:3 and runs at 640×480; it didn’t auto-resize sometimes, on my newer computer, but the game is designed for that screen size. Also the game has some issues running on newer computers — on my current PC I can’t get the game to recognize my joystick, though it can see it just fine on my old WinME PC, and the framerate seems to stutter sometimes as well. I don’t know why. The game does play though, fortunately. If you are forced onto the keyboard as I am on my newer computer, Z is draw line, X is use bomb, and ESC opens the pause menu during play. Even on gamepad controls seem to just be digital, but work well enough.

Title

The title screen. The logo blatantly rips off To Heart.

Background

Qix is a classic arcade game from the early 1980s. The basic concept is that you control a small marker of some kind, and move around the edge of a screen with a vibrating line moving around the middle of the field. By holding the button, you can move into the field, and if you reach the edge again that line becomes the new border. However, if the line, called the Qix, or the Sparx moving around the edges of the field touch you, you die. The games’ later sequel Volfied, aka Ultimate Qix, adds small enemies in the field and adds easier difficulties where there aren’t enemies moving along the border you’re moving on. In either game you win by bordering off a set percentage of the screen, somewhere between 65% and 80% or so depending on difficulty.

Qix proved to be popular, and at some point in the late ’80s or early ’90s, somebody thought of the idea of making an adult arcade game using the basic gameplay concept. It was a somewhat natural combination — Qix is all about sectioning off a screen, so these games have you reveal a portrait of a naked or scantily-clad picture of a woman, either drawn in some games, or photos of real models in others. Many of these games have nudity in them, but some have only bikinis, underwear, and such. Perhaps the most popular series of this kind of game was Gals Panic. Gals Panic games were released for arcades, Saturn, and other platforms. There were many other similar arcade games, though, such as Miss World and such. I played this game before ever hearing about the Gals Panic series, or any of those other games, but that’s what the name references. This game has anime art and no nudity, just bikinis and underwear. I’m glad it doesn’t go any farther, it’s more than creepy enough as it is. This is a homebrew game though, of course, not an actual part of that series.

Then, starting in the mid 1990s, bullet-hell shooters rose to some prominence in Japan. These games are shmups, shooters where you fly a spaceship or flying person and shoot at things flying at you — but the hitbox, the number of pixels of your ship that actually kill you, shrank dramatically, sometimes to only one pixel. The most popular bullet-hell games are from the developer Cave, who made titles such as Dodonpachi, Mushihime-sama, and Death Smiles. In many of these games, the ‘beauty’ of the bullet patterns matters. Can you survive when the whole screen is full of patterns of bullets?

So, that is where we get to Gal Pani X. I first heard of this game because I watched, and really liked, the anime To Heart (the first To Heart series that is, not To Heart 2) back in the early ’00s, and at some point looked for PC fan-games about the series. This was by far the best such game I found, though there’s also a very mediocre To Heart doujin shmup out there. Gal Pani X takes the basic look of a Gals Panic game, but innovates the gameplay to such a degree that I think the games’ name is unfortunate; this game deserves its own name, not one inspired by what really is a very different series! Crossing Qix gameplay, freer movement (more on that soon!), and bullet-dodging makes for a unique and fantastic experience.

1

Stage two. Bullet patterns get tricky quickly. These folding enemies aren’t the hardest, but you do need to be careful while dodging them.

Basic Gameplay

Gal Pani X is a 2d game with fairly basic but nice-looking 2d graphics and a decently catchy MIDI soundtrack. It looks good, but certainly doesn’t push PC hardware of the early ’00s in any way. The game does play well though, and the controls are great and very responsive. In terms of gameplay, there are two key major differences between Qix as described above and Gal Pani X. Most importantly, unlike Qix, all Gals Panic games, Fortix, and all other Qix-style games I have ever played, in Gal Pani X you are NOT locked to the edge of the screen. Instead, you can freely move within the sectioned-off area of the screen! And second, all enemy fire can kill you at any time, unlike Qix where you could only die while trying to section off a part of the screen or if a Sparx hits you. In this game you have to watch out for, and dodge, bullets at all times; this is the bullet-hell element of the game. Oh, and you have a timer in each stage as well, so you need to get moving. These changes may sound simple, but together make for a fundamentally different game that plays incredibly differently from any other game in this sub-genre. I really, really love the free movement within the revealed part of the screen; after playing this game it can be hard to go back to regular Qix games where you can only move around the edge! Gal Pani X is an addictive game that I played for over 30 hours, which is a reasonably large amount for what is a pretty short game to finish if you just want to beat it once. And there is a lot more to find in this game, too, if you have the skill.

In the game you control a little diamond-with-a-circle-around-it sprite. You start in the center of the screen, in the middle of that random rectangle I mentioned. This is sort of the reverse of Qix, where you start on the edge of the screen and have to fill in the center; here you start in the center and have to fill in the outside. In each stage in the game, you start out in the center of the screen in a randomly-sized rectangle. A boss enemy will be somewhere on the screen outside of the box, along with some smaller regular enemies. The boss enemies and regular enemies are very cutely drawn sprites and look great. If you hold down the button (X on the keyboard, or the first button if you can get a joystick working with the game), as in Qix, you will be able to leave the box and start drawing a line on the screen. If any enemy or enemy bullet touches your line before you reach the already-revealed area, you die and lose a life, but if you reach the revealed area again that area is revealed. Importantly, bosses will shrink as the amount of space they have to move around in shrinks, but regular enemies won’t do that and are a set size. As in Gals Panic, there is an outline of a picture in the background on each stage. Most of these pictures are of To Heart girls, or other mostly-female characters from that games’ developer. I’m not sure if it is original artwork or stuff copied from the games, but it’s high-quality artwork for the time.

In addition to making lines, the game has a second button, which will use a bomb. When you use a bomb, all bullets on screen turn into point pickups. They are limited, however, so use them carefully. Also, if you surround a regular enemy, they will drop a powerup. What you get is random, but what you want the most are Speed powerups. Speed is crucial in this game! You MUST get speed powerups to stand a chance, and you drop them when you lose a life. Fortunately they aren’t permanently lost, though, but instead go bouncing around the screen. They will vanish after a few seconds, though, and you’re at the slowest speed, so getting them all back while avoiding dying again can be difficult and frustrating. It’s best to not get hit in the first place. :p When you set off a bomb or surround a regular enemy, they generate a circle of point-star powerups; for bullets they turn into point stars, while for regular enemies they generate a circle of point stars which move outwards towards the edge of the screen after you kill them. Collect these for points and to build your Combo counter; more on that below.

2

The first stage is fairly easy with practice, but I may have just died here. Note how the status box moved because of the player is in the upper left corner, where it usually goes.

The Screen and Onscreen Displays

Gal Pani X puts a lot of info into the status display on screen. First, the game displays your current life and bomb counts, of course. Your score is also on screen, and also your time remaining. The game also tells you your current Combo and max combo you’ve gotten during the current stage; combos build as you grind against edges of enemies or bullets, remember. One other meter is vital, the red and green bars which show how much of the screen, and of the hidden picture, you have revealed. Bright green boxes represent revealed parts of the portrait; dark green, unrevealed parts of the portrait up to the percent needed to clear the stage at a minimum percent-completed bar; and red, the parts of the portrait beyond that limit. Once you hit the red the stage ends, you win. To get 100% you must surround the entire red area at once.

If you hit ESC on the keyboard or a button on your gamepad (it’s on button 3 or 4), a pause menu appears. Here you can quit to the menu, take a screenshot of the current screen if you have unlocked this option, and retry the stage if you are in Mission or Score Attack modes. You can also save replays of levels after beating the stage if you wish, a nice option.

While playing the game though, it can be hard to keep track of everything that’s going on on screen at any one time. YOu will often have your little marker; perhaps a line, if you’re off of the revealed area; a large, colorfully-drawn boss; five or more regular enemies; and a screenfull of bullets, lasers, and missiles, all at the same time! You’ll just need to get used to the chaos with practice. The game will move the status box into the opposite corner if you are in the area it usually displays, though; that is helpful. But beyond that, memorization really is key. You will need to learn how each boss fights, which attacks it will use, and such. There are a wide variety of attacks, and each requires different strategies to dodge the bullets. Sometimes you have to carefully weave through waves of bullets, other times just get out of the way of a giant laser blast, and others keep moving as a homing missile tracks you, for instance. While bullets are on screen you should not leave the revealed area unless you are VERY sure that they won’t touch your line, of course — remember that if a bullet touches the line, you lose a life and your speed powerups go flying.

One important suggestion I have is to enable the option that shows all hitboxes. You can’t do this at the start of the game, but instead unlock it, I think by beating the game and such, or maybe through play time. Once unlocked, it’s great! This option significantly affects the graphics, as it draws bright solid red boxes over the middle of every sprite covering over the great sprite work, but the benefit is that now you will have no more guesswork, no more of those times where you say ‘but I thought I was safe there’. I usually play with this option on; I’d rather know where the hitboxes are than see the nicer graphics. This may be an option you have to unlock, I should note, but once you do unlock it, I highly recommend playing with it on for at least a while. It’s a HUGE help. All of the screenshots in this review have this on because that’s how I play the game, even if it looks worse.

3

Here I am ready to make a line around the edge and get 100% on stage one!

Game Progression

With only six or so stages per game Gal Pani X is short, but the length works well in that classic arcade way, and the difficulty curve is well designed. Also, you can play more than twice that number of levels if you get 100%-portrait-revealed scores, as I will explain. The early stages are easy, but the last ones, particularly if you’re going for 100% clears, get quite tough. There is also fantastic replay value here thanks to the games’ branching level tree and numerous unlockables to get. You start from one start point, but after each stage you have two choices, so there are at least six different final stages, and then a whole bunch of bonus final stages to unlock if you’re good enough.

There are three ways to beat each stage. First, as in Qix, you can surround the boss with a line. If you do this you win immediately. You can also win by revealing 80% of the portrait, helped by paying attention to that red and green meter mentioned earlier. However, Gals Panic games have a second way to win: by revealing 100% of that character image on the screen. In order to do this you will need to corner the boss in some corner of the screen that isn’t part of the background portrait, because you can’t reveal the area underneath the boss itself. This isn’t hard at first, but gets difficult as you progress in the game and the portraits take up more and more of the screen. You’ll have to try to corner it against a wall in the largest sliver of free space you can find, and then carefully slice off any bits of picture still in the area. Of course bosses often seem to love to stay right exactly on top of teh exact spot you need them to leave… argh. That’s fine though, that is what makes the game a fun challenge. Then, in one go, make a line around the rest of the screen, and if you did it right and didn’t miss anything you will reveal the whole rest of the picture at once and get a 100%-revealed note.

If you got 100% of the picture in a stage, instead of moving to the next stage you go to a second bonus EX level on that stage. EX stages are a bit harder than regular ones, with pictures that take up more of the screen and thus are harder to 100% complete. They also usually have skimpier pictures of the girls, for better or worse. If you can manage to stay alive, playing twice as many stages will allow you to get a much higher score than you would get otherwise… but of course, the challenge there will be staying alive. This game isn’t too hard at first, but the last few stages on many routes get very challenging. I think I’ve beaten the game before without dying, but I don’t know how many 100% stages I went through in that run. After beating all of the regular stages, there is usually one final special level before the credits. Or at least, if you did well there will be. I’m not sure how the game determines which one you get, but it’s probably based on your score, whether you have continued, the route you took, and such. There are a lot of stages that you can only see as these final special levels, so a lot of replay is required to get everything in this game.

4

Here I just used a bomb to wipe out a screen-full of bullets. The number on screen is, I think, something showing the multiplier I got for a combo which just ended. How combo bonus multipliers work I don’t know, but wish I did.

Scoring

On that note, the scoring system is somewhat complex. You get points based on how fast you beat a stage, the completion percentage of both how much of the portrait you revealed and also how much of the whole screen you revealed (this second one cannot be 100% because the boss takes up space, but the higher the better), and such, but you also get points for Combos. The aforementioned combo meter builds as you graze against the edges of enemies or bullets or grab those point stars, and then resets to zero as soon as you stop doing so. There is also a bonus multiplier for longer combos, though I’m not sure exactly how it works; the instructions, such as they are, ARE all in Japanese, after all, and no English-language websites go into any detail about this game. The screenshot above shows that there are indeed multipliers, though. Of course, you can see your current and best combo on screen in the status area. Anyway, grazing enemies or bullets will get you points. You need to be close enough to touch the enemy sprite, but not close enough to actually be hit by it. Having the red hitboxes on makes this task easier.

Also, every time you kill an enemy or set off a bomb the size of the point stars gets larger and the number of points you get for each one increases. At the same time their speed increases as well though, so getting a lot of them at the higher speeds can be difficult if it’s from the circles shot out by defeated enemies. It does make it easier to get lots of points from using a bomb, though… so long as you stay alive; if you die, the size resets to the minimum. As a result you need to stay alive to get a high score. In addition you have a few second at the end of each stage to try to grab a few of the point symbols the boss spits out, but you only can reach any if you’re close to it. As a final note on scoring, again, there may be more to the combo system that I do not fully understand. I wish the game had English-language instructions, this is the one thing that I need help with. I know about the larger point totals if you stay alive and kill enemies, the increasing bonus points from edging bullets, and such, but I’m not sure I entirely get the point and combo system, though I’m not one who focuses on that kind of thing in shmups most of the time, so I don’t mind this really, it’s just a little bit confusing at times.

If you get game over and continue, it’s important to note, your score is reset to zero and you CANNOT enter it in the high score table. You can only enter a score if you either choose to not continue, or beat the game and have a score high enough to be on the table. I wish that scores from when you continue could count for the high score table, but they don’t. Ah well. My best recorded score is a bit over 22 billion, and I’m sure better players could do much better than that. Yes, you get a lot of points in this game.

5

… This might be difficult…

Modes and Options

First, do remember that you don’t hit a button to get to the main menu. Once the game starts up, you can hit a button to skip the D5 company logo screen, but once the game title screen appears, don’t touch anything or you will start a game! Instead press down to select a different option, if you want to play something other than the main game.

The main gameplay mode here is selected with the top option, Game Start. This is the normal game, where you start from the beginning stage, with a background image of Akari from To Heart, and then go through the branching tree to whichever end you reach. You have infinite continues, but cannot save a game in progress to continue later. Any pictures you get 100% on are added to the Collection menu below. The game also keeps track of your best scores, play time, and more; see below.

Second is Mission mode. Here you have a specific goal to achieve. You must beat each mission in order to progress to the next one, and these missions are HARD! I did beat the first mission years ago, after many tries; you have to beat a challenging stage. The difficulty goes steeply up after that. It was only just before posting this that I finally managed to beat the second mission, which requires you get a combo score of 20,000, a very difficult task; I had to corner the enemy in a very small area and stay right next to it, hoping it wouldn’t kill me too many times. After that mission 3 is easier, just survive 90 seconds against lots of bullets. Mission 4 is hard again though — you have to corner the enemy in a very tiny little area marked on the screen, and get a 100% score as well. That’ll take a lot of practice to get right! Overall Mission mode is cool and very difficult, but I do wish that you didn’t have to beat each mission to see the next one — a design which let you play them in any order, like the combo or move challenges in some modern fighting games, would have been great here. From watching the menu-screen demo I know that there are at least 24 missions, so there is a LOT more of this game that I haven’t seen but badly want to! The rest of the missions, and the remaining secret stage backgrounds I haven’t gotten yet, are the main things I haven’t done yet with this game.

The third option is Score Attack mode. This mode will appear once you beat stages in Game Start mode. Here you can play any stage you have completed in the game, so this is a one-stage mode, for if you don’t have time for a full game and don’t want the challenge of a mission. The game has a separate high score table for each stage you’ve unlocked in Score Attack. Unfortunately, the names for all of the characters and stages here are in Japanese even when the game is set to English-language menus, so I don’t know who the non-To Heart characters are.

Next is Ranking. Here you can view your high scores in each mode, both for the main game and for each stage in Score Attack. Some mode names are in English and others Japanese, and others a mix of both. Heh. The game saves the top 10 scores for each table.

Following this is the Replay menu. Here yo ucan watch replays if you have saved any during or after a stage.

Next is the Config menu. This menu has three panels, for Game Setting, Sound Setting, and Display Setting. Here you can change the base game difficulty, turn on or off the floating menu (so it moves away when you go over it, I like this), turn on or off a FPS counter, set the number of lives you get per game, and set audio volume settings and such, and more. One nice option is Inst Skip, which skips the intro screen telling you how to play, unnecessary once you’re used to the game. Setting Inst Skip to On is a good idea, once you know how to play. There are two more options on the Display Settings screen that you will have to unlock, Hit Disp and Language. Hit Disp is the most important of these; I mentioned it earlier. This enables those solid red boxes over each sprite’s hitbox. Definitely check it out once you unlock it, it’s very useful info to know even if it covers over the sprites. And second is the Language setting, to switch between English and Japanese menus.

Finally, there is the Collection menu. This menu has five sub-menus, once you have unlocked them: Graphic, Music, Attack, EX Config, and Ending. Graphic allows you to view any of the background images in the game that you have 100% completed. Even though I have completed almost all of the regular stages in the game on all routes I’m only at 53%, so obviously I’m missing a lot of those special final bonus stages at the end of the game, or something like that. I presume a LOT of replay, on different routes and with good scores, will be required to get all of the images. Music is a music test, of any music you’ve heard. Attack records how many of the various boss attacks you have seen while playing the game. I’m in the 80-percent range for this one, so I’ve seen most boss attacks, but not all of them. You can’t actually watch the attacks here, unfortunately, only look at small pictures of them. Ending lets you view any endings you’ve seen. I have gotten two, the Good and Bad Endings. They are quite similar, but have different music and show different stages on the side of course, as the credits scroll. I do wish the endings were more different, but maybe there’s some secret one I don’t know about? Who knows. As for EX Config, these unlock as you play. At the point I am at in the game, I’ve got five things in this screen. It’s not interactive, it just shows what hidden options you have unlocked. First, and everyone has this, you will find your total play time (over 33 hours, for me). Next, there’s the ability to take screenshots in the game from the pause menu. Then after that I unlocked the Hit Draw option, which makes that Hit Disp option appear. Next is Free Shot, which will save a screenshot to a file whenever you press F11, for even easier screenshotting. Nice! And last is Language, to change the display language between English and Japanese. I think English is the default, for whatever reason, in this Japanese game, but regardless you can change it if you want.

And last, you can quit the game with Exit.

6

One of the last levels, as the enemy opens fire early in the stage. Dodging everything will be difficult. Also note how much of the screen is taken up with the portrait — getting a 100% will be hard, you’ll need to corner the boss in a small area.

Conclusion

Overall, Gal Pani X may be a visually risque game, with dozens of images of scantily-clad anime schoolgirls (though it has no nudity, at least), but the core gameplay beneath that iffy exterior is fantastic and extremely compelling. I would never still be playing this game once in a while, or be writing this review, if the actual game here wasn’t good… but it is, it’s really good! It really is true that whenever I play a Qix-style game, I think ‘this is fun… but Gal Pani X is better’. Being able to move around inside of the filled area is such a fantastic feature that I don’t understand why other games in this genre haven’t copied it! And yet, as far as I know, this is the one and only Qix-style game ever to do this. It’s crazy. The bullet-dodging mechanic this allows is also a great addition which makes the already tricky core gameplay even more challenging. Qix had a very good concept, and this game evolves on that idea in ways which make it better. I do admit that it helps that I like the To Heart anime, the game that makes up so many of the sprites and backgrounds in this game, but still, I am certain that I would love this game regardless of what the theme was. The core gameplay is exceptional.

For criticisms of the game, really I have only two — I wish there was a game like this but without the anime-girls-in-underwear artwork, and I wish there were better English-language instructions particularly for the combo system. I could make some other minor complaints, such as that the amount of replay required to get everything is a bit more than I’ve ever wanted to deal with, but that’s only an issue if you must collect everything you can in the game. I don’t mind not having all of the unlockable images and such, myself. I like the game enough to play it for over 30 hours, but not to play it enough to get everything. But for issues that’s really about it, though. I guess I could also complain about not knowing exactly what to do to get the numerous remaining stages, but I don’t mind that honestly; just keep playing and do better and you WILL see different final stages, so I know what to do, I just didn’t keep playing long enough to get everything. Anyway though, otherwise I love this game. The game has good sprite art, well-drawn backgrounds (where ever they came from), good, very responsive controls, huge amounts of replay value thanks to the unlockables and branching level tree, a high but approachable difficulty level, and, above all, great gameplay. Sure, I first played Gal Pani X because of To Heart, but I found one of the best freeware PC games around. I give Gal Pani X an A-, and it borders on a low A so it might deserve an A.  It is a quite good game I definitely recommend. This is a unique game which puts a new spin on an arcade classic and improves it as a result. I’m still waiting for a Qix-style game better than this one. (For those who can’t stand the visual themes, and I can certainly understand why someone would think that way, if you like this kind of game at all, at least try it for the gameplay! That is the focus of the game, and it’d be a shame to miss out on this game because of the graphics.)

7

This bullet pattern is interesting — a lot of things drop from above, and you’ve got to move left and right to stay away from them.

Links

http://d5-dot.net/ was the developers’ website. It is now gone from the internet, and isn’t archived on web.archive.org. Argh.

http://www.ricedigital.co.uk/doujin-classics-sispri-gauntlet/ has a nice review of the developers’ other game, Sispri Gauntlet, from someone who actually has the full version of the game.

http://games.softpedia.com/get/Freeware-Games/GalPaniX.shtml – Here is one of the few sites with a download of the game which isn’t a sketchy “abandonware” site full of downloads for licensed games. The download here works great, so download, unzip (this game doesn’t install, it’s just a folder; run GPX.exe to play), and play the game!

Most English-language websites which mention this game are abandonware sites; they’re easy enough to find in a search, but I’d rather not link such things.

Oh, I do have a copy of that earlier 2000 demo version; I’m not sure how hard that is to find on the internet now that D5’s site is dead, the sites I saw only seemed to have the final game.

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