Game Opinion Summaries: Sega CD (Mega CD) – The Genesis’s Good Addon

Platform Summary and History

Ah, the Sega CD, Sega’s first disc-based platform. The Sega CD was released in late 1991 in Japan, fall 1992 in the US, and 1993 in Europe. The system attaches to the Sega Genesis, and, as the name suggests, plays CD games. The system also has save memory in it, and some additional hardware as well — in addition to some more RAM, the Sega CD has hardware scaling and rotation support, unlike the Genesis. The additional RAM makes video fairly easy, though hardware restrictions, and the Genesis 64-color limit, mean that video often has only 8-16 colors in it. It is real, moving video, though, which was an accomplishment at the time. Games which use the scaling and rotation hardware often look quite nice, as well.

As I mentioned, The Sega CD has 8KB of internal rechargeable battery-backed save RAM for game saves, and also has a memory cartridge, the Sega CD Backup RAM Cart, for a much larger save space — it’s 128KB! Unfortunately almost no action games support any kind of saving; it’s mostly only used by FMV games, sports games, and RPGs. Unlike the Turbografx CD, there are no shmups or shooting games which support saving your high scores to the system, for example. It’s disappointing. Still, for the games that do support it, the very large size of the memory cart is fantastic. You’ll really only ever need one.

System

Sega CD Model 2, the kind I have.

The Sega CD was Sega’s answer to the Turbografx CD (PC Engine CD in Japan), which was successful and gaining in strength when the Sega CD released in 1991. It was also a pre-emptive strike against Nintendo’s upcoming [but never to be released] SNES CD. Sega failed to take over the CD market in Japan, and the TGCD easily won there, but it did do well in the US. Sega’s newer system has some hardware advantages versus the Turbo CD… advantages which Japanese games did not always take advantage of. The Turbografx CD, the first console CD addon (it released in Japan in late 1988), didn’t add any new hardware features other than the large disc and some internal save memory, but the Sega CD has hardware scaling and rotation, which is a huge plus. The additional RAM when compared to the original Turbo CD also makes video much easier; on the Turbografx cutscenes are more often than not inanimate stills, even for many games that require RAM-expanding system cards, but on Sega CD, video is easy. The Sega CD is limited by the Genesis’ 64-color limit, however, and when playing video, that 64 color limit is restricted even more. As a result, video on the system is often using only a handful of colors. It … can look bad. Even so, it IS video. I know that some Turbo CD games have [animated or live action] video (particularly on Super CD), but many titles do have only animated stills, while animated Sega CD games generally have video. Overall, compared to the TGCD, the Sega CD is more powerful, with easier video support and hardware scaling and rotation, but is severely limited by that 64-color limit. The TG16 can display hundreds of colors (even though both systems have 512-color palettes), so it wins in that for sure.

Now, the library. The Sega CD saw its greatest success in the US. Of the up to six million Sega CD systems sold, 2.5 probably million sold in the US. We do not know actual Sega CD sales numbers, and even a good estimate has eluded us, but it’s somewhere between 1.5 and 6 million systems, anyway, and was most successful in the US. That 2.5 million number, if accurate, is more than two and a half times the probable total of TG16 plus TGCD plus Turbo Duo systems (about 900,000 TG16s plus ~20,000 Turbo CDs and 20-60 thousand Duos are the best estimates I’ve seen), and it’s significantly more than the Sega Saturn sold in the US as well — that system only managed about 1.5 million systems sold here. It’s highly likely that the Sega CD did indeed outsell the Saturn in the US. And going by game availability I’ve seen around here, I believe that the Sega CD outsold the Saturn; I’ve certainly seen more Sega CD games around than Saturn games. In fact, the TG16 plus addons’s worldwide total is in the same ballpark as the Sega CD’s sales total! The system didn’t do as well in Europe, but still, a solid majority of Sega CD systems sold in the West. Of course, that the Genesis sold tens of millions of systems in Western markets, while in Japan they finished in third place, obviously was a major factor behind that as well. The Japanese game library for the Sega CD is, overall, underwhelming. There are some great games in the Japanese library, including six shmups, several great strategy games and RPGs, and some more, but Sega of Japan itself failed to capitalize on their own hardware. There are almost no Japanese SCD games which make good use of the scaling and rotation hardware, for example; there’s the Sonic CD bonus stages (average, looks like SNES Mode 7), the disappointing After Burner III, the impressive Formula One World Championship, and not much of anything else. And those latter two titles were outsourced, and not actually developed by Sega, even though Sega did publish them. For third party Japanese titles, Night Striker is about it; it’s solidly done. Most of the games which pushed the scaling hardware are Western, though, primarily titles from Malibu/Clockwork Tortoise and Core Designs. The Japanese title Silpheed looks amazing, but ther than that, most of the most impressive looking games on the Sega CD are Western.

One major problem with the Sega CD’s library is that Sega of Japan simply did not put the effort into supporting their CD system that NEC and Hudson did with the Turbo CD in Japan, and it shows. While NEC and Hudson moved the primary format for their system over to CDs, Sega of Japan mostly stuck with carts for the top games, and left the CD for enhanced ports of games from other platforms (mostly Turbo CD or Japanese computer games) and only a handful of internally developed top-tier efforts. Some games which did start on the Sega CD, such as Phantasy Star IV and Outrun 2019, ended up being cartridge releases. And Sega released the 32X in late 1994, only a few years after the Sega CD, and the Saturn at the same time as well. While the Sega CD released in 1991, Sega of Japan had almost no first-party software at first. The whole next year saw no improveemnt. You can see this when you look at the US launch, 9-10 months after the system released in Japan. Sega of America had so few options that they were forced to make all of their packin games in the first year of the systems’ life be third-party titles, including first Sherlock Holmes: Consulting Detective (a game also available on Turbo CD and PC) and Sol-Feace (later also released on cartridge; it’s a port of a Japanese computer game), and later Sewer Shark (later ported to 3DO). The situation improved somewhat in 1993 as Sega of Japan did release some high-quality major Sega CD titles in 1993 and 1994, most notably Sonic CD but also including Shining Force CD, Dark Wizard, Panic!, and more. Later Sega CD and CDX models in the US were packed in with Sonic CD, for example. However, at the end of 1994, with the 32X and Saturn releases Sega of Japan essentially abandoned the Sega CD. All of Sega of Japan’s first-party releases in Japan in 1995 were Western titles, and they didn’t even release all of them there. As a result of this, the Sega CD’s first-party Japanese game library is singularly unimpressive. There are some hits, but far too many ports of B and C-tier games from other platforms (many of these never released in the West), and almost nothing that made any use of the scaling and rotation hardware, either.

In comparison, Sega of America put serious effort into supporting the Sega CD between 1992 and 1995. These efforts are often unappreciated today, as the largest part of their release library went into games full of live action video, but in 1992-1995, that kind of game was popular and highly desired, so regardless of how questionable many of the titles are as actual games, I think that SoA’s decision to focus so much on live-action video FMV games was a reasonable, defensible choice. That FMV-game library is the primary reason why the Sega CD sold as well as it did in the US, after all; games like Sewer Shark, Night Trap, and the like sold a large number of those systems. I know many people hate FMV games, and I’m not much of a fan of them myself (I dislike a lot of them), but it was the right decision at the time. I do think that this was a factor in the Sega CD fading in 1995, as that year FMV was being replaced with polygonal 3D as the thing everyone wanted to see, but still, it brought it a level of success for a while, which is something. It would have been nice to see more platformers and action games from Sega of America on the Sega CD, but ah well… at least they did a few. Sega of Japan’s library, Sonic CD aside, is extremely heavy on the RPGs, adventure games, and such, and very light on much of anything else. Those are games which work better on a CD than a cartridge, certainly, but it wasn’t the kind of library that had made the Genesis successful in the West and wasn’t going to sell here, and didn’t succeed at making the Sega CD equal the Turbo CD in Japan, either. Continuing to support the Genesis was a good idea, but Sega needed more stuff on the Sega CD as well. Of course Sega was overloading themselves with far too much hardware, and thus supporting any one platform enough was a problem, but they should have been able to see that. They didn’t until too late.

Regardless of that, largely thanks to third party efforts both Western and Japanese, I do like the Sega CD’s library. Both Sega branches produced a few lasting classics for the system, and third-party companies like Core, Working Designs, and more made some great games as well. The Sega CD is a good console well worth owning. The library is only moderate-sized (100-something, in the US), but it is far larger than the 32X’s library, and games like Silpheed, SoulStar, Battlecorps, and F1 World Championship are quite impressive looking (and playing!) as well. The Turbo CD is the better platform for CD versions of games that could have been on cartridge (minus the cutscenes and music), but the Sega CD has a clearly distinct library. Overall the Turbo CD IS probably the better platform, but the Sega CD is much cheaper and more affortable, and its top titles include some great classics, and some of the best shmups playable on the Genesis, too. Any serious Genesis fan should absolutely get a Sega CD. It has enough great games to definitely be worth it, even if Sega didn’t capitalize on it as much as they could have.

There are several models of Sega CD. First, there is the original model, with a tray-load drive, which sits below the Genesis and was designed to match the original-model Genesis. Next came the side-by-side top-loaded Model 2 Sega CD, pictured above. It is more reliable than the model 1, and was designed to match the model 2 Genesis best. The last first-party model was the Sega CDX, a small Genesis and Sega CD combo unit which also works as a portable CD player. There are several third-party models as well, including the Sega PAC for the LaserActive, which can play regular Genesis and Sega CD as well as LaserActive-exclusive Mega LD games, and the JVC X’Eye and its Japanese equivalents, the Wondermega line. The X’Eye/Wondermega systems are all-in-one Genesis plus Sega CD clone systems licensed by Sega.

I bought my Sega CD in June 2006, one month after I got a [model 2] Genesis. I was very lucky, and found a Sega CD, attached to a model 1 Genesis, with one power supply and no controller, for $5 at a local pawnshop. It’s the only time I saw a Sega CD for sale there, and it was really cheap! It was untested, though, so I was taking a chance, but when attached to my Genesis 2, not only did the Sega CD work, but it’s worked flawlessly ever since. It even still had save files on the system when I got it, somehow! That Genesis 1 attached to it never worked, however. The power light turns on, but nothing else happens. Oh well, I have a Genesis 2. At first I did play quite a few games on CD-R, since the system has no copy protection, but over time I’ve bought a good-sized library of actual titles. The Sega CD is a good system worth having. It’s not as good as the Genesis, and the Turbo CD is better overall even if it very rarely manages actual moving video because it’s got more great games, but the Sega CD is still a very good console with more than enough good games to absolutely be worth owning. It’s also an interesting piece of history, thanks to its huge FMV-game library, but there ARE great non-FMV games on the console as well.

My favorite games for the Sega CD

1. Lunar 2: Eternal Blue
2. Sonic CD
3. SoulStar
4. Dark Wizard
5. Keio Flying Squadron
6. Silpheed
7. Robo Aleste
8. Shining Force CD
9. The Adventures of Batman & Robin
10. Popful Mail

Honorable Mentions: Battlecorps, Snatcher, Rise of the Dragon, Ecco the Dolphin, Ecco 2: The Tides of Time, Mickey Mania, Flink, Formula One World Championship: Beyond the Limit, Night Striker, Wirehead, Lodestar: The Legend of Tully Bodine, Star Wars: Rebel Assault (kind of), Lunar: The Silver Star

Worst Games: Bram Stoker’s Dracula, Double Switch, Supreme Warrior, Tomcat Alley

Table of Contents: Games Covered

Sega CD

4-in-1 Classic Arcade Collection
5-in-1 Classic Arcade Collection
The Adventures of Batman & Robin
The Adventures of Willy Beamish
After Burner III
AH-3 ThunderStrike
Android Assault: The Revenge of Bari-Arm
Annet Futatabi (J) [Annet Again]
Battlecorps
Bram Stoker’s Dracula
Brutal: Paws of Fury
Chuck Rock
Chuck Rock II: Son of Chuck
Cliffhanger
Cobra Command
Dark Wizard
Demolition Man
Devastator (J)
Double Switch
Ecco the Dolphin
ESPN National Hockey Night
Fahrenheit (SCD) (CD/32XCD two-in-one)
Flink
Formula One World Championship: Beyond the Limit
Ground Zero Texas
Jurassic Park
Keio Flying Squadron
Lethal Enforcers
Lodestar: The Legend of Tully Bodine
Lunar 2: Eternal Blue
The Mansion of Hidden Souls
Mickey Mania: The Timeless Adventures of Mickey Mouse
Midnight Raiders
Mortal Kombat
Night Striker (J)
The Ninja Warriors (J)
Panic!
Popful Mail
Racing Aces
Revengers of Vengeance
Rise of the Dragon
Robo Aleste
Sewer Shark
Sherlock Holmes: Consulting Detective — Volume I
Shining Force CD
Silpheed
Snatcher
Sol-Feace
Sonic 1 Megamix (PD)
Sonic CD
Spider-Man vs. The Kingpin
Star Wars Chess, The Software Toolworks Presents
Star Wars: Rebel Assault
StarBlade
Stellar Fire
Surgical Strike
Third World War
Time Gal
Tomcat Alley
WireHead
WWF: Rage in the Cage
Yumimi Mix (J)

Sega CD 32X

Fahrenheit (32XCD) (game is CD + 32XCD two-in-one)
Slam City with Scottie Pippen
Supreme Warrior


There are about 62 games covered here. Games do not save unless I say so (listed after the number of players). The Sega CD Backup RAM Cart is the system’s only memory card. It goes in the Genesis cart slot, and has a lithium cell battery in it (not a CR2032, though; it’s a higher-density battery than that). The Sega CD itself has only 8KB of save space, which goes fast, but the Backup RAM Cart has 128KB. Not all games support saving directly to the cart, so for some games you have to transfer files back and forth in the Sega CD system menu, but either way, the Backup RAM Cart is an essential accessory. They’re kind of pricey, but a must have. I also list it if games support the 6-button controller, and would mention the mouse if I had any of the few games that support it. I also mention the Cyber-Stick joystick/XE-1AP analog controller the few games that support it. It’s an analog joystick and gamepad (both work the same way) that was only released in Japan, naturally. I list this as “XE-1AP” but the Cyber-Stick works with those games too.

As always, I only cover is only games I’ve played on actual hardware, not in emulation.

Summaries – Sega CD


4 in 1 Classic Arcade Collection (contains Golden Axe (new version), ). This disc was a pack-in with the original US release of the Sega CD, and includes a slightly redone version of Golden Axe and straight, unaltered ports of three Genesis games, Revenge of Shinobi, Columns, and Streets of Rage. Yeah, it says “arcade collection”, but it’s basically a Genesis collection. Golden Axe’s graphics are from the Genesis game, but two changes have been made, one good and one bad. On the good side, the game has CD audio, which is great. I like the CD audio mix of the soundtrack. On the bad side, for some bizarre reason the game was made single player only. Very disappointing! Multiplayer is one of the major reasons why beat ’em ups are fun, so with no multiplayer it’s just not nearly the same. Still, this is worth considering if it’s cheap, for the CD music. My copy of this is a dual-case game with the 4-in-1 on one side, and Sherlock Holmes: Consulting Detective on the other, as it apparently came in the original packin. (The other pack-in game with the original Sega CD 1 release, Sol-Feace, came in a separate paper jewelcase.)


5 in 1 Classic Arcade Collection – This is the same as the above collection, except with one game added to the collection of straight Genesis ports on the disc, Super Monaco GP. Otherwise it’s identical to the first version. My copy of this is a dual-game paper case with the 5-in-1 and Ecco the Dolphin CD as the other disc. This Ecco and 5-in-1 dual-pack apparently was the pack-in with the Sega CDX, though I don’t have a CDX; I got this by itself. And yes, Golden Axe is still single player only, but with CD audio, just like with the first version of this collection.


Adventures of Batman & Robin

Impressive graphics, and good gameplay too.

The Adventures of Batman & Robin – 1 player. The Adventures of Batman and Robin is a later Sega CD title (1995), developed externally by the same awesome but very short-lived team, Clockwork Tortoise, that also made the Genesis Adventures of Batman & Robin game. Sega published both titles, though the team had come from Malibu Interactive, who had made Batman Returns, Ex-Mutants, and some other games. Malibu had a great engine for SCD scaler games, as you can see in the Sega CD versions of Batman Returns, Hook, and Cliffhanger, and Clockwork Tortoise inherited it. The Adventures of Batman & Robin has the great graphics and solid gameplay you might hope for from a later release. This game is one of the best-looking Sega CD games. Unsurprisingly considering its developer, the game is a sequel of sorts to the Sega CD version of Batman Returns. Specifically, it is a sequel to the driving levels in that game, and it runs on the same engine, I think. Like that game, it’s a “3d” (though sprite-based), scaler driving-shooter game. Some stages are in the Batwing, so they’re straight-out rail shooters, though the whole game plays in that style. Unlike Batman Returns for the Sega CD, though, this game only has driving levels; once Batman reaches his destination, you see a cutscene instead of gameplay. The cutscenes are awesome, though. They look just like the cartoon of the same name as this game, and that cartoon, for those who haven’t seen it, was probably the best Batman TV show ever. This game is essentially a “lost episode” of the TV show — in total, there are 15 minutes of fully-animated cutscenes in the game, all fully voiced by the real voice actors from the show. As in the show, there’s some dark imagery here sometimes; the scene of Batman and the plant monster has a memorable ending, for instance. Eerie.

The Adventures of Batman & Robin has fantastic graphics ingame, too. It makes great use of the Sega CD’s sprite-scaling powers. It’s really too bad that so, so few Japanese Sega CD games actually make use of the systems’ sprite scaling power, but at least some Western games do, and this is one of the best. There’s more to say about the game, but in short, The Adventures of Batman & Robin is a definite must-play Sega CD game. It’s gruelingly hard, but keeps you coming back again and again, as the game is incredibly fun to play. You’ll die a lot, and get game overs, but will keep coming back. The difficulty is something I need to say more about though. First, as with almost all Sega CD action games, the game does not support saving. I have no idea why almost no action games on the Sega CD support any form of saving (even just for high scores would be awesome!), but they don’t, and this one is no exception. The game has limited continues too, and a very, very high difficulty level. Even just getting past the third level will be a very serious challenge, and I have never finished the Joker’s cyber-world stage. It’s a crazy-hard maze of dodging and shooting. Relentless, brutal stuff. But even if you can’t beat it, as I can’t, definitely get this game! It’s a visual standout, it’s connected to a great ’90s cartoon, and the game plays great, even if it’s unforgiving. Highly recommended!


The Adventures of Willy Beamish – 1 player, saves (to system only). Willy Beamish is a Dynamix (Sierra) adventure game from the early ’90s. It’s a good classic adventure game where you play as a “normal” fourth-grade boy, Willy Beamish, and have to go through various adventures in your town. You start out in detention, because you played a prank on the teacher, and ahve to get out, and try to get home before your bad report card does. Yeah, I can’t relate to that much, but it’s a solid setting for a fun adventure game. However, the game has a problem: the frequent long load times makes this version hard to justify playing today. The game itself is a fun, interesting graphic adventure from a great adventure game studio, but those load times… argh! I actually find most Sega CD loading tolerable, but in this game they’re just so frequent (every screen!), and so long, that it is a problem, unfortunately. Still, the game is a good cartoon-style game. And yes, the game may start out normal, but it gets weirder farther on. This version is a port of the PC original. It’s a lot like the PC game, except here it’s on a CD, so of course it’s fully voice acted, something you won’t find in the floppy-disk-only PC game. The voice acting is okay, as usual for Sierra adventure games. I like Sierra adventure games, and this is a fun one, so it’s cool to have for Sega CD. There’s only one problem, but it’s a really bad one: The load time are horrendous and frequent. If you play this game, you will spend a LOT of time staring at loading screens. In 1993 that was probably tolerable, but now? I do recommend playing this game, but play the PC version if you value your time. Fun stuff… if you can survive the innumerable loading screens. Overall though, I recommend playing the other Sega CD port of a Dynamix adventure game, Rise of the Dragon, instead; it’s also a good game, but isn’t crippled quite as badly by loading screens. That’s a very different kind of game though, of course. Much more serious and adult. Anyway though, Willy Beamish is good classic adventure-game fun, but I just can’t take the waiting. Also on PC, Mac, and Amiga (in Europe only on Amiga).


After Burner III – 1 player, supports XE-1AP analog controller. After Burner III is a port of a Sega rail shooter. While it has the “After Burner” name on it, this game is much more like a subpar predecessor to G-LOC than it is a sequel to After Burner, unfortunately. The game is a home port of Sega’s arcade game “Strike Fighter”, so the After Burner name was tacked on for greater sales of the home versions. The home ports were actually outsourced, too — though Sega made the arcade game, the home versions were done by CRI. and they did a mediocre job. Yes, Sega’s only first-party-IP Sega CD scaler-style game is a highly disappointing, bland, oursourced port. Sega of Japan’s Sega CD release list was … quite weak, and Sega of Japan never did do much of anything with the scaling and rotation powers of the system, Sonic CD bonus stages excepted. And compared to Wetsern stuff like SoulStar or The Adventures of Batman & Robin, those bonus stages, or this game here, look awful. It’s really, really disappointing that Sega of Japan didn’t put any effort into making action games for the Sega CD. They did some RPGs (mostly ports of Japanese computer games), sports games, and a handful of (2d) exclusives mostly in the RPG, strategy, and adventure fields, but not much like what you’d expect from Sega. I think I could make a good argument that there are more good great exclusive Sega of Japan games on the 32X than on the Sega CD, strangely enough, considering that they mostly dropped the 32X after like six or seven months, but supported Sega CD for three years!). Anyway, yeah, this game’s actually by CRI, and it has very bland graphics. The objects on the ground are small and uninteresting. The game has limited motion, as in G-LOC — you can’t fully fly around like you could in After Burner I and II. You get used to it, but it’s not quite as good. Also as in the aforementioned G-LOC, which released later, this game has you flying in the cockpit of a fighter plane, as you shoot down all of the planes coming at you. The graphics are just so, so bland, though, that the game quickly gets boring. I liked G-LOC (the arcade game, at least), but this one isn’t much fun. I don’t know if Strike Fighter is better, but I imagine the better arcade graphics, and a flightstick controller, would make this a bit more fun. Even in arcades, though, this surely was never After Burner’s match. The arcade game isn’t the greatest, but does look better than this, and the system can do better. This game is just decent enough to maybe be worth getting for a few bucks, but only get it if it’s very, very cheap, and have very low expectations. If you want to play a great After Burner game on the Genesis, get After Burner for 32X — it’s a fantastic port of After Burner II, and it’s a great game. This is not. It could have been had Sega cared about making good action games for the Sega CD, but they didn’t, so it isn’t, and Sega’s attempts at publishing ports of arcade scaler games on their first system with scaling and rotation chips ended here. Pretty pathetic, that. Ah well, at least After Burner and Space Harrier made it out on 32X… though I badly wish Outrun had as well! Also on Fujitsu FM Towns (FM Towns Marty compatible, Japan only) and in arcades. Apparently the FM Towns version is just as bland as this one.


AH-3 ThunderStrike – 1 player, saves (to system only). AH-3 ThunderStrike is the first of Core Designs’ three scaler action games on the Sega CD, and it’s the only one of them that supports saving, stupidly enough; the two later games, Battlecorps and SoulStar, are better games than this, but it’s really frustrating that they removed the save system from those games that this one has. This game was successful and popular, unlike those two games, and became a lasting franchise — the game has two sequels, one on the Saturn and Playstation, and the last on Playstation 2. ThunderStrike was clearly successful. The game is a helicopter action game. You fly around, shoot at stuff, and win the mission once all of your objective targets have been destroyed. Unlike, say, Desert Strike, though, here you control the copter from a third-person view directly behind your vehicle. The game is a fairly simple shooting game. You fly around, use your different weapon types against their appropriate targets, and try to stay alive. There are military-style briefings before each mission that tell you your objectives. I don’t find this game nearly as exciting to play as Battlecorps or SoulStar, as I prefer the deeper gameplay those games have, and like their sci-fi settings more than this modern-military setting as well, but still, ThunderStrike is definitely worth getting. It’s a good game, first and foremost. It’s not the best Core Design game for the Sega CD, but it’s a fine one, and it’s definitely fun enough to be worth playing at least some of. And with that save system there, you won’t have to play it all in one sitting, either, which is great. Try it.


Android Assault: The Revenge of Bari-Arm
– 1 player. Android Assault is a horizontal shmup. In this game, you control a plane that can transform into a robot, as you fight to save the universe from evil etc etc. The intro cutscene is solid, but predictable. The plot comes from Macross or Gundam or something like that, and the gameplay is a hybrid of Gate of Thunder (for Turbo CD) and the Thunder Force games (for Genesis). Don’t expect any original ideas in this game, you won’t find them. It’s a clone, through and through. The game is a good game, it’s well made, has good graphics, solid robot designs, and some solid level designs as well… but I can never shake the feeling that this game is too derivative to love. I just can’t entirely respect this game; they clearly didn’t use any original ideas when designing it. The game does have some areas which are a few screens tall, but Lightening Force has that, so that wasn’t first seen here either. The weapons are good, but the green laser can be tricky — it shoots a column of narrow beams, so hitting enemies with it requires precise placement. Still, with good graphics, fine level designs, and plenty of fun, Android Assault is a pretty good game, it really is. It’s probably my least favorite of the Sega CD shmups that I’ve played (and I’ve played all of them except for Lords of Thunder, which is probably better than this), but still, it IS a good game; the Sega CD’s six or seven shmups are just all very good games. Android Assault isn’t particularly expensive, and is a fine, quality shooter, so absolutely pick it up. I would recommend playing better games like Lightening Force or Gate of Thunder over this, if you have to choose, but still, Android Assault’s worth playing sometime too, for sure.


Annet Futatabi (J) (Annet Again) (Japan only release) – One player. I don’t own this game right now, but I did play and complete the game on my Sega CD several years ago. I’ll get a copy eventually for sure, even though it has issues. Annet Again is the third game in the series that includes Earnest Evans (GEN/SCD), the first game, which starred adventurer guy Earnest Evans and is generally considered to be poor, and El Viento (GEN), the second game, which is a good platformer. This one’s entirely different from the first two, though, as it’s a beat ’em up this time. As with El Viento, you play as Annet here. This time she’s gotten involved with some evil neo-Nazis, or something, at a castle in Europe I think. The story is decent, as usual in the series. Unfortunately, the game has no multiplayer, which is never fun in this genre; one of the best things about a beat ’em up is always playing them co-op with others! You can’t do that here, sadly. Otherwise though, it’s a serviceable beat ’em up. It’s not one of the greats of the genre certainly, but isn’t awful either. Perhaps the most annoying design decision is that you can’t use your super attacks during boss fights. The super meter charges up, and when full you can unleash a powerful blast against everyone on screen… as long as you’re not in a situation where you actually need it, that is, in a boss fight. Actually letting you win bossfights without tedious frustration? That’d be crazy, these designers seem to have thought! Argh. And when you die in a level, you start it over; no continuing where you died here. You do get infinite continues though, at least, and the levels are on the short side, so it’s not quite as bad as it sounds, but it is frustrating. The graphics are decent, and there is CD music of course. The game also has plenty of cutscenes which are fully voice acted in Japanese. Even though I don’t know what’s being said, with the pictures and vocal words (as opposed to text), I can get some of the sense of what’s going on. The story and cutscenes are well-done, I wanted to keep playing in order to see what would happen next. Still, I’d like to see a translation sometime. I think that the game doesn’t exactly end in the most conclusive of fashions, but unfortunately they never made another game, so this ending will have to do for the franchise. Maybe someone will bring it back someday… okay, likely not, but you never know.


Battlecorps – 1 player, 6 Button Controller supported. Battlecorps is Core Designs’ second Sega CD scaler action game, and this one’s quite the game. Battlecorps is a first-person mech shooter. It’s got a cool futuristic theme, and looks and plays great. First, a guy explains what your mission is. The speech is kind of hard to understand, but fortunately the game is pretty straightforward. You walk around in a mech, exploring around a nice variety of levels, killing enemies and finding your way through the stage. Some levels have bosses to fight, so kill those too. You have six weapons, and can switch to them with X, Y, Z, and Mode plus X, Y, and Z; the 6-button controller is highly recommended for this game, it makes switching weapons much easier. The graphics are fantastic; this is one of the better-looking Sega CD games around. The mech cockpit looks very cool, and the “walking” sound you make asy ou move around is awesome. You can choose between three playable characters in this game, too. They have different stats, but also act as your lives — after each dies you choose one of the others, and then lose all three and it’s a game over. This game is hard, and long too; this really needed a save system! You had one in ThunderStrike Core… bah. At least there is a level-select cheat code. I recommend using it in lieu of that badly needed save system. Regardless, definitely, absolutely play Battlecorps. With great graphics, a nice variety of environments, lots of challenge, and plenty of reasons to come back and keep trying, Battlecorps is a must play Sega CD game. And fortunately, it’s cheap and fairly common as well! Pick it up for sure. It’s one of the system’s best, and Core’s second-best game on the console as well.


System

The background graphics are the only good thing about this bad game. Also, note the final boss’s health bar there, at all times in the game.

Bram Stoker’s Dracula – 1 player. Bram Stoker’s Dracula is a FMV platformer. Note that this is a Sega CD exclusive; it’s not a port of any of the other “Bram Stoker’s Dracula” games on other systems. Unfortunately, it might be even worse than what I’ve heard of the other games. So, you control a digitized actor-sprite, and walk to the right hitting bats and rats on your “epic” quest to stop Dracula. This game is a complete disaster of a game; the background graphics are great, but the “gameplay” is so bad that it’s not much of any fun to play. The first problem is that the controls are very stiff and aren’t any good. Your actions are restricted, perhaps because it’s a digitized sprite of an actual actor. Good control? Yeah, you won’t find that here. The gameplay is repetitive, simplistic, and seriously subpar, as well. This was one of the first Sega CD games I got, and man am I glad that I also found Battlecorps early on, because this game is quite the opposite of that one in quality. I do like the FMV backdrops, which get interesting a few levels in, but the gameplay… avoid! The game has very little enemy variety, too. Bats, rats, and not much else, a lot of the time. Hit kick to stomp on the rats, punch to punch the bats, and jump to attempt to jump over pits. Good luck with that; fortunately you don’t die if you fall in them, only take damage, but still, they’re annoying. Later on more enemy types appear, but this game doesn’t have much variety. You can tell that the design was questionable once you notice that on the lower left of the screen, there’s an enemy health bar… the FINAL BOSS’S health bar. Yes, that “Dracula” bar will sit there, full, all the way until you get to the very end of this tediously unfun game. I didn’t stick with it long enough to get that far, and I wouldn’t recommend anyone else do either. It’s not worth it for the bad video clips, the bad controls, the bland and uninteresting gameplay, or much else either. Awful game.


Brutal: Paws of Fury – 2 players, 6 Button Controller supported, Password Save. Brutal: Paws of Fury is a slightly enhanced port of the Genesis cartridge version of this not-very-good fighting game. They added CD audio and adds one new character to the SNES/Genesis original ten. The game was apparently popular, because it got released on not only the Sega CD but also later had a 32X cart release as well, but it’s not good on any system. This is a bad European fighting game inspired by the fighting game craze of the early ’90s, which means think Mortal Kombat, but with comic-book-style animals as the fighters, and a WHOLE lot worse. The game isn’t irredeemably terrible, admittedly, as the graphics are okay, the writing amusing, and the fighting average at times, but it’s definitely not good, either. The characters are moderately entertaining, but once you actually get into a fight, you’ll see how bland and lacking this game is. The game has a few unique features, including that you have to actually earn your special moves by winning matches, and some decent story bits in between fights too, but while that RPG element is kind of interesting, it also makes the early matches even MORE bland, as you don’t even have special moves to use early on! And even once you get them, moves are hard to use. Argh. The password-only save system is also incredibly lazy. I know some other games do this too (Earthworm Jim CD, both Ecco CD titles…), but it’s never forgivable, and these passwords are long! Have a password option too if you want, sure, but support save files on a system which can do it! Ah well. Overall I had low expectations for this game, given what I’d heard about Brutal, and unfortunately, the game lived up to my expectations: it’s not that good. You can certainly do much worse than Brutal, and there are worse fighting games even on Sega CD, but you can do a lot, lot better, too. There isn’t a whole lot of reason to play any version of Brutal, honestly, unless you really like the concept (anthropomorphic animals in a fighting game) or character art, or something. This game is an enhanced version Sega CD exclusive, but it’s a slightly enhanced version of Brutal for the SNES, Genesis, Amiga, and Amiga CD32. The final version was the 32X version, Above the Claw, which adds two more characters to the game, but sadly removes one of the few good things in the Sega CD game, the story scenes. So yeah, if you MUST play Brutal, maybe try this version (Sega CD). It’s below average at best, though.


Chuck Rock
– 1 player, Password Save. Chuck Rock is another Core Designs game, but unlike the two Core games earlier on this list, this one isn’t a Sega CD exclusive. Instead, it’s a port. This game is one of the many Sega CD gaems which is simply a Genesis game with CD audio and a few video sequences added. Chuck Rock was a moderately successful 2d platformer, and was released on many platforms. This version is the same as the others, except it has pretty entertaining cartoon animation sequences added in at the beginning and end of the game. The intro’s pretty good, and is well worth watching. As for the game, though, whether you like Chuck Rock or not depends somewhat on how much you like classic Euro-style platformers, because that’s what this game is. In the game, you play as caveman Chuck Rock, out to save his kidnapped girlfriend. Yeah, zero points here for story. The gameplay has a few original elements, though. You don’t just walk to the right and hit things here, Bonk-style; instead, this game has some puzzle elements. You have to figure out how to progress through the game, and there are some puzzles to solve, as well. Chuck has a … large belly … and can bump things in front of him with it. You can interact with stuff this way. Unfortunately, that is also Chuck’s main attack, so your main weapon requires you to be at very close range. I think the game is alright though, with decent sprite work, a solid musical score, and okay gameplay, but it doesn’t grab me and keep me coming back, and you can get stuck in this game, unless you use a guide, since it does have the puzzle elements. The game does have password save, but that they didn’t toss in save files shows that it was yet another lazy port, even if they did those animated cutscenes. Still, it’s an okay to good game. I can see why it was successful, even if I don’t love it. Because of the animated scenes, this probably is the best version of the game. Without the animated parts, the game is also on SNES, Genesis, Game Gear, Game Boy, and, in Europe only, the SMS and five or six computer platforms.


Chuck Rock II: Son of Chuck – 1 player. Chuck Rock II is actually fairly different from the first game. While it is another caveman platformer, this time it’s a more conventional game. In this game you play as Chuck’s baby son, who has to rescue his father, who got kidnapped this time. He has a club, so you’ve got more attack power in this game than in the first one. The levels are also more straightforward, though there are still some puzzles, where you hit things around with your club. Unfortunately the save system was removed from this game, so there aren’t even passwords. Lame! There is another nice animated cutscene at the beginning, though. As with in the first game, it’s entertaining and worth watching, even if it is cliche. It’s even better than the first games’ intro, and is good length too. The CD version has more animations than the cart versions do, as well, and there is some use of voiced sound effects in the game also, as in Mickey Mania. Pretty nice. Overall Chuck Rock II is a fairly generic platform-action game, but it’s decent to good, and I think I like it a bit more than the first game. It’s nothing original, and may not hold your interest all the way through, but is decent fun for a while anyway. Pick it up if it’s cheap. Also on Genesis, Game Gear, and in Europe only SMS, Amiga, and Amiga CD32 as well (without the CD extras on all but the last platform of course).


Cliffhanger – 1 player. Cliffhanger is another Genesis-to-Sega CD port, but this one has enough added content to definitely make it worth considering. Cliffhanger is a licensed game, based off of the Stallone movie of the same name where he plays a rock-climber guy. I’ve never seen the movie, but it involves guns and thieves or something. Unsurprising. The game is mostly a very mediocre, but overly difficult, beat ’em up. Expect to die a lot, run out of continues on a regular basis, and keep having to start over because the game has no saving on top of those limited continues, of course. This game has some long movie clips on the disc; many Sega CD games have only short movie clips (the ones in Bram Stoker’s Dracula are only seconds long, for example, and may be new and not from the film), but a full 20 minutes of video from the movie were crammed onto this CD. The video quality is poor, of course, but still, it’s impressive that they fit so much on the disc. In addition to the movie clips and some CD music, the other major addition is a scaler-style snowboarding section. The isometric snowboard levels of the SNES and Genesis game are gone here, and replaced with something much more impressive. Malibu Interactive made the SNES, Genesis, and Sega CD versions of this game, so they got their guy who’d done the Batman Returns scaler levels and had him do something like that for this game as well. The results are pretty good; it plays great and looks even better. It really shows off what the Sega CD can do when people who knew how to push it programmed for the system. There is a downside, though: it’s HARD. The snowboarding levels come all at once, instead of being spread out through the game, and are a grueling, almost nightmarish ordeal of pain and suffering. Did you like how hard The Adventures of Batman & Robin quickly gets? Then this is a must-play too! You’ve got to dodge lots of stuff coming at you, and don’t have much time to do that in given how fast you move in this game. The speed is impressive, but makes the game harder. I actually gave up before finishing the snowboard levels, myself… it’s just so hard. Still, this game is absolutely worth getting; whether or not you get through the snowboard levels, they’re a definite showcase for what the Sega CD can do, and the game is well worth getting on those grounds alone. And they are fun to play, too, when you’re not hating them for their difficulty. Unfortunately there’s no “snowboard only” mode in this game, unlike Batman Returns, so you do have to also play the mediocre beat ’em up before the snowboard section, and for the rest of the game after if you get farther than I did, but still, it’s good. There are some little mini snowboard courses you can directly access form the main menu via a cheat code, which is cool. Try them out. This game is based off of the SNES and Genesis versions of Cliffhanger; though the snowboard section is entirely different, of course, and video clips were added, most of the rest of the game is the same. On one final note, Malibu also added some scaler parts into their other Sega CD game, 3 Ninjas Kick Back. I haven’t played that one myself though.


System

Too soon?

Cobra Command – 1 player. Cobra Command is an animated, Dragon’s Lair-style QTE FMV game. It’s actually a Japanese game, though it’s dubbed here of course. In the game you have control of a helicopter, and have to do various missions to save the day from terrorists and the like. The first level’s set in New York City, too. Yeah, it’s ahead of its time! As it’s a Dragon’s Lair style game you have to press the correct direction, or the button, when prompted. This game does tell you what you should hit, but that doesn’t make it easy, for sure. This game is tough. Is it fun? Eh… it’s not awful, but this is definitely not my kind of game. The graphics are decent and the art and animation are nice, but the simplistic Dragon’s Lair gameplay gets old fast, as it does with every game in this genre. I kept playing for a little while, to try to see more areas, but eventually got frustrated with the game and gave up. I’m not the greatest at this kind of game, and the interaction definitely is limited. Still, for its genre, decent effort here from Wolfteam. Arcade port.


Dark Wizard – 1 player, saves (to system or Backup RAM Cart). Dark Wizard is one of Sega of Japan’s best releases for the Sega CD. The game is an outstanding, deep, and relatively complex fantasy strategy game. The game has anime-style character art and a generic ’90s fantasy anime setting and art style, and it looks pretty good. The story is a fairly generic one of heroes who have to save the land from the ancient evil lord, but hey, at least there’s no princess to rescue; just defeat the demon lord, and save the world. Simple enough.

However, while the story may be predictably average, the game isn’t at all. A lot of effort clearly went into Dark Wizard, and it’s awesome that it got a US release! This game is more complex than some others from its time on consoles, and it’s a pretty interesting game. First, you have four different characters to choose from, two male and two female, and each with a different story to play through. If you want to beat all of them, there’s a lot of content here. The four stories do eventually merge, but still, there are enough differences, particularly in their unique beginnings, to encourage repeat play. You control your chosen main character, and an army of troops that you can take from mission to mission as well. Yes, leveling up units is important, because some of them do carry over between missions. On that note, each mission takes place in a specific area of the world, but it really is one big map. Units can also become new classes once they reach high enough levels, too. But perhaps most importantly, the game uses a hex grid, instead of the usual square one. This was a just fantastic idea! Squares are okay, but hexes allow for more strategy, which is why the most serious strategy games, wargames, almost always use hex grids. It’s very rare to see a Japanese fantasy strategy game with hexes, but here one is, on the Sega CD. The game has some complexity to it, too. As you send your army out around each mission, there are various secret things to find, as well as the main objective of simply defeating all of the enemies. The game also has various cities around each mission. If you take cities, you will then get additional income from each one. You can then buy items and such for your army with your income. Castles can only be taken by your leader, but cities can be taken by any member of your forces.

As for negatives, there really aren’t many. I guess I can mention a few things, though. First, if you turn on the attack animations, the load times for those attacks is tediously long. Fortunately the designers realized this, and you do have the option of turning off attack animations. The only other real issue is that some of the secrets, in that classic JRPG/Japanese strategy game tradition, will be near-impossible to find unless you play the game with a guide. That kind of game design is always annoying, even if Japanese games do it all the time… ah well. Do make sure to talk to everyone, of course; some quests or conversations won’t trigger until you talk to the right person, or unless you have the right item in your inventory, or unless you say the right thing. Some solutions are quite obscure. Whatever you do find though, may be helpful; this is a challenging game, and having a strong party is important. Overall, Dark Wizard is an absolute must-play for any strategy game or strategic-RPG fan. It’s an outstanding game, easily one of the best on the console. Get Dark Wizard. It’s one of the best console strategy games of its generation, hands down.


Demolition Man – 1 player, Password save. Demolition Man is a port of the Sega Genesis game of the same name. Yes, this is another cart-to-CD port. This game isn’t as much enhanced as Cliffhanger or Mickey Mania, though; this is pretty much just the Genesis cart game, but with CD audio, CD cutscenes from the movie, and that’s about it. It’s yet another annoying game with password-only saving on a console with internal save memory, too. Even if it doesn’t make the best use of the medium, though, Demolition Man is actually a pretty decent game. Yes, even 4th gen licensed games published by Acclaim could be okay. Demolition Man has good graphics (as with the Genesis game), decent controls, and solid action. The game has ten levels, mostly side-scrolling but a few top-down isometric. In either perspective, the game is an action-heavy game. This is an action game through and through, and you’ll do a lot of shooting. With fine controls and decent, if average, level designs, though, the game’s fun to play. I went into this game with low expectations, but it exceeded them. The game is a cartride title with CD audio and FMV cutscenes from the movie, so if you have a cart version this may not be worth getting, but for those without any version of the game, definitely consider Demolition Man for Sega CD. That CD audio soundtrack is good, and regardless of platform, the game is a fun, solidly above-average run & gun action shooting game which I certainly recommend playing on some platform. Also on SNES and Genesis. Apparently the SNES version might be slower than the Genesis and Sega CD ones, so they’re probably the better choices.


Devastator (J) (Japan only release) – One player. Devastator is a side-scrolling action/shooter game based on an anime of the same name that I have not seen. Devastator was yet another giant-robot-mech anime, clearly, because that’s what this game is too. There are cutscenes, probably from the film, in the game every so often. They’re well animated and look decent for the system; though they aren’t quite as nice as, say, The Adventures of Batman & Robin, they’re fine and add a bit to the game. I don’t really know what the story is, but I do know that what you do in this game is simple enough: use your mech to defeat all the badguys and save the day. Devastator is a bit short, with only six or seven moderate-length levels and an average to low difficulty level, but the last two stages are tough, so the game will take a little effort to finish. The level designs are good, though, so the game kept me coming back until it was over — I definitely didn’t want to stop playing! There’s also no saving, so you do have to play it in one sitting. Still, this game is definitely not going to last all that long, unfortunately. While it lasts, though, it’s a pretty fun side-scrolling action-platformer/shooter. Devastator has decent to good graphics and fun gameplay, until you hit that hard part. The game is mostly a scrolling run & gun style game, but there is a flying level or two which feel more shmuplike (though it’s mostly not autoscrolling). You’ve got several different weapons, and plenty of enemies to shoot at. It’s simple, straightforward stuff, but fun. Devastator is too short, and when I was over I was left wanting more, but still, while it lasts, this game is good. I’d recommend playing it, but do try to find it cheap; the short length is a drawback. I wish this was in English so I knew what the story was… the cutscenes are voiced, so I can get the idea of the tone of voice and such, but I don’t know what they’re saying. Ah well. Overall, I like this game. The shooting action is good, the graphics decent, and it’s fun to play. It’s too bad it didn’t release here.


Double Switch – One player, saves (to system only). Double Switch is, in terms of gameplay, the sequel to Night Trap. The gameplay is the same as that “classic”, and the game is from the same developer, Digital Pictures. Now, I don’t own Night Trap, and haven’t played it, but I have played this game, and I absolutely hate it. So, I think I’d hate Night Trap too. But why do I dislike this game so much? From what I’ve read, it’s supposedly better than Night Trap is, gameplay-wise. Ouch… if this one is this bad, and it’s actually IMPROVED… seriously, why DID that game ever get popular? It’s not like ALL of the live-action-video games were as bad as this one and Night Trap are, they aren’t. But somehow that game succeeded. Ah well. But anyway, in the game, you have to trap thieves who are trying to break in to an apartment building that you are defending with a security system and traps. As in Night Trap, there are several different rooms in the building, and you have to monitor all of them at the same time. Now, the thieves usually appear in empty rooms, not occupied ones. So, just like in the first game, you have to spend most of your time looking at empty rooms, while FMV video scenes that you might want to be watching, but can’t because you will lose, occur at the same time in other rooms. It’s brain-hurtingly bad design… why have all that video there, and then not let you watch it? Really, really stupid. And beyond that, trying to trap the thieves is frustrating too. You have to hit the right button to activate the right trap while the enemy is over it, and timing things correctly can be frustrating. I don’t feel much satisfaction from getting things right, either, honestly. This game is painfully horrible, one of the very worst “games” I own for the Sega CD. I can’t think of anything good to say about it, not one thing. And once people finally realized that about Digital Pictures’ games…, that’s probably when they went under. Also on Saturn and PC.


Ecco the Dolphin – One player, Password Save. Ecco the Dolphin was a very popular game on the Genesis. The game’s a brutally difficult, and very weird, undersea action-adventure game where you play as a dolphin who has to save the world from aliens, or something like that. Yeah, the plot starts out normal, but then gets very strange… and unique. With a difficulty level as high as Ecco’s, though, only the best players got to the end. I haven’t, myself. I keep meaning to put some serious time into this game sometime, but still have not. The few levels I have played I really like, though. It’s a confusing, frusrating, and original title, as you swim around under the sea, try to solve puzzles, use your sonar, and look for air (since, as a dolphin, you have to breathe of course), but it’s brilliant, it really is.

As for this version of the game, Ecco CD is a slightly enhanced cartridge port. The CD version adds six more levels (so 33, instead of 27), enhanced sound, two live action FMV videos of real dolphins at the beginning, and adds checkpoints to the levels, which is very nice. It’s unfortunate that htye didn’t add saving to the system, though. The sequel, Ecco 2, has no such enhancements, but does add animated CGI cutscenes telling backstory; they’re good, Both games’ CD versions also add one other major thing: those amazing CD soundtracks. Ecco CD’s other additions are nice, but the music makes it an ABSOLUTE MUST OWN for anyone who likes electronic music. The Ecco CD soundtrack is absolutely exceptional. It perfectly fits the setting, and is just really, really good undersea atmospheric electronic sound. Awesome stuff. Buy Ecco CD, and get Ecco 2 CD too. (I haven’t reviewed it here since I still don’t own it, but I’ve listened to the soundtrack, and it’s just as good as this games’ is.) Also on Genesis and PC.


ESPN National Hockey Night – Two players, saves (to system only). ESPN National Hockey Night is a bland, generic, and mediocre hockey game from Sony. This game isn’t awful, but there’s nothing really to recommend it, either. I see that it got solid reviews, but I can’t find this game fun at all. With average at best graphics, average at best controls, nothing original or interesting about the game at all, pointless CD addons like random little videos that it stupidly inserts at random points during play (with the expected loading screens too, into and out!), and more, there’s no reason to play this game at all, unless you really, REALLY like 4th gen hockey games. Even if you do, though… play EA’s NHL ’94 for the Sega CD instead. That game is actually good, quite unlike this one. I only paid a couple of dollars for this game, but really, I don’t think it was worth it; it’s not fun, not worth playing, and not really worth owning either. Also on SNES and Genesis. Those versions are probably slightly better, but really, being slightly better than a bad game is not saying much positive. Pass!


Fahrenheit (SCD) (CD/S32XCD two-in-one) – One player, saves (to system only). See my review of the 32X CD version, below, for my coverage of this game — this is the same thing, pretty much, just with worse video quality and fewer colors. In short though, Fahrenheit is an adventure game, pretty much. It’s an okay game, for an FMV game… but man is it frustrating.


Flink – One player. Flink is a European side-scrolling fantasy platformer from Psygnosis, and it’s a great, highly under-rated game that should be a classic. Flink is a young apprentice wizard, and in this game he, and thus you, is the last hope to save the day from evil forces with, as you expect from a videogame, your platforming skills and magic. In addition to jumping on enemies and shooting them with spells, you also can collect items, in order to create new spells. There’s a puzzle element to this part of the game, and if you don’t look up the combinations, figuring out what will create what will take trial and error. If that frustrates, though, just look up the combinations. I did some of that myself; Flink is great, but I do like knowing what I should be doing, and looking for. And with a game as hard as this one is, you need the help.

Flink is yet another cart-to-CD conversion, but this time the cartridge version was only released in Europe, so if Americans want to play this game without importing, you’ve got to buy it for Sega CD. Fortunately the CD version is better than the cart. In addition to the expected CD audio and intro cutscene, it’s also got enhanced sound and some added level segments in this version as well, so it’s a bit longer. Also, having an intro is nice; the cart version doesn’t really have one. As for the game though, Flink is a beautiful Euro-platformer. The cartoony graphics look fantastic, and the game controls quite well for a Euro-platformer too. The game is mostly linear, but the puzzle and spell-component-collection elements add some exploration to the game as well. Overall, as I suggested, Flink really is a fantastic game, and I highly recommend it! The game has only one flaw, its very high difficulty. That flaw is a potentially significant one, as this is a long and grueling game with many levels and even more areas. Since there is no saving allowed at all and not even any continues, beating Flink will take practice and serious effort. Well, unless you use the cheat menu, that is; I haven’t. I think it’s worth the time, though: this is one of the better Sega CD platformers around. Pick it up. The developers of this game went on to make the possibly even more obscure The Adventures of Lomax for the Playstation. It’s a platformer with graphics very similar to this one, except you play as a Lemming and thus have Lemming skills, instead of magic. Look for that game as well. Also on Genesis, Amiga, and Amiga CD32, all in Europe only.


Formula One World Championship: Beyond the Limit – One player, saves (to system or Backup RAM Cart). Formula One World Championship: Beyond the Limit, known as Heavenly Symphony: Formula One World Championship 1993 in Japan, may have a very long name, but it’s also a very interesting game. This game is one of the very, very few Japanese Sega CD games which actually push the hardwares’ scaling and rotation powers. There’s this, Night Striker, and not much else of note. Fuji Television directed and produced the game and did the videos, but Sega programmed it. The game has some flaws, most notably its very slow, tedious pace that will turn off most people who are not serious Formula One racing fans, something I am most definitely not. So, yes, I find this game incredibly tedious, boring, and dull. However, even so, the game is an extremely interesting one on technical grounds. Formula One World Championship’s graphics engine really is great. This game really is in true 3d, and has a smooth framerate as well. Sure, everything is made out of sprites, but you’re in a real 3d world, and the tracks in this game are laid out just like the real tracks are. No other 5th gen racing game could say the same; even Mode 7 games on SNES don’t have anything on this in terms of accuracy. I badly wish that Sega had taken this engine, or team, and had them make an arcade-style racing game too; it could have been fantastic! It’s really a big missed opportunity. With an engine this good, it’s a real shame that it was only used for a hardcore sim.

Now, some people take issue with this games’ controls. If you want the best controls in this game, you will definitely need to customize the car settings, and know what you’re doing with them too. I don’t, myself, so I can’t really do that. I’m horrible at this kind of game anyway, though, so I doubt it would help very much. I do wish that you could skip the practice and qualifying before every race, though. By the time I get to the actual race, I’m pretty bored; you have to do quite a few laps around a mostly-empty track before you finally can race against actual cars, which, for me, is the only fun part. Ah well. Yeah, this game really isn’t for me, but because of its technical accomplishment, I gave it a serious try anyway. I think it’s worth playing, seriously. Play this game, watch some videos of the actual tracks, and be impressed at how accurate this game is. No linescroll game could ever, ever even hope to match this. I think that racing games benefited from 3d more than almost every other genre; sure, I love stuff like Micro Machines and Top Gear, but 3d gave racing games options that just didn’t exist before. Other genres struggled to adapt well to 3d, but racing games took off on it from the beginning, and this game is one example of that. Give it a try, whether or not you find the subject interesting.


System

Keep your trigger finger ready, you never know who’s actually an alien…

Ground Zero Texas – One player, saves (to system only). Ground Zero Texas is a two-CD-long live-action-video FMV shooting game. The plot is that aliens, who are disguising themselves as humans surely for budget reasons, have invaded a small Texas town. Well, you’ve been called in to shoot them all dead. This is another Digital Pictures game, so when I put it in the system, I was expecting the worst. Well, I didn’t get it. While some people hate this game, I actually think that it’s the most fun of the Digital Pictures games that I’ve played. Objectively it’s not exactly a great game, but it’s worlds more fun to play, and competent as an actual game, than dreck like Double Switch or Supreme Warrior are, in my opinion anyway. The acting manages to be fun-bad, which is nice; some Digital Pictures stuff is just awful, but this one’s amusing. As for the game, Ground Zero Texas is a light-gun style shooter, except it has no gun support. Wait, don’t leave; it’s actually decent. As with Night Trap and Double Switch, in this game you’re watching four cameras at once, and have to shoot the bad guys. Except, this time, you actually get to WATCH the videos! Yes, sometimes you do have to look away and go through a shooting gallery segment in an empty area, but most of the time, you actually get to watch the actors this time. It makes a huge difference, actually being able to watch the thing that the game exists for. But you need to pay attention, too, because during each video, at some point someone will turn into an alien. It’s not always exactly the same, as there are some variants of many scenes, so you need to pay attention and react quickly, in order to shoot the alien once revealed, before it can hit you. It’s a tricky game, but it is some fun. The game is tough, and beating it will be a challenge, but it’s fun enough to be worth playing for a while, anyway. With two CDs full of video to play through this game’s got a decent length to it, too — the case boasts that the game has over 110 minutes of video, though you will not see all of that in every playthrough of course. On that note, I love two-CD Sega CD jewelcases… that additional plastic part where the second disc goes is great. It’s very cool that they can fit a second disc without needing a special larger case. So yeah, Ground Zero Texas is fun. It’s got entertainingly cheesy acting and simple gameplay. This is not exactly an objectively great game, but for a 4th gen live-action-video title, it’s decent. Try it, I think. Also, unlike many Digital Pictures titles, this one is in fact Sega CD exclusive — can’t play it anywhere else.


Jurassic Park
– One player, saves (to system or Backup RAM Cart). Jurassic Park is a first-person graphic adventure game. The game is all hand-drawn art, so it’s not FMV. Don’t expect any video from the movie in this one; it’s not there. Instead, what you get is a very tough Myst-esque graphic adventure game. The game is good in concept, and good in exceution as well, except for its difficulty level. You see, you have a timer in this game. You have about twelve hours to beat the game. If you go over time, you lose and have to start over. The timer is strict, so some replay is quite likely. I hate timers in games… argh. It’s a real issue here. Other than that though, or if you don’t mind timed games, this really is a pretty good adventure game. You have to scour every screen looking for items, and then explore around and figure out where those items can be used in your quest to escape from this dinosaur-filled island which you have found yourself on. The music’s good too, and keeps you on your toes with dinosaur sounds as well. Jurassic Park for Sega CD was made by a Sega of America internal team, Sega Multimedia Studio. The studio was something of a disastrous money pit, as Sega spent a huge amount of money to set up the studio, only to have it release only two games (this and Wild Woody) before being shut down, but at least both games they managed to release were pretty good… that’s better than some teams, certainly. Jurassic Park for Sega CD is a pretty original game for a Jurassic Park title; it’s one of the only JP adventure games, and it’s a good one. Definitely play it if you like graphic adventures. And yes, needless to say, this game is Sega CD exclusive, and is ENTIRELY different from every other game on other platforms with the same name. None of the others are even in the same genre.


System

It’s a good old fashioned 2d shmup, in cute ’em up form. Great, even.

Keio Flying Squadron – One player. Keio Flying Squadron is a cartoony shmup, and it’s a tragically rare and very expensive game; it’s surely the most expensive game to buy of all the games on this list, if you get the US release of the game, anyway. That’s really too bad, because this is a fantastic game! Keio is my favorite Sega CD shmup, in fact, just edging out Silpheed and Robo Aleste in greatness. The game is a very anime-styled game, and is a cute ’em up through and through. The game has a completely silly alternate-world plot, and you play as a young witch in a bunny-girl outfit (leotard, bunny ears, the works), who has a very, very frustrating day ahead of her. Nothing goes well, and you’ve got lots of enemies to shoot down as a result. She flies around on a dragon, and you can power the dragon up with powerups. The enemies are all cute cartoon anime designs; it’s a fun, well-drawn game. The level designs, graphics, enemy patterns, and gameplay in Keio are all top-notch stuff. The game has a good difficulty balance too, as it starts out easy, but gradually gets more difficult over time. This game’s just plain fun through and through. The cutscenes are quite entertaining as well; the story’s completely absurd, but that’s what makes it fun. It’s all lighthearted stuff as well; the whole “young girl in bunny suit” element is a bit creepy-anime, but there’s nothing objectionable here beyond that. It’s just such a silly, silly game; she takes on everything from the US Navy and Russian Army to endless legions of an evil raccoon-god militia. The good graphics, music, and design all combine to make a great game that I highly recommend. It’s just really, really too bad that it’s so stupidly expensive… ah well. At least you get a great game for your money.


Lethal Enforcers – Two player simultaneous, Genesis Justifier Light Gun supported. Lethal Enforcers is a port of the popular Konami light gun game of the same name. Lethal Enforcers was a light-gun game with digitized actors to shoot at. This game was also on the Genesis among other platforms, though, and honestly, I can barely tell the difference between this and the Genesis version. The graphics are decent, but doesn’t look better than the Genesis version, not by much. I guess it has more speech and maybe some minor visual enhancements, but seriously, they could have done more with this — it feels way too much like a cart game on a disc. Even the music is mostly cart stuff. As for the game itself, Lethal Enforcers is okay, but honestly, it’s aged. This game was kind of cool back when digitized characters were the new, awesome thing, but they aren’t anymore, and without that, all you really have is a very average light-gun game. This game is set in the modern day, so you’ve got endless waves of bank robbers and the like to shoot down. Lethal Enforcers is an okay game, but I almost never go back to either this game or its sequel, which I have on cart. Still though, if you haven’t played Lethal Enforcers before and, preferably, have the Justifier and a CRT to use it on too, pick it up. It’s not a bad game, just very (too) average, and the near-complete lack of enhancements in this CD version is disappointing. The game’s also hard, of course; avoiding damage is tough, and I doubt I’ll ever beat it. Overall, it’s alright, but nothing special, not now. Also on arcades, Genesis, SNES, and PS1.


Loadstar: The Legend of Tully Bodine – One player, saves (to system only). Loadstar was the first game from Rocket Science Games, and it’s an FMV game, predictably. This game is esentially a bigger, better, and even harder version of Sewer Shark. The game starts with a fairly well-made intro video with live actors. The acting and video quality are well above average for the Sega CD. You play as Tully Bodine, rocket-sled driver in the future. You’re on another planet, and have to get through networks of rails to your destinations, without crashing into oncoming sleds or blocked paths. Because of some troubles you had in the intro, though, you’ve got a time limit, so move quickly! Meanwhile, you also have to shoot enemies which fly around and shoot at you. You’ve also got a shield you can activate which will absorb a certain amount of enemy fire. The ingame graphics are pretty good. There’s almost no graphical variety, but the rails look great, high-quality stuff. However, the game has a problem: navigating is INSANELY hard. In order to beat each level, you need to reach a destination. The problem is, all rails look the same, and there’s no map, so figuring out how to get where you’re trying to go takes a mixture of extreme patience, great luck, and repetition. The only real way to tell where you’re going is to look at the on-screen compass and figure out which compass point, or building in the horizon, you should be turning towards, because the background does turn as you do. Yeah, it’s not exactly precise navigation, to say the least. Your robot copilot will occasionally tell you which way to turn, but this is very rare. If you manage to reach a recharge area you know you’re going the right way. I’ve honestly never managed to beat the first level of this game; I drive around endlessly, shooting enemies and maybe once in a rare while managing to bump into the recharge station, but I never manage to get to that goal. If there was a map I’m sure I could get there easily, but in this game you have to do it all based on near-blind reckoning. And even if you do head in the right direction, sometimes an oncoming sled will force you to take a long detour. It’s all incredibly frustrating stuff. If you ever do manage to beat a level in this game, though, it does save your progress, unlike Sewer Shark, so that’s great. The game has only four levels, but beating them will be quite tough. Still, despite its incredibly high frustration level, I kind of like Loadstar. It’s more fun to play than most Sega CD FMV games, I think. Also on PC.


System

Even back in 1995, long before I had much interest in anime or JRPGs, this ad caught my attention…

Lunar 2: Eternal Blue – One player, saves (to system or Backup RAM Cart). This game is the second of Game Arts’ great Sega CD RPG series, and it’s my favorite 4th gen traditional console JRPG as well. Lunar 1 was a pretty good game on Sega CD, but for several reasons I prefer the PS1 remake (because they added Luna as a playable character in the early parts of the game, because of the visible enemies and added puzzles in the dungeons, and such; there are also some not so good changes, like removing random battles in the overworld, but overall I think it did more good changes than bad). The original version’s great too, but I haven’t bought it because I’d rather just play that one on PS1. Lunar 2, though, I think is better for Sega CD, so this one I have for the Sega CD… and a great, great game it is. Lunar 1 is a very good RPG, but it’s got a much simpler plot than the sequel. Lunar 2 is a deeper and more complex game, and I like the cast more too; they’re still all stereotypes, but they’re quite different ones from the characters in the first game. For instance, how many JRPGs have the main healer character being a gambler-addict man? Well, Lunar 2 does. Lunar 2 is the story of Hiro, initially a self-styled treasure hunter. He’s got a bit more character and personality than Lunar 1’s hero does, and that’s a good thing. He meets a mysterious girl, Lucia, who has great powers, Lucia, and naturally gets drawn into a quest to save the world from evil, as usual in games. The story is decent to good and the characters entertaining. Much like how Hiro is more interesting than Alex, Lucia is a far more interesting character than Luna, and actually travels with you through the game, too. The other characters include that priest I mentioned earlier, a dancer/martial artist girl, and a mage girl, as well as Hiro’s flying dragon/cat Ruby, of course (who is kind of annoying). Lunar 2 has good graphics and music, fun cutscenes, a good story which has some interesting parts and some twists that you may or may not see coming, the same great semi-strategic battle system that the first Lunar had, and more. I haven’t said much about the battle system, but it really is very good. The characters actually have to move around in combat in order to reach eachother, so the game requires a bit more thought than the simple menu-based battle systems of too many JRPGs. I love that, the battle system is great. Lunar 2 is a truly exceptional game and well deserves that accolade I gave it in the first sentence of the review. Working Designs’ translation does have a few silly ’90s references tossed into the script here and there, but I don’t have a problem with that. I also don’t mind that in the US version you have to spend upgrade points to save; you have enough upgrade points (points you spend to upgrade your magical skills) to both upgrade all the magic you need and save on a regular basis. Plus, as always in Lunar games, the save-anywhere system was maintained. That all Lunar titles have save anywhere really is another one of the best things about the franchise, and it makes the games tolerable in ways that many JRPGs are not. No more frustration in losing hours of progress because you’re far from the save point! If you lose a lot of progress, it’s entirely your own fault. That’s much better design.

Now, I would like to spend a while comparing the PS1 and Sega CD versions of the Lunar games, and Lunar 2 in particular. The PS1 remake of this game is more similar to the Sega CD version than PS1 Lunar 1 is to Lunar 1 for SCD, but unlike that game, the main story changes made in Lunar 2 made the game worse, not better. The PS1 version messes up Lucia’s character in several ways, for one thing. I really like her character in the SCD version, but while the PS1 version is similar, a few of the changes really don’t make sense. You see, Lucia is a complete innocent to the world. She comes from teh Blue Star, and knows nothing of the ways of humans. One major plotline in the series is trying to make Lucia understand humans more. It’s a good concept, and it’s executed quite well, on Sega CD at least. The PS1 version is close, but makes a few changes that don’t make sense. On Sega CD, Lucia’s character is consistent, and she shows gradual change over the course of the game. On PS1, though, some stuff is just weird. For one thing, the game adds a pointless, but fanservicey, bath scene early in the game; this scene does not happen in the SCD version. However, The SCD version also actually has more total cutscenes than the PS1 remake! Yeah, they added in that thing, but cut out (or turned just into in-engine dialog) other, better cinema scenes. Disappointing. Another change was to the other bath scene, the one that IS in the Sega CD game. In the SCD version, Lucia’s reaction in the scene is consistent to her character and makes sense. On PS1, though, it’s completely over the top and kind of stupid. Not good. I’m sure I’d have more complaints if I’d played farther into the PS1 version, but I haven’t. I just can’t do it, I always end up playing the better Sega CD version instead. On that note, while I said above that I like PS1 Lunar 1 better than the SCD version, and I do, I do admit that in terms of overworld design, the Sega CD is far better for both titles. The Sega CD Lunars have random battles in the overworld, but on PS1 that was removed. Without the battles, the overworld feels kind of pointless — which they clearly eventually realized, since the GBA and PSP remakes of Lunar 1 remove the overworld entirely and just have a map screen you select locations from. Lunar 2 has no remakes since the PS1, unfortunately, but still, the direction is clear. And as much as I like PS1 Lunar 1, Sega CD Lunar 2, with its larger, harder to navigate, battle-filled overworld is, quite simply, the more challenging, and more fun, game to explore. Random battles are frustrating, but just wandering around everywhere with no opposition isn’t really better… ah well. As for the dungeons, there the Sega CD games have larger dungeons with more mazelike layouts, but the PS1 versions have visibile enemies and occasional puzzle elements. I think that one of the worst things about JRPGs is that they almost never have puzzles in their dungeons (yes, that Golden Sun actually has puzzles is one of the best things about the series, honestly!), but the PS1 Lunar games don’t have enough puzzle elements to completely make up for the shrunken size. I still think that the other enhancements make Lunar 1 a bit better on PS1 (GAH the sewer area early in the game is so hard on Sega CD, with no healer!), but for Lunar 2, it’s a pretty clear-cut case: The Sega CD version, with its more complex, more challenging to navigate dungeons, is the better version of the game.

In addition, the US Sega CD cover art looks just AWESOME! I really, really love this games’ cover; it’s almost certainly my favorite cover for a Sega CD game. I was disappointed when partway through the game Lucia changes outfits, that outfit she has on the cover is so much better… ah well. At least the cover’s as it is. When this game released in 1995 I didn’t care about anime at all and hadn’t really watched any (and wouldn’t until about 2002, either), but even so, I remember seeing an ad for Lunar 2 for the Sega CD, and thinking that it looked pretty cool and wishing that I could play it. And yeah, the game is, and so is that cover. Lunar 2 is my favorite game for the Sega CD. This version is Sega CD exclusive, but there’s also a remake for the Playstation and, in Japan only, the Saturn.


The Mansion of Hidden Souls – One player, saves (to system or Backup RAM Cart), supports Sega/Mega Mouse. Mansion of Hidden Souls is a first-person adventure game, in the genre inspired by games like Myst or The 7th Guest. In the game you’re a boy who’s traveled to a mysterious mansion, looking for your sister, who was chasing butterflies. Apparently in traditional Japanese lore butterflies can represent the spirits of the dead, and those are what you will run in to in this haunted, creepy mansion: butterfly spirits. Your challenge is to try to get out again alive. Unlike those other games though, this game isn’t so much about solving set-piece puzzles, as it is finding items and figuring out where to go with what. It’s a very simple game — you have no cursor, and simply can try on each screen to interact with something, if there is anything there to interact with. Generally screens will have zero or one thing you can interact with on them. Yeah, don’t expect Myst-like depth from Mansion of Hidden Souls, you won’t find it. The game is short, too, if you know what you’re doing. However, despite that, I do think that it’s a good game. This is definitely not a game for everyone, as it’s slow paced, and yet so simple and small in scope; you spend most of the game in a small mansion. There are people (well, butterflies) to talk to, simple and yet sometimes frustrating puzzles to solve, and the like. You’ll either like it or you won’t, but those with an interest in first-person adventure games should definitely check this game out. The game has a sequel for the Saturn, which was, confusingly, given the same title in the US; it’s not a port though, it is a new game. The developers also made a third game with similar gameplay, Lunacy for Saturn. See my Saturn thread for my review of that game; it’s got a wider scope than this game, and is also good. This game is a LOT cheaper than that one, though, that’s for sure, so start with the first game.


Mickey Mania: The Timeless Adventures of Mickey Mouse – One player. Mickey Mania is a multiplatform platformer from Traveler’s Tales Traveler’s Tales made some good games and some not so good ones, but this game is widely regarded as being one of their better ones for sure, and this is the best version of the game. Mickey Mania is, for the most part, a straightforward, and traditional, platformer. The game doesn’t do anything particularly new, gameplay-wise. What it does do is have great controls, level designs, and presentation. This is a Mickey Mouse history game, and each level is set in a different classic Mickey cartoon. You start in Steamboat Willy, with black and white environs, and gradually move into color as you progress through the game. It’s very cool. The Sega CD version has additional audio, too, which makes it feel even more like the cartoon. Those added audio elements are the main reason I’d recommend this version over the cartridge releases; they are also pretty good, but the presentation here is even better. The great, traditional platformer gameplay is the main reason why this is such a good game, though. Mickey Mania is challenging fun, with increasingly tough levels and obstacles for Mickey to make his way through as you try to get through each cartoon. There’s not really all that much to say about this game; it’s just a great traditional platformer, from late in the great age of 2d platformers. Apart from its irritating but all-too-common lack of saving, the game has no major flaws — no jumping puzzles full of leaps of faith, no questionable controls, no bad level designs. The game is a definite challenge, but it’s a challenge well worth facing! Mickey Mania is recommended to anyone who hasn’t played it already. Other versions of the game, without the CD enhancements, are on the Genesis and SNES. There is also a Playstation version released only in Japan and Europe.


Midnight Raiders – One player. Midnight Raiders is a live-action-video FMV shooting game published by Sega. The game has a light-gun-game style, but does not support any guns, or even the mouse; instead, it’s gamepad only. That is not a good sign, and the game lives up to those low expectations. Really the only value this game has is entertainment value for those looking for some comically awful video. The gameplay… is not so good. You play as a hotshot helicopter pilot on a Gulf War-inspired mission to stop a Middle Eastern madman from using his chemical/biological weapons arsenal. At first, the game seems okay; the acting in the cutscenes is ridiculous in its “so bad it’s good” FMV goodness, and the shooting works. In the first of the games’ three levels, you’re in your helicopter. You move the cursor around the screen, and have two fire buttons, one for anti-air missiles (for air targets), and the other for air to ground missiles (for ground targets). Yeah, you’ll need to be careful there, to use the right button for the right type. In Normal difficulty you only barely have enough ammo. I recommend Easy; this game is still extremely hard even in “Easy”, and it gives you extra ammo. If you get hit, you have two backup helicopters (extra lives). The second level is the last one I’ve reached myself. In this level, you land and go in to the facility on foot. Here you hvae only one life. Get hit once by a bullet and it’s game over and you start the whole game over from stratch. Period, no way to get around it. Yeah, it’s brokenly unfair, horrendous design! This decision alone completely wrecks thegame, in my opinion. The first level is amusing, but no way is this game good enough for me to put the time and effort in that would be required to master level 2, much less get to the third level. According to the manual, in the third level you have to get to a jeep and then escape the area in it before the plant blows up. Overall, absolutely get Midnight Raiders! It should be extremely, extremely cheap, and the silly-bad acting is quite entertaining. It’s not worth playing enough to actually finish, but it’s worth watching some of at least. There was supposed to be a 32X CD port of this game, but unfortunately it was cancelled. Too bad.


Mortal Kombat
(1993) – Two player simultaneous, 6 Button Controller supported. Yes, it’s Mortal Kombat, on Sega CD! This port of the super-popular arcade classic starts up with an original intro that is an expanded version of the great TV ad for the console release of Mortal Kombat. MORTAL KOMBAT! I’ve never been a big Mortal Kombat fan, but that intro’s great anyway; go watch it. Beyond that intro, the main changes between this and the Genesis cart version are that this time you don’t need a code in order to see red blood; instead, the blood’s red by default. Nice. Behind all that “SNES has no red blood” controversy, people forget that you had to enter a code even on the Genesis to see the red blood. That’s not true here. The game also has some other minor visual and audio enhancements. However, the load times are annoying, particularly for Shang Tsung’s morphing. There’s an option that restricts his morph to only the two characters here (so he could only morph into your clone) if you want to cut the during-matches loads that are otherwise required. The loading is annoying, but despite that, overall I do think that this is a better port of Mortal Kombat than the Genesis version. It’s quite similar, but a bit better in almost every way. Mortal Kombat is a real classic, and while this is definitely not the best version of the game around (perfect ports of the arcade game can be played on many modern consoles, after all), it’s one well worth owning if you’re a Sega CD owner. Also on almost everything.


Night Striker (J) (Japan only release) – One player, supports XE-1AP analog controller. Night Striker is a rail shooter from Taito, and it’s one of Taito’s two Sega CD releases; the other one is below. You play as a guy in a well-armed flying car, and have to save the day. In most levels your flying car is in the air, but there are a few where you’re on the ground only, instead. Night Striker’s Sega CD port is pretty good. The game gets mixed reviews, but I like it. Night Striker is a short but fun rail shooter. The game has very blocky graphics on this platform, and all stages are flat (so there are no “hill” elements), and it’s got no added content unlike the later, better (and also Japan-only) Saturn port, Night Striker S, but it’s fun while it lasts. “How to play import Sega CD games” issues aside this is also a perfect import, because the game has absolutely no Japanese text ingame; the story (it’s text-only, not voice acted), menus, and game interface are all in English text. I think the graphics look good; blocky or no the game has good art design, and it shows. Night Striker is a simple, fun rail shooter. The game has branching paths, Outrun-style, which gives this very short, only moderately challenging game a bit more replay value. It’s a good game, and even if the presentation is basic — why doesn’t it even have voice acting for the story? — the good gameplay and hardware scaling clearly show why this was a Sega CD game.


System

Walk right, cut things.

The Ninja Warriors (J) (Japan only release) – Two player simultaneous. The Ninja Warriors is a good port of a mediocre arcade game. The Ninja Warriors is a side-scrolling beat ’em up. You walk to the right, Kung Fu style, and hit everyone as they approach. Walk, hit, duck, repeat until bored or you win or lose. It’s simple and repetitive. However, even if the game itself isn’t the best, this game is the best version of it you’ll find. The game has good graphics, an outstanding soundtrack, some entertaining added story sequences, full English voice acting for all cutscenes (with Japanese subtitles, and the two player mode is intact, too! The other console port of The Ninja Warriors, which is a Japan-only Turbografx-16 game, has worse graphics and sound and is single player only. This is far better than that. The original arcade machine, like the first two Darius games, used a triple-wide monitor, so this single-screen port is necessarily zoomed in, but it works. You can see far enough to get by. The game has limited continues and no saving, so beating the game won’t be easy and will take practice. It may or may not be fun enough to be worth the effort, I’m not sure. Playing with two people helps a bit. The graphics aren’t amazing, but are decently good, for a port of a then several-years-old arcade game. The two titular “Ninja Warriors” who you play as are actually robots, and as you take damage parts of their clothing/”skin” tear off, revealing the robot underneath. It’s a nice touch. The fully English voice acted intro, ending, and Zuntata Mode backstory cutscene sequence (separately watchable from the main menu) all are decently done. It’s weird that this Japan-only game has English voice acting, but it does, and it’s by native speakers too. Why did this not release here? It’s stupid! It should have, and Night Striker too.

On the note of Zuntata, The Ninja Warriors has a fantastic soundtrack from Zuntata, Taito’s sound team. It’s a classic work of early videogame CD music, from the days when cart-style music was just being adapted to CDs. Great stuff, it’s one of my most-listened-to Sega CD soundtracks. Zuntata Mode is a weird little 6 minute or so long cutscene, fully voice acted in English with Japanese subtitles. It tells the backstory of why the “Ninja Warriors” were chosen for their mission, and is done in the style of a noir film, I think. It’s pretty weird and interesting; do watch it! Unfortunately it’s made up of stills, not moving video, but still, it’s interesting. The visuals are of live actors (members of Zuntata, I believe, playing the roles?), not animation. It’s a weird extra that you’d only see on an early CD game like this, I think. So yeah, overall, The Ninja Warriors is worth getting, probably, even though the game itself is bland. Also in arcades and on the Turbografx-16 (Japan only). The game has a sequel, which was released in the US on the SNES as “The Ninja Warriors”, but is “Ninja Warriors Again” in Japan. The game has much better, much more varied gameplay than this one, but sadly cuts out the multiplayer mode. See my review of it in my SNES thread.


Panic! – One player. Panic!, aka Switch? Panic!, is an animated FMV-style game from Sega. At its core, this game is Dragon’s Lair-esque. Basically, in each section you’re presented with various switches you can press. Pressing each one will cause something to happen, but only one (or a few) is the correct answer. This is a weird, crazy, and very Japanese game, but it fortunately did get localized here. Panic! is a very genre title, and has limited “gameplay”, but it’s amusing to mess around with for a while, pushing buttons and seeing the silly things which happen as a result.


Popful Mail – One player, saves (to system or Backup RAM Cart). Popful Mail is a great fun, cartoony side-scrolling action-RPG from Sega. It’s a remake of a game from Falcom, the same company which made the Ys and Legend of Heroes franchises, among others. This game is their only Sega CD release, but it’s a good one. Unlike those long-running series, this game unfortunately was a one-off title; they should do a sequel sometime, it’s a great game! The game plays somewhat like earlier Falcom titles like Faxanadu or Ys III, but this is one of the best games in the genre, with good graphics, good music, a silly, entertaining plot, good controls, solidly animated and voiced cutscenes, and a reasonably long, and challenging-but-not-too-hard (in the US version at least) quest to work your way through. In the game you play as a team of three characters, but the lead is the female elf warrior Mail. The comedic fantasy tone with a female lead makes me think of Slayers, which is a good thing; I love that franchise. I like that the game has a strong female lead. The comedic tone works great as well; this can be a funny game at times. The other two characters are a male human mage and a (male) baby dragon. They definitely have their uses, though Mail is overall the best. You can switch between the three characters at will, and as each one has their own strengths and weaknesses, and their own health bars too, you will need to do that. The baby dragon can jump/fly much higher than the other characters, for example, and the mage has magic (obviously). It’s a good system; the separate health bars is a particularly nice feature. The game is broken up into levels, with a basic world map (level-select style), and sometimes you may have to revisit an earlier stage to go to a specific store, go to a new area, and the like. The game is mostly linear, so it’s not too confusing, but it has just enough depth to add a bit to the game without making it complex or dated. I love that Popful Mail isn’t a grinding-heavy game, unlike, say, Ys III; you will need to grind a bit, particularly in the US version since Working Designs made it harder, but it isn’t an Ys game, and you can mostly keep moving forward. That’s how games should be! And the silliness, varied environments, and great gameplay all kept me coming back, too. Popful Mail has save anywhere too, which is fantastic, and fits with Falcom tradition.

So yes, Popful Mail has cute anime art and solid side-scrolling action-RPG gameplay. The characters all look cute, the baby dragon particularly. The Sega CD version of Popful Mail is a graphically enhanced remake of earlier Japanese computer versions of the game. The original Japanese computer game also has a console port on the Turbo CD. The game is a Japan-only Super CD game with Arcade CD enhancements, and is a straight but enhanced port of the computer game, so it’s got very small graphics in that classic Falcom fashion, and plays in a border in that annoyingly usual (Legend of Xanadu excepted) Turbo CD Falcom fashion. As usual for Falcom games, there’s no attack button; you just run into enemies to attack on the Turbo CD. Sega changed that on the Sega CD, so this version has an attack button. The larger, redrawn graphics of Sega’s Sega CD port look much better overall, even if fewer colors are used, and the more traditional control scheme on the Sega CD is an improvement as well; Ys is great, but I do like having an attack button. In the cutscenes, the animation is much better on Sega CD, but looks different — Sega drew the characters looking a bit older than they do on the computer/Turbo CD version. Both versions are good, but Sega’s has the edge overall (despite lacking colors) because of the much superior animation; as is common on the Turbo CD, animation in the cutscenes is limited; the Turbo CD cutscenes look great in screenshots, but don’t animate nearly like the Sega CD ones do. The basic level maps are altered in the Sega CD version, but they are clearly enhanced versions of the computer original. Looking at the Sega CD and Turbo CD games, many levels look similarly, major graphical differences aside. Sega CD Popful Mail is a great game, must-play stuff for any action-RPG fan. There was also a SNES version, also Japan-only, but that version redoes the level maps, so it’s really a complete remake, not an enhanced port/remake like this version is — the SNES levels are entirely unrecognizable compared to the other versions, they’re all new. The SNES version does have quite nice graphics though, but sadly restricts saving to inns only. Hopefully it gets a fan translation patch someday, though. The Sega CD version was released in the US by Working Designs, and, as they often did, they made the game harder. It’s quite doable and fun, though; it’s definitely not too hard. Just fun, and occasionally challenging. This version is Sega CD exclusive, but other versions are on the NEC PC88 and PC98 computers and the Turbo CD for one version, and the SNES for the other, though this Sega CD version is the only version of the game released outside Japan.


Racing Aces – One player, saves (to system only). Racing Aces is a 3d airplane racing game, with sprite-based planes in polygonal environments. Yes, it is a highly ambitious game; it’s one of the only Sega CD games in a polygonal, fully 3d world. Many worlds, in fact — this game has a huge amount of content. However, the game is as flawed as it is ambitious. On the one hand I want to like this game, but on the other hand, the horrendously low framerate is a serious issue. Yes, the framerate is this games’ biggest problem. Now, polygonal 3d games on the SNES and Genesis almost always had framerates just as bad as Racing Aces does. However, the Sega CD is more powerful than the Genesis alone. The developers probably didn’t get everything out of the system. And regardless, if you can’t do a game like this well, I’m not sure if it was worth doing. Maybe it was, maybe it wasn’t… I like that it exists, but I’d be much happier with it if the game ran faster. Now, Racing Aces is, as I said, a plane racing game. The game has minimalist presentation — there is no video intro here, you just go straight to the menu and then the game. First you choose one of a variety of airplanes (there are at least a dozen pilots here), then the main game or a single race on one of the game’s substantial track selection (there are dozens of them!), and take to the sky. The game saves your progress, if you make any, which is nice. Controls in the game are simple, and that’s one of its other flaws — you don’t really have any speed control here! Seriously, I really wish I could get going faster, but you can’t. It’s frustrating. The problem might be having to make a game that will run on the 3-button Genesis controller, and all three buttons are used, but the game really needs better speed control. Also, this game has weapons — you can shoot guns and other projectiles out of your plane. Hitting things can be tricky, though, as you might expect given the framerate issues. Still, it adds something to the game for sure. You collect powerups by managing to fly through them. Good luck… but actually staying on the track is the harder challenge, often.

In each race, you have to try to get around the course enough times to complete it, and in a good finishing position too. Between the framerate, the lack of speed control, the other planes trying to get you, and the course designs — each level is a large open area, and you are NOT railed on a path, you just need to try to follow the correct line — this is a very challenging game. To make matters worse, the game has an upgrade system in the main game, and getting enough money to upgrade your plane enough so that it is competitive is a serious problem — you’ll lose a lot at first, and it’s not fun or well designed. I admit, I’ve never gotten far into it; I like the concept, and I think it’s a very interesting, ambitious game that’s well worth trying, but it either isn’t programmed quite well enough, or just was trying to do more than the hardware could manage. Any racing game fan should try the game anyway though, it’s one of a kind.


Revengers of Vengeance
– Two player simultaneous, saves (to system only), 6 Button Controller supported. Revengers of Vengeance is a fighting game RPG with some shmup elements. Yes, this game tries to be a lot of things. The cover is fantastic work, but unfortunately, the game inside has some problems. The presentation is pretty good, though. This game doesn’t have the best graphics around, but they’re decent enough to do. Still, the system can do better than this; this game is just somewhat mediocre. After you choose a character and watch the nice introduction, you start in the town. The graphics are somewhat ugly, but there are a few things to do, including buying stuff, getting shmup missions if you have enough gold, saving, training your skills, or going to the overworld to fight a fighting game match. Unfortunately, things don’t get better in fights. The graphics are better than the town, certainly, but the fighting is bland and generic. Each character has a few moves, and your character will get better over time as you win fights and train, but the fighting game here is nothing above average, certainly, and probably is a bit below that. The moves, action, and characters in RoV are nowhere near the level of, say, Street Fighter II, that’s for sure, or even Mortal Kombat. Fighting in this game is slow and simplistic, and lacks depth and strategy; spamming exploitable attacks can work well. The RPG system also is annoying at times. This isn’t a linear game. Instead, you have one year to beat the boss, Venum. Your goal is to train enough in that year to be strong enough to beat him at the end. Each action, whether it’s a fight or training, takes up energy, and you only have so much per day. This system is often seen in dating sims, I believe, but here it’s in a fighting game. So, you go around fighting people, and can fight any of the other characters any day, so some fights will be near-impossible to win because of your level, but you won’t know that until you’re in the fight. Now, when you lose it’s not game over but instead you just get sent back to town, but still, losing repeatedly is frustrating, and once you get better at the game, it’s far too easy to win with cheap moves, too. Yeah, this game is flawed. As for the shmup element of the game, those levels are fun. If you have the money, at one of the buildings in town you can go into some shmup levels, where your character walks up the screen and shoots down all the enemies which appear. These levels are basic, but fun enough; I only wish that they looked better and that there were more of them. Still, the shmup parts of RoV aren’t bad. They’re a bit better than the fighitng game, I think. However, they really are a sideline here; most of the game will be spent in the town or in fights. And for that reason, Revengers of Vengeance is, despite its great cover, a disappointing game maybe worth passing on, unfortunately.


Rise of the Dragon – One player, saves (to system or Backup RAM Cart), supports Sega/Mega Mouse. Rise of the Dragon is Dynamix’s other PC-to-Sega CD adventure game port, following Willy Beamish. The game has hand-drawn art and is fully voice acted. This game is a cyberpunk adventure game, and you play as a detective in this cyberpunk world, initially investigating a suspicious death. The game is quite good. It has very good art design, a solid story, decent to good voice acting, and plenty of puzzles to solve. The game is heavy on inventory puzzles, as you’d expect, but that’s fine with me. Rise of the Dragon was censored a bit on the console, as a few thing were cut out of the PC original, but most of the serious themes are still here, and the game is absolutely worth playing. The game defintely has dark themes, including murder, drug use, and more. This game may get overlooked by people who only focus on Snatcher, but while obviously thematically somewhat similar, the two games have important differences. For one thing that game is entirely menu-based, while in this game you have a cursor. That makes the games play quite differently. This one also doesn’t have action scenes, and is a Western game instead of Japanese so it has a different style. It’s nice to see a Western game that natively supports the Backup RAM Cart, too; that was oddly uncommon. I don’t want to say too much about this game because I’d rather not spoil the story or the puzzles. Instead, play the game for yourself! This is a good classic adventure game anyone who likes adventure games or cyberpunk should definitely play.


Robo Aleste – One player. Robo Aleste is Compile’s Sega CD shmup. The game released in 1992, the same year as Spriggan mark 2 for the Turbo Super CD, but this game is nothing like that side-scrolling game; it’s a vertical shmup. Sadly those games were Compile’s last 4th gen shmups; after them all they did were two 8-bit games in 1993 (a Game Gear game and a Master System game), then years passed before Compile’s last shmup, Zanac X Zanac for the PS1. It’s really too bad that Compile abandoned the shmup market not too long after releasing this game, because this is one of their best shmups ever. In its basic gameplay, Robo Aleste comes from the style of MUSHA (Genesis) and the first Spriggan (Turbo CD), except with a completely different setting and story. Like those two games though, you collect colored powerups which give you different weapon types in various combinations depending on which ones you have. Compile had several different shmup styles, including this one, the one seen in Blazing Lazers and Space Megaforce, and the simpler style of their earlier titles, and each has its strengths and weaknesses, but of the three done in this style, I like this game the most. Spriggan and MUSHA are very good games, but I think Robo Aleste is better for sure. It’s got better graphics, a more interesting story, and improved gameplay and level designs as well. The game is a little on the easy side, and I’ve beaten it repeatedly, but there is a difficulty level selection if you want it harder, and the game is great fun regardless of how hard it is. The game gives you infinite continues, which makes completing it easier, but doesn’t support saving sadly; none of the Sega CD shmups do, not even for high score backup. I know, I’ve said this before, but it’s stupid!

Returning to the story, one thing that’s different about this game from Compile’s earlier shmups, but is somewhat like Spriggan mark 2, is that the game has much more story than their earlier titles. The game has regular cutscenes between levels, and there are conversations between your character and the bosses at the end of each stage, too. The game is set in a fantasy version of Oda Nobunaga’s Sengoku Japan, except with giant robots of course. The plot has some twists and turns, but the end results aren’t surprising. You play as a guy out to defeat the other warlords in Nobunaga’s quest to unite Japan, but Nobunaga has some dark secrets of his own as well. The story may be predictable, but I think it enhances the game. The high-quality graphics and good art design help as well. I like all the character portraits of the various Sengoku characters. Some people prefer MUSHA’s graphics to Robo Aleste, but I’m absolutely on the other side of that one — I think Robo Aleste is significantly improved, visually, over MUSHA. The game unfortuantely doesn’t make much use of the Sega CD’s sprite scaling and rotation powers, as is true with most all Sega CD shmups not called Silpheed, but the game does have a few little bits of scaling here and there, which is nice, even if it makes me wish for more. Ah well. This US release also had one cutscene with a bath scene in it removed, but it doesn’t hurt the game much at all. All of the actual gameplay is entirely intact. The bath scene isn’t really any more explicit than the intro to Sega CD Lunar 2 though, and that was left intact in the US, so it’s too bad that they removed it. Minor point though. Robo Aleste is an outstanting game! With good graphics, great, extremely well polished game design, fast-paced action, great level designs, and a decent story, Robo Aleste is one of the best shmups around. The Turbo CD may have more than six times more shmups than the Sega CD, but individually, the Sega CD’s shmups stand up to anything on the Turbo CD in quality, and this is one more reason for that.


Sewer Shark – One player. Sewer Shark is a railed first-person shooting games where you fly through tubes shooting sewer creatures. It is also, of course, a FMV-heavy game with many live-action video cutscenes. Sewer Shark was an early hit on the Sega CD, and was a pack-in with the system for a while too. Despite that, the game isn’t very good. I think that this game was popular because it was unique, as one of the earlier video-heavy Sega CD games, much more so than for actual good gameplay. Sewer Shark has a cheesy sci-fi story, mediocre acting, and lots of sewer tunnels to fly through. Yes, the visuals in the actual game are not thrilling. Get used to shooting rats, you’ll be doing a lot of that in this game. The other major issue with this game is that, much like its spiritual successor Lodestar, navigating can be frustrating. This game is not as hard as Lodestar, and you won’t get lost quite as much, but unlike that game Sewer Shark doesn’t support saving, so you have to play the whole thing through in one sitting. This is a real pain; there’s only so much annoying getting lost in identical looping tubes that I can take before I turn off the game. The story and acting aren’t as good as Lodestar, either. The control issue where your targeting cursor is also your movement cursor is here too, unfortunately. Yes, it’s very easy to accidentally go the wrong way while you are just trying to shoot some badguy. This game can be had for very cheap, and might be a nice nostalgia trip for some, but the gameplay hasn’t held up very well. Only get it if it’s very cheap, and even then, think twice. It’s mediocre at best. The bad acting is kind of amusing I guess, and the gameplay could be worse — this is a lot more fun than Night Trap! — but still, it is by no means a good game.


Sherlock Holmes: Consulting Detective — Volume I – One player, saves (to system only). Sherlock Holmes: Consulting Detective was a series of adventure games from Icom released in the early ’90s. There were three games in the series, and this first one was one of the very early CD titles with video in it. The game first released on Turbo CD in ’91, but was ported to Sega CD and PC in ’92. As I said at the top, this game was a packin with the Sega CD when it launched. The game may not make a good first impression, as you just read or watch stuff and do not interact otherwise and the videos all play in a small, fuzzy window, but if you stick with it and take your time, I do think that the Consulting Detective games ar quite decent. First thing, the acting is actually decent. They got competent actors for this game. Each game has three cases, and there’s next to no replay value here, unfortunately; that is definitely the games’ biggest flaw. Everything will be the same every time. The actual gameplay of each case is slow and deliberate. You are first given your case, and then have to go about figuring out how to solve it. This is not a linear puzzle adventure game; instead, for each case you’re given a few issues of the newspaper, a list of people you can go talk to, and a list of people with descriptions. I recommend reading through the papers thoroughly, vital information will be in the articles. It takes time, but it’s worth it. Also talk to everyone you can, and pay attention to the video clips. By talking to people and reading stuff, you can make progress in the case and maybe get more people to talk who hadn’t before. If you can get into it, trying to figure out the mystery of each case can be compelling. This is a slow game, with limited interaction and a lot of reading and listening, but still, I do think that it is a good game worth playing. The game may be slow, but the cases are well thought through and interesting, and the challenge of trying to figure out who did it kept me through to the end. The developer has been trying to re-release these games (including a failed kickstarter), but the original release was on DVD (version you’d play with your DVD remote), PC, Mac, Sega CD, and Turbografx CD.


Shining Force CD – One player, saves (to system or Backup RAM Cart; Backup RAM Cart required in order to see all content). Shining Force CD is a strategy game in the long-running Shining series. This one is mostly a port/remake of the first two of the three Game Gear Shining Force games (the last one released after this game, so it could not be included), with some original content added on at the end. This may be a pair of ports, but these are hugely enhanced ports. With better graphics, voice acted story scenes, more content, and more, this is the best way to play either of these games for sure! Unlike the Genesis Shining Force games, the Game Gear games, and thus Shining Force CD as well, are somewhat simplified strategy games. In particular, you do not explore an overworld yourself in this game; instead, towns are just menus, and you straight from town to mission to town. In towns you can buy stuff for your group members, save, etc, the usual things. Fans of the Genesis games may be disappointed, but I like this setup; I prefer strategy games to RPGs overall, this gives the game a more strategy-focused feel compared to the Genesis Shining Force games, which are somewhere in between strategy and RPG. The battles here are as good as ever in the franchise. It’s a turn-based strategy game, and you move your characters around the map, trying to defeat all of the enemies. The game has RPG levelling and inventory systems, and as I said earlier you can buy items in the towns, or maybe get stuff from enemies sometimes. There is a lot of content here, too, with two games and two unlockable bonus modes to play through. Each Game Gear game is not as long as the Genesis games are, but both combined, plus the exclusive bonuses, adds up. This will keep anyone busy for a good while.

Shining Force CD has only a few issues, and none are major. But of them, first, the load times for battle animations are, as in Dark Wizard, annoying. Also, this game isn’t nearly as ambitious as Dark Wizard. It’s a great game, but most of the content isn’t Sega CD exclusive, and the game is simpler than that game is as well. And last, Shining Force CD pretty much requires the Backup RAM Cart, which most people don’t have. Each games’ save file takes up the entire system memory, and you must have complete files from both games in order to unlock the two bonus modes. There are no third party memory cards for the Sega CD, or alternate backup memory options, so in order to play the whole game, you must buy a memory cart. Fortunately they are worth owning for reasons beyond this game, so just go get one. They aren’t cheap, but are worth it. Overall, Shining Force CD is a great compilation with exclusive content, and absolutely is one of the better Sega CD games. Play it!


System

The game has such impressive visuals for the system! And good gameplay, too.

Silpheed – One player. Silpheed is a vertical-scrolling shmup, and it is one of the Sega CD’s most visually impressive games. It’s also one of the system’s better games, as well. Silpheed is a great visual accomplishment, and has the good gameplay to back up its great graphics. The game has a slightly angled playfield, some audio chatter playing during the levels, polygonal ships (or sprites emulating polygonal ships; it’d be hard to tell the difference), and a prerendered CG “polygonal” FMV backdrop. Yes, the background is video. It’s very impressive video, takes up most of the screen and is hard to tell from real-time polygon graphics except for that it’s putting far more polygons on screen than the Sega CD could ever handle, but it IS video. The overall effect is very impressive. The backgrounds zoom by, as in the many levels in this game you pass through fleets, asteroid fields, hyperspace, fields of hexagonal pillars, and more. Most of the background is non-interactive, but there are some areas here and there where your ship will take damage by hitting background objects. Also, of course, there are the enemies and bosses to deal with. You do have a shield in this game, so you can take multiple hits, but you’ll need it! Your shields don’t fully recharge between levels; instead, you only get a few hits back each time. Also after each level you can re-equip your ship, and you unlock new weapons as you progress through the game. You’ve got a left weapon, a right weapon, and a special to choose. You can make a nice variety of fire types with them. If your health gets low, uniquely, you have a few more hits — the first hit after your 6-hit shield is lost will take out one weapon, the second will halve your speed, and the last will finally destroy you. So, you have a total of 9 possible hit points in the game. Silpheed isn’t an incredibly difficult game, but it is challenging, and doesn’t let you save (of course) and has limited continues as well. Given the games’ length, it is easy to run out of lives late in the game and have to start over. If you want though, there are cheat codes to get around that. Silpheed is a must-play game, as it shows off what the Sega CD’s hardware can do better than almost any other game on the system. The enemy ships, bosses included, are a bit small compared to the size of background ships, and maybe the gameplay isn’t quite as amazing as the visuals are, but still, this is a very, very good shmup. I really love it! Very highly recommended, this game is one of the system’s best. It’s got great graphics, an impressive and great use of the systems’ hardware to pull off something unique, very good gameplay, good level designs, some impressive stages (that hex-block level is particularly cool!), a fun challenge level, and more. Silpheed is a Sega CD exclusive, but the game is part of a series; the first game was for computers (released in Japan on MSX, in the US on PC and Apple IIGS), this is the second, the third is for PS2 (Silpheed: The Lost Planet; it’s sadly mediocre compared to this one), and the last is a 3d space combat game, Project Sylpheed, for the Xbox 360. It’s decent to good. The Sega CD game is the best game in the franchise, though.


Snatcher – One player, supports Genesis Justifier light gun in , saves (to system or Backup RAM Cart). What is there to say about Snatcher? It’s a legendary classic, really. The game is a menu-based cyberpunk graphic adventure by Hideo Kojima. The basic concept here was clearly inspired by Blade Runner, because your character is a detective looking for humanoid robots. The game has drawn art for graphics, and has voice acting for the story, of course, and the voice acting is well-done. The game has a pretty good Japanese cyberpunk story, reasonably interesting characters, good graphics, a great sense of mood and atmosphere, and good music, but only decent to good gameplay. Indeed, the gameplay is a little weird — instead of having a cursor in this game, instead you just choose options from a menu, exclusively. You see a picture of the current location on the upper part of the screen, and your options below. As this is a port of a Turbo CD game, animation is limited; the game is mostly stills. They are well-drawn, though; that good art helps this game for sure. The only time you aren’t just choosing items from a menu is during the shooting sections, where you can use either the light gun or gamepad. And even there, the gameplay is still basic — you just aim at one of the nine parts of the screen, and shoot when enemies appear. It’s very simple, easy stuff. You get used to it, and it makes the game move quickly, but I do think that removing the cursor element of the adventure game was a mistake. And it’s not like you have a text parser here instead! No, you just choose menu options. It makes the game a bit too streamlined and easy; just ask everyone everything, investigate all the menu options, and you’ll get through. There are some puzzles, certainly, but they aren’t as hard as the puzzles in a more traditional adventure game would be, I think. With no text parser and no pixel hunting, that’s not surprising. Despite this though, for its well-told story and decent gameplay, Snatcher’s definitely worth a play. The game has a good length; they partially compensate for the simple controls by making this game longer than some adventure games, though it is not a really long game; online reviewers put it at 6-12 hours. Not too bad. Because of the simple design though, you will rarely be challenged much along that length. It’s a compelling game with a good story to tell, but the challenges of adventure games, such as item puzzles, environment puzzles, etc. are only in limited display here. There are definitely some puzzles, but they are infrequent. This game is somewhere in between visual novels and true true adventure games, unfortunately. I much prefer the latter to the former. You are frequently making choices, but it’s mostly just going through menus, not being challenged. The game has a great setting, story, writing and voice acting, music, and visuals, but the gameplay is minimalistic, unfortunately. The question is, which do you care about more?

So, is the game worth buying? Probably… but it is a question, thanks to the absurd prices the game sells for now. Honestly, considering the price, I don’t know if I recommend this one or not… the only game on this list that costs more than Snatcher is Keio Flying Squadron, and I absolutely love that game and have to recommend it. This one, though? Well, for Hideo Kojima fans, it’s an easy buy of course. But for everyone else, and this would include me; I’ve never cared much for the Metal Gear games? Well… maybe, maybe not. It’s a good adventure game, it’s just a bit too straightforward because of the menu-only design… and those shooter segments really are disappointing, particularly when played with the gamepad. The game does a great job of increasing tension, making the situation feel tense and the threat dire… and then it turns into a basic shooting gallery. Lame! It’s much better with the light gun I’m sure, but with gamepad, it’s not great, even more so than usual for lightgun games because of the extremely basic “nine-point targeting” design. I still enjoyed them, because of the great presentation and story, but the actual shooting is far too easy compared to the level of tension the story raises things to. Snatcher was first released on Japanese computers (MSX2 and NEC PC-8801), with no voice acting of course, but this Sega CD release is a US-exclusive port of the Japanese-only Turbo CD remake of the game. There’s some minor censorship in the US version (of two scenes of partial female nudity), but otherwise everything else is intact. Yes, as usual, the sexuality is cut from the US version, but the violence is entirely intact. There are also later Japan-only Playstation and Saturn versions of the game.


Sol-Feace – One player. Sol-Feace was another one of the original pack-in games with the American Sega CD, but as I said at the top, it is a third party game, and actually is a port of a Japanese computer game. The game’s decent to good, and I think it gets under-rated; this game often seems to be considered the worst of the Sega CD shmups, but it’s actually a good game. I like it more than Android Assault, anyway, though there aren’t really any bad Sega CD shmups — they’re all good games. Sol-Feace is a simple, straightforward horizontal shmup, but it’s got good gameplay, good controls, and some fun level designs and decently good graphics with plenty of good ship and vehicle designs. I like things like the moving arms that try to grab you, too. These probably are done in software, not Sega CD hardware, since they look the same in the cartridge version of the game, but regardless, they’re cool. I like the CD audio music too, and the game has a nice voiced introduction at the start. Sol-Feace has only seven levels, but they get hard by the later stages, so this won’t be as easy to finish as it might initially seem. The difficulty balance is done just right, I’d say. Overall, Sol-Feace doesn’t have Android Assault’s multi-screen-high stages, multiple ship types, innovative graphical design like that in Silpheed, or Compile’s greatness, but even so, it’s a great traditional shmup from the high age of great classic shooters, and that’s awesome. I was surprised at how much I liked this game after I got it, but it really is quite good. The game should be cheap, too. Get it. Sol-Feace is also on the X68000 computer and, under the name Sol-Deace, later got a port on Genesis as well. The cartridge version is similar, except it doesn’t have the CD audio or the introduction and ending, of course.


Sonic 1 Megamix (PD) – One player, saves (to system only). Sonic 1 Megamix is a player-developed game that you can burn on a CD-R and play on your actual Sega CD console, or an emulator of course. No, it is not for sale. The game is built in the Sonic engine, but is definitely not an official release, and isn’t a port either — the level designs here are new. Stages use familiar themes, but the actual maps are original. There are a bunch of playable characters in the game, too, which is cool. Most characters play very similarly, but still, it’s nice to have some choices. Sonic 1 Megamix doesn’t really do anything that the Genesis game didn’t, but it’s not supposed to; being similar to the original, but with new fanmade content as the actual levels, was the goal of this project, and they succeeded. Try it out, the game’s decently fun, and it’s very cool to see a fanmade game on actual hardware, not just modern PC or something.


System

Level two, the water level, rail-shooter segment. The free-roam section after this is hard…

SoulStar – Two player simultaneous, 6 Button Controller supported. SoulStar is the last of Core Designs’ scaler action games on the Sega CD, and it’s probably their best as well. SoulStar is half rail shooter, half free-roaming vehicular combat game in open levels. With great graphics, decent controls (with the 6 button controller, particularly), multiple gameplay styles, a fantastic soundtrack, and some pretty good level designs as well, SoulStar is fantastic. The game is a sci-fi game, as the title suggests. You control a spaceship which can transform into three forms, one plane for rail shooter stages, one plane for the open-area levels, and a walker mech for other open-area levels later in the game. SoulStar has some of the best graphics on the system, and has both good art design and great hardware scaling. The game has a multiplayer mode too, though player two only controls an additional cursor, not a whole ship. Still, it can be extremely helpful. However, the game does have some issues. The first thing you see in the game is a rail shooter stage. It looks great, and is only moderately challenging. Fantastic level. Once you get to the end, you move to the first open-area area, which is the second half of the first level…

And probably proceed to die quickly, because the free-roam levels are far harder than the rail-shooter ones. And even if you don’t die, this area can be confusing, because it has three exits, and the one you choose determines which difficulty level you’re selecting for the rest of the game. Yes, this is how you choose your difficulty, not a menu. Whichever one you choose though, this games’ difficulty balance is not quite right, why are the open levels so, so much harder than the railed ones? I seem to get hit more and die more in the open stages. Another issue is that the game doesn’t let you save. Sure, there are only six to eight levels, depending on which difficulty level you choose (each higher difficulty adds a stage), but with a difficulty level this high, beating any of them will be a serious challenge. Core knew how to include saving in games, and it’s unconcionable that SoulStar and Battlecorps both don’t let you save. And last, the on-screen interface is confusing and cluttered. Sure, it looks kind of nice in a spaceship-ey way, but it’s not too functional, and figuring out exactly how much health you have left is kind of tricky. Your health bar is this small angled bar, and starts at about the one-third level, which is odd. The cancelled Jaguar CD port of the game has a much-improved on-screen interface, but no luck here. Even so though, despite those issues, SoulStar is a fantastic, fantastic game, and it is an absolute must play game without question. Levels like the desert level (Hard path exclusive stage) absolutely must be seen! SoulStar is exceptional, flaws or no. The game is Sega CD exclusive; 32X and Jaguar CD ports of the game were cancelled, unfortunately. There’s a beta rom of the Jaguar CD version out there, but all you can play is the first part of level one.


Sonic CD – One player, saves (to system only). Sonic CD is, of course, the Sega CD’s Sonic platformer. The game was designed by Sonic’s original creator, and Yuji Naka didn’t work on this one. As a result, it has a distinctly different style from the Genesis games, and some people like it, while others don’t. For some time Sonic CD was considered this lost classic, this one great game on the Sega CD that hadn’t been ported anywhere (other than the PC, but that version needs Windows 9x to run competently). However, the game finally got a port in the Sonic Gems Collection, and now is available on many modern platforms. So, today, this isn’t really a system seller for the Sega CD itself like it was in the past. Despite that, though, it’s still a great game, and if you get a Sega CD, definitely pick up Sonic CD. Sonic CD is pure Sonic — you play only as Sonic, and have to get through various worlds on your quest to stop Robotnik. This isn’t just a linear platformer though, as I will explain. Amy and Robo-Sonic make what I think are their first appearances, but for other characters that’s it. Sonic CD also has a good soundtrack. The game has two soundtracks, as many know; the US version replaced the original music. I have the US Sega CD version, but I think the soundtrack is great, so no complaints here. Both soundtracks are good, really. The animated introduction is good as well.

As I said, Sonic CD is not like other Sonic games in gameplay. Instead of just having to run to the end of the level, or get to the end while finding bonus game areas like in Sonic 3 & Knuckles, in Sonic CD, the game has the element of time travel. There are four different versions of each stage — the Present, the Past, the Bad Future, and if you unlock it, the Good Future. The level map is the same in each version of the stage, but the graphics and music change. Now, in order to get Sonic CD’s good ending, you have to do one of two things: First, you can beat all of the bonus games and get the Chaos Emeralds that way (the bonus game here is a Mode 7 style area you run around). Alternately, you can go back to the Past in every level (well, every X-1 and X-2 level; the third area of each world is just a boss fight and does not have time travel gates), search for the machine in the stage, and destroy it. Once you destroy the machine, the Future map in that stage will change from the default Bad Future to the Good Future, and you should then go to the end (in the Good Future). With this method, you must find the machine in every single stage in order to get the good ending, but it’s the method I chose, because I find having to beat all of the bonus games harder; the only SOnic game I’ve ever actually gotten all of the Chaos Emeralds in that way was Sonic 3 & Knuckles, and there the save files were key to helping out. Here though, I went with the more interesting route, and did the “go to the past” way. Now, every Present level is full of “Future” signs, but has only a few Past signs. If you hit a sign and then run fast enough for a while, you will time-warp. Each sign is one time use, so if you try but fail to warp with a sign, because you hit something or an enemy hits you or something before you’ve gotten far enough to warp, you’ll need to find another sign. That there are so many fewer Past signs, but so many Future signs you need to avoid, is a part of the challenge. I liked the challenge of having to do something other than just running to the ending each time, it made the game a bit longer, and once I got used to it, was pretty fun.

However, the game does have a few oddities. First, the environment stuff for all four versions of each level are all on top of eachother, so you’ll often see coins you can’t access, random pieces of walls that mean nothing cluttering up space, etc. It give sthe game a somewhat randomly-laid-out feel, even though it’s not. Some people may not like that. Also, early in the first level, there’s a part where you run up a giant ramp, rotate, and go flying into the air. It’s pretty cool… but is almost never repeated. What a waste of a cool use of the hardware scaling! ALso, while the time travel mechanic is interesting, it feels kind of wasteful to have four versions of every level, when the game itself is only average-length. I understand why they did it, but I wish that the game was longer, and if you’re playing the game correctly, you’ll probebly almost never even SEE a huge amount of what they designed. The Bad Future levels are to be completely avoided, the Good Future ones you’ll only see for moments, the Present you want to get out of quickly, etc. They put a lot of work on each stage into making stuff that most people will never see. Perhaps the game could have had a few more levels, instead. Ah well. Sonic CD also has a different method of spin-dashing than Sonics 2 and beyond on the Genesis. You’ll get used to it. Overall, though, Sonic CD is a quite good game. It’s not the best Sonic game ever, but it is a great, and interesting, Sonic experiment. I definitely recommend it. Sonic CD has been ported to the PC (twice), PS2 (Japan and Europe only), Gamecube, cellphones, Ouya, PS3, and X360.


Spider-Man vs. the Kingpin – One player. This game is an enhanced port of Sega’s Spider-Man game for the Genesis. It’s a fairly popular title, but just doesn’t interest me much at all, and I can’t give a fair review of the game — I’ve never managed to stick with this long enough to get more than a level or two into it. The game has average at best controls, mediocre level layouts from what I’ve seen, and I just don’t find it particularly interesting at all. I’m not a big superhero-games fan, which doesn’t help, but if the games are good, I’ll play them anyway. This one… it’s mediocre. Spider-Man isn’t actively bad, but it’s not good either. For one thing, this game is somewhat open-world. Instead of just following a linear quest, yhou have to find these bombs which The Kingpin has planted around the city (in the process of falsely accusing Spiderman of being the villain; the intro cutscene’s decent), and you can got to various different areas around the city, choosing from a map. Many will be pointless excursions, though, while only a few will have your actual goals in them. Having to search around a bunch of empty levels looking for the ones that matter isn’t really my idea of fun. So yeah, in the rare case that I actually play it, I always end up just turning this off. I know that this is a quite popular game, but I’m not entirely sure why. Other versions of the game are on Genesis and Game Gear.


Star Wars Chess, The Software Toolworks Presents
– Two player simultaneous, saves (to system only). Star Wars Chess is essentially a Battle Chess clone that uses Star Wars characters on the board. So, just like Battle Chess, it’s a chess game which plays “fight” animations when pieces are taken. The attacking piece always wins, of course, since this is Chess and not Archon or something, but the animations are fun to see, the first time at least. However, much like Battle Chess, after a while it could get old, so this probably doesn’t have the longevity of a Chessmaster. The AI is decent and can beat me, but it’s no Chessmaster for sure. Also, this clearly isn’t the highest-budget production; it may be a Star Wars license, but the game is by Mindscape (Software Toolworks), not Lucasarts, and you can see the difference. Still though, Star Wars Chess is a decent to good game. It’s a perfectly decent chess game with Star Wars pieces and battle animations. Pick it up if you see it for cheap. Also on PC.


Star Wars: Rebel Assault – One player, saves (password only). Rebel Assault is a Star Wars CD action experience! So yes, it is a horrendously badly dated early CD title. Still though, for nostalgia value at least, I still like this game even if objectively it’s probably not that great. The PC version of Rebel Assault was one of the first CD games I ever owned, and this version is very similar to that one, so I have some strong nostalgia for the game. This Sega CD version cuts out one level and removes the option to play as a female pilot, so you’re male only here, but is otherwise intact. It’s also not a bad space shooting game, either. Not all game modes are equally good, but this game is decent fun. The games’ introduction is a video clip from the original Star Wars (episode IV), but past that, Rebel Assault has hand-drawn backgrounds, not live-action-video. There’s some animation, but also some stills; it’s a mix. The game is fully voice acted of course, and has that great Star Wars music playing in the background, so presentation-wise, it’s great. As for the actual gameplay, Rebel Assault has quite a variety of tasks. The game has rail-shooter levels, where you control a ship from behind, trying to avoid obstacles and perhaps also shoot enemies; first-person cockpit shooting levels, where you have to move a cursor around the screen, shoot targets, and maybe do some very basic avoidance (move cursor to side to shift ship very slightly out of the way of something, you can’t actually fly around); a few top-down areas where you do a basic vertical shooter; and a third-person on-foot shooting game, sort of pre-Time-Crisis-esque, as you can hide behind something, or pop out and shoot. The original PC version had two of these levels, but they cut the second one from this version. Too bad; these levels are frustrating, but this game is a bit short, so it’s too bad that they made it shorter. They pretended tyhat it has the same number of levels by splitting up one other level into two parts, but yes, this version is missing a level from the PC game, and doesn’t add any new content. Now, Rebel Assault is a hard game. The rail-shooter levels particularly can be quite tricky, but some of the space shooting sections can be tough as well. When I was a kid I never managed to beat the third level, which is a rail-shooting stage in a canyon full of rock pillars you have to avoid, so I only got farther by looking up some passwords. With this version I did actually finish the game, but it does have some tricky moments for sure. Rebel Assault is short, but challenging. Overall, I would say that Star Wars fans should try Rebel Assault. It’s badly dated, and most people today likely won’t like it, but darnit, it’s got charm… I still kind of like this game. It’s flawed certainly, but give it a chance. Also on PC and 3DO. All three versions look quite similar visually, unfortunately (so yes, the [DOS] PC version is horribly blocky, just like Sega CD FMV), but the Sega CD version probably is worst thanks to the cut content. It’s still decent though.


StarBlade – One player, supports Sega/Mega Mouse, supports XE-1AP analog controller. Starblade is a light-gun-style shooter that many people call a “rail shooter” because it’s set in space and you’re in a spaceship. You have no control over your ship in this game, though. It’s a first-person title, and you fly along a preset path through the game, trying to shoot as many of the enemies as you can before they stay on the screen long enough to hit you. I’d call that a light-gun-style game myself, even though you can’t use a gun here; to be a rail shooter you need some control over the ship! In Starblade, you have none, not even speed controls like After Burner. Starblade is extremely challenging on the Sega CD, because unlike other ports of the game you only have two continues in this version, so I have not finished it yet, but it is a good, and good-looking, game. The game uses a unique mechanism for displaying its graphics — instead of being all rendred by the system (the Sega CD could not do that, too many polygons), or all FMV for the background like Silpheed, Starblade seems to use a unique system where it sends preset vertexes to the system, which then renders the polygons. It’s not exactly video, but this only works because the game plays exactly the same way every time, like a video would — the Sega CD could never render this in any situation where things could change. You can tell interactive parts because all enemy ships are wireframes, while background objects have flat-shaded textures filling their frames. It’s a kind of weird look, but you get used to it, and I think the game actually looks pretty good for the Sega CD. Starblade is a very simple game which clearly shows the limitations of early CD- game technology, but still, it’s a fun one to play for a few minutes here and there. The graphics are good, the action fast and furious, and the game well designed, in its simple way. Starblade is an arcade port, and also is on the 3DO and Playstation. Those versions are fully polygonal and give you infinite continues, so they’d be much easier to finish, but I haven’t played them myself.


Stellar Fire – One player. Stellar Fire is another Sega CD game from Dynamix. This one isn’t an adventure game, though; instead, it’s a Battlezone-style vehicular combat game. And Battlezone is definitely the title to mention here. Much like the contemporary PC/Mac/SNES game Spectre, Stellar Fire looks very much like an enhanced version of Battlezone, so you control a tank in a world of plain ground and flat-shaded objects, shooting enemies. Yes, the game uses hardware scaling, which is nice. While Spectre is a multiplayer-focused arena combat game, though, Stellar Fire is a single player only experience. The game has a nice voiced story introduction, with live-action-video and prerendered CG elements and voice acting by Star Trek (TNG/DS9)’s Michael Dorn, telling you why you’re here on your quest to stop the evil alien threat, and then you’re off. Stellar Fire is a decent to good game, but it’s got a problem — it’s very hard! I’ve never gotten past the first or second level of this game, in fact; it’s that tough. Levels in Stellar Fire are very large, and there are bosses at the end, as well. In each stage, you have some crystals that you have to collect, while seemingly endless waves of enemy tanks try to take you down. Once you collect all the stuff, you go to the boss and try to defeat it, but this can take a while because of the distances you have to travel, and because everything in each level looks the same, so it gets very repetitive very fast. The radar on the bottom shows you where enemies, obstacles, and objectives are, and the game points you to your next goal, but getting there without taking too much damage is difficult, and the bosses at the end of each level are hard. I want to like Stellar Fire, but it’s just so frustrating that I can’t quite… dying at the boss, and getting sent back all the way to the beginning of the level yet again, is not fun. I would recommend getting this game for cheap for anyone who likes Battlezone or Spectre, or wants to play a first-person [vehicular] shooting game on the Sega CD, but be prepared for a challenge. Saving would have been nice, here. Oh well. The game is reasonably well designed, though; the challenge isn’t entirely unfair. Decent game overall, I think, but it could be better. This game is a part of the Stellar 7 series of Battlezone-inspired titles from Dynamix. The first game, Stellar 7, was on Apple II and Commodore 64, the second (also Stellar 7) was for PC/Mac/Amiga, the third (Nova 9) for PC/Amiga, then this game, and last was Stellar 7: Draxon’s Revenge for the 3DO.


Surgical Strike – One player, saves (to system only). Surgical Strike is a FMV sci-fi vehicular shooting game, and it was the last game released in the US for the Sega CD. The story is basic and cheesy, as you’d expect. The gameplay is maybe a little bit like the first level of Midnight Raiders, but it’s far, far better than that game, and it uses some interesting design, too. Even though this is an FMV game, it’s not entirely on rails! Instead, the game plays out on a large city map. You can choose which street to drive down, and can turn at intersections too. Now, since the game is FMV, sort of like a Sewer Shark or Lodestar, you see the same video clips over and over reused in different areas in order to turn a limited amount of video backgrounds into a large world. This means repetition, but unlike those games you won’t get lost, because there is a map screen you can access with a button press. Very nice! It really makes the game much, much more playable than those others, and having choices in where you can go makes this more replayable than linear games like Midnight Raiders, too. The graphics are about as good as you’ll see in a Sega CD FMV game. Sure, color is lacking as always (lots of grey…), but that’s unavoidable. The story and acting is cheesy and silly as usual on the Sega CD. It’s the future, and you’re going in with your hover-tank to take down the badguys before they can destroy your nation with their missiles. So, destroy everything they’ve got, tanks, soldiers, missile launchers, etc. You’ve got a couple of different weapons, and have to be paying attention in order to hit all the targets, which appear with yellow boxes around them. You do a lot of blowing things up in this game, but it’s not easy; you have a health bar, unlike Midnight Raiders, but will take plenty of damage. The game gets frustrating because if you die, or let the missiles launch, you have to start the whole thing over, and watching those same “weapon firing” and explosion videos again and again and again gets repetitive. Still, for a Sega CD FMV game, this is one of the better, and more playable, ones. It’s got issues, and isn’t as good as a normal (non-FMV) vehicular shooter for sure, but it is an interesting product of its time maybe worth a look. There’s also a 32X CD version of the game, but it was cancelled in the US, unfortunately, and ended up only getting released in Brazil. That release is incredibly rare and nearly impossible to find even there, so just stick with the Sega CD version.


Third World War – One player, saves (to system or Backup RAM Cart). Third World War is a hybrid turn-based and real-time Cold War strategy game, of a what-if if the Cold War had turned hot, and was fought on battlefields, not just with nukes. You can use nukes, but also conventional arms. The game is complex and dated and is hard to get into; I find ’80s and early ’90s strategy games can be very hard to enjoy today, interfaces then were often horribly obtuse and frustrating. I love strategy games, but games like this… it’ll have a sizable learning curve, let’s just put it that way. At the start of the game, you choose a nation to control. There are sixteen countries in the game, all major nations; most of the Third World is just grey space here. After you choose one, then you go to the world map, and here you can control your nation. There are quite a few menus and options, so take your time learning everything. You can look at nations’ military and economic power, try to influence other nations to extend your nation’s power, etc. Eventually, after you send troops to a nation where your enemies also have troops, you’ll end up in a battle. There, the game goes to a close-in isometric RTS-style battle. You can move around your various types of vehicles, or call in air and sea support fire types as well. While the strategy map graphics are quite basic, consisting of menus, graphs, and a basic map, the battles look much better. Graphics in the battles look fairly nice. The graphics are pixelated and battles are slow and somewhat time-consuming, but still, it looks good and plays well. Give your orders, and try to destroy the enemy! Overall, Third World war is a dated, but interesting, game. The battles really save it; the strategic view is a very badly dated early ’90s menu-based strategy game, but the battles are more interesting to look at and play. Definitely pick this game up if you’re a strategy game fan, it’s an interesting game. On one final note, I have the US version, but the Japanese cover is pretty silly stuff — it’s got Bill Clinton and Saddam Hussein shaking hands! Hah. Please note that the Backup RAM Cart is VERY highly recommended with this game — it uses up the entire Sega CD internal memory for a single save file. Get the Backup RAM Cart if you want multiple files, or want to save any other game.


Time Gal – One player, password save. Time Gal is a Japanese Dragon’s Lair-style QTE FMV animation game. The game was originally an arcade game, but this Sega CD release is the only version of the game available in English. Unlike Dragon’s Lair, Time Gal does have indicators telling you what you should be pressing, and also has passwords to save your progress. Those are both very nice features that make this game easier to play than Dragon’s Lair is. Of course, though, the gameplay is the same — the game is a video, and you have to press the right buttons at the right times or you lose a life. This game sometimes reverses the inputs, so just memorizing won’t get you through, you have to pay attention to the inputs shown. That makes it trickier. In the game you play as the Time Gal, Reiko, and travel through time, chasing time-travelling criminals. The game has anime-style art, and Reiko turns into a cute little chibi character during the many death animations, so this isn’t the most serious of games. That’s fine with me. I think that Time Gal Reiko isn’t quite as hopeless as the version of her in Castle of Shikigami III (Wii) is, but yes, she isn’t the most competent protagonist, though I guess that fits with the genre; nor was Dirk the Daring, after all. I never liked Dragon’s Lair much, but this is one of the better games in the genre. It’s still extremely basic and frustrating, but at least you can continue if you beat a level, and it does hint at what you should be doing, which is good. Time Gal’s an amusing game, and it’s worth a try if you can find it and have any interest in the genre. The game is also in arcades, Laseractive (Sega PAC), and more, but all other versions of it are Japan-only and are not in English.


Tomcat Alley – One player, saves (to system only). Tomcat Alley is a complete disaster of a live-action-video FMV game. In the game you’re the pilot of a Tomcat fighter plane, Top Gun-style, and are out to save the day from a Russian madman in Mexico with a store of chemical weapons. How original. The acting is bad as expected, but the video quality is good for the system. The “gameplay”, though, is irredeemably bad. Some people seem to actually like this game, but I am most definitely not one of them! While you may be a pilot of a fighter plane here, make no mistake, this is NOT an action game, or a flight simulator either. Instead, it’s a button-pushing game, sort of like Panic! but harder and worse. Make sure to read the manual before you play, because if you want to get anywhere in this game, you must know what the various commands do. Once the game starts, you control a cursor over the screen. Various icons appear on screen, each for one different action you can take, and you’ve got to do the right thing each time, following the instructions you are told. They won’t tell you what button to push, though, just what end-result you need, so read that manual. Timings are quite strict, so memorization is key here; the game will not tolerate many mistakes. In the background your plane is flying around, you might shoot at badguys, etc., but all you ever have to actually DO in this game is press the correct buttons before you run out of time and lose a life. It’s miserably unfun, and is one of the worst games I have played for the Sega CD, in my opinion. Also on PC.


System

Which way to go? One way you escape, two ways you get caught!

WireHead – One player. Wirehead is a Dragon’s Lair-style live-action-video FMV game. That’s a bad sign, right? I have not been kind to most of the Sega CD’s live action video titles. This one is one of the few I like, though. Wirehead is a completely silly and utterly over-the-top game that’s great fun to watch, regardless of if the gameplay itself is so limited. Unlike Dragon’s Lair, in this game, the game pauses at each input point until you choose something. So, the challenge isn’t in pressing inputs with precise timing, as it is sometimes in Dragon’s Lair, but is just about figuring out what is the right choice at each point. The game has limited continues and no saving, so write stuff down, or print out the walkthrough on GameFAQs, if you want to get through the whole thing, probably; you could perhaps memorize it all, but it’s a decent-length game and that would be a lot of memorizing. Wirehead is fun enough to be worth playing regardless, though. As the name suggests, in the game you play as a guy, Ned, who has a remote installed into his brain, so someone with a remote control — you — can control him from afar. Evil people want to kidnap him (for science!), though, so you need to protect him and get him out of there. That will be a challenging task, as these guys after him just won’t give up! You start in Ned’s house, but as this is essentially a ridiculous action movie, the game moves through a variety of settings, including the street, an airplane, a Western town, and more. The real star here is the acting, script, and scenarios; this game knows it’s ridiculous, and goes with it full-force. So, Ned doesn’t just take a plane, he’s forced to jump out of the plane midair without a parachute. Holding on to a raft from the plane, he flips it over, uses it to slow his descent, lands in a conveniently placed river, and off you go towards the rapids! Yes, really. The game is full of comically silly stuff. It’s obviously intentionally silly, and it’s good stuff. You generally have three choices at each choice point. Sometimes there is only one correct answer, but sometimes you can choose multiple paths. As the example above shows, the correct option is not always obvious — who’d think that the correct thing to do in a plane is … jump out of it? Experiment, or use the walkthrough, to find all the alternate options. The video quality is on the better tier for Sega CD games, too. Unfortunately the 32X CD port of the game that was in development was cancelled (should have released it, Sega!), but still, definitely get Wirehead. It’s fun, entertaining, and quite enjoyable to play or watch.


WWF: Rage in the Cage – Two player simultaneous, 6 Button Controller supported. This is a wrestling game. It’s from the same developers as the Royal Rumble, WWF Wrestlemania: The Arcade Game home port, and WWF Raw games on the SNES, Genesis, and 32X, this version is Sega CD-exclusive. Apparently it’s quite similar in gameplay to those other titles, just with more wrestlers to choose from, and video clips of the actual wrestlers, of course. There are 20 wrestlers in this game, which is far more than you’ll find in the Genesis or SNES wWF games. The Cage Match mode is also apparently the only one in a 16-bit WWF game. I do not like wrestling games at all and never play them, but the game seems to control reasonably well (it’s a button-mashing-heavy wrestling game, as usual), and it’s got plenty of content too. Pick it up if you’re a wrestling fan, or if you see the disc for a dollar or so like I did. Do use the six button controller with this game though, the controls are much better that way.


Yumimi Mix (J) (Japan only release) – One player. Yumimi Mix is an animated FMV-style adventure game. The game is in Japanese, so it’s not the easiest game to play, but even though there are some issues, it’s amusing anyway. So, the game starts out normally. The main character is Yumimi, a Japanese schoolgirl. Things seem normal at first, but they get weird later, as eventually aliens show up. Well, why not? The animation and stills are good, and the game is voice acted. The problem is that instead of being like Dragon’s Lair where you hit a direction, in this game, you’re given a popup box of Japanese text options to choose from at each decision point. So, unless you can read Japanese, what you choose at each choice point will be random. You can sort of get some understanding from the voice parts (tone, inflection, what’s happening on screen, etc.), but from text? Sorry. Ah well. That aside though, this is an amusing little game. The interaction is limited, but know that going in and it’s not too bad for what it is. The game has solid art design, and the animation is fairly good too; the game often uses moving static images or only animating facial expressions instead of full animation, but does have actual animation too when it’s needed. It’s not quite as animated as an actual anime would be, but it’s close enough. The music is catchy, and the voice acting good. Also released on FM Towns (Japanese computer) and remade on Saturn as Yumimi Mix Remix, all Japan-only of course. It’s too bad that this didn’t become an actual anime… ah well. Even just as is, without knowing what I’m choosing, this game is entertaining and silly. The concept may have been slightly influenced by Project A-Ko, but this is a much more normal school, and cast… with aliens that show up. Good stuff.


32X CD (3 games)
(note: these summaries are also in the 32X list as well.)


Fahrenheit (32XCD) – One player, has saving (to system only). Fahrenheit is a live-action video FMV game which includes both Sega Cd and 32XCD versions in the box. The 32XCD version has much better video quality and many more colors in the video, as you’d expect. The five 32XCD games are all FMV titles that use the 32X for better video, and it makes a real difference — the Sega CD’s tight color limit was a big problem, and the difference is huge. As for the games though, they’re still live-action-video FMV games, so don’t expect much… this one is probably one of the better ones, but it’s frustrating. In Fahrenheit you are a firefighter going into burning buildings, trying to find people to rescue and dangerous objects to remove. You have a time limit based on your air supply, and lose air when you trigger dangers or gain it when you rescue people. So yes, the game takes skill and some trial and error to get right, you will need to learn the helpful things and the hazards. The game is first person, and you go between screens with the arrows then look around and choose what to interact with. Some things will damage you, others help you. It’s kind of frustrating and random, the game involves a lot of memorization. The levels are mazes which are pretty confusing to navigate. The later levels are huge and extremely complex, but even the first, simple level can be a little confusing because of the first-person perspective and how it can be hard to remember exactly what is in each direction at all times. If you just look at the maps in the manual navigating the levels may seem easy, but it is much more challenging in the video, with the camera moving around, as you try to remember which other rooms are where and which direction will send you towards what. I guess being in a real burning building could be confusing, but not as bad as this I would hope! The second and third levels increase in size on the higher difficulty settings, so at least they do make it a little easier to deal with if you play on Easy. Despite the frustration though, for an FMV game, Fahrenheit’s not bad. Hard, but not bad. Also on Sega CD; uniquely, both versions are included in the case.


Slam City with Scottie Pippen – One player, has saving (to system only). Slam City is an FMV basketball game from Digital Pictures. This game comes on four CDs, but it’s four CDs of awful gameplay. While Slam City is more playable than Supreme Warrior (below), it’s also a bad game and is not worth your time unless you’re looking for some great examples of how unplayable and lacking in fun FMV games really were. In the game, you can move your player, who you see in a third-person-behind view on the screen, around the court. Unlike Supreme Warrior, you do actually have control over where you go, which is great. Actions are somewhat limited by the FMV, though — you can’t just play, of course, and your opponent is running in a video clip in the background. It is very hard to figure out when you can do what — you need to memorize what buttons work with the opponent in each state, pretty much. When the opponent is doing a specific thing, you need to do the right thing in response in order to get past them or score. It’s frustrating and not any fun. A few minutes of this FMV “basketball” and I pretty much had enough. Scottie Pippen is the games’ final boss, but good luck tolerating it long enough to get to him… Also on Sega CD.


Supreme Warrior – One player, has saving (to system only), 6 Button Controller supported. Supreme Warrior is an utterly abysmal, atrocious two-CD FMV fighting game from Digital Pictures that’s so bad that even by the incredibly low standards of Sega CD FMV games, it’s a very bad game. The good-quality video of the 32X CD gives it a good first impression, but as soon as the actual gameplay starts and what the game actually is is revealed, that quickly fades away. Supreme Warrior is, as the name might suggest, a fighting game. You are a martial artist, and have to defeat an evil martial artist, but first you have to defeat his underlings of course. The story is mediocre. Oddly, you can play the game with either English or Chinese voice acting, since the game was filmed in Hong Kong I believe… but there are no English subtitles for the Chinese voice acting, so you’re stuck with the much worse English dub unless you know Chinese. Stupid! As for the gameplay, the game is a first person fighting game where your opponent moves around in front of you while you try to use your attacks (have a six button controller, the game is even less playable without it) to hit them. You’ve got a block and various different kinds of attacks. Read the manual, the moves are not listed in the game and you must know them well, and practice them, to get anywhere, because the enemies are brutal. Honestly, I haven’t beaten the first fight yet, and I don’t know if I ever will. The learning curve to figuring out how to not lose is high, and the game is so incredibly unfun that it doesn’t give me any kind of a reason to want to even consider spending that time. It’s a very frustrating game where the enemy moves around in front of you doing stuff while you press buttons trying to figure out what in the world you’re supposed to be doing… and supposedly, even if you do figure it out, it’s still not fun. Don’t bother with this game, it’s very, very bad. Also on Sega CD, PC, and 3DO.

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Game Opinion Summaries: Nintendo 64

The Nintendo 64 is my favorite console ever, and has an incredible library of great games. I got my first N64 back in September 1999, and quickly came to love it. The system is one of the best-looking consoles ever, and has one of the best gamepads ever as well. I know some critics dislike the N64 controller, but I couldn’t disagree any more strongly — it’s incredibly well designed! It does have one weakness, in the way the analog sticks break down, but that takes a while, and those can be replaced. Otherwise, they’re near-perfect, as is the console as a whole.

I bought 24 or 25 N64 games during its active life, between Sept. 1999 and January 2002. I never entirely stopped playing the games I had for the system, most notably Rush 2049, but did stop buying games for it for several years, in favor of the Gamecube and PC. I did get one game game in early ’03, but otherwise, I got the rest of the games below over time since I started getting games for the system again in 2004. Most recently, just this year (2013) I got some Japanese import games, including Neon Genesis Evangelion and Sin & Punishment.

The reviews or summaries below are complete in that all games have a summary, but eventually I will rewrite some to make them longer — some of these games deserve many more words than I’ve given them! Still though, there’s something here for everything. I wrote most of this list last year, but added 16 more reviews to the list, and posted it here, this month.

Notes – I mention when games are available on other platforms. If I say nothing, the game is N64 exclusive as far as physical releases go. That is, I mention any PC, PS1, DC, etc. versions, but don’t always mention Wii Virtual Console or other digital re-releases of games. Most of the games that I have are exclusives because the N64 had a lot of exclusive games. The list is largely in alphabetical order, but I ignore that for series, so I have the three Rush games together and in order, for instance, and the Cruis’n games listed in release order.

I will list whether games save to cartridge or controller pak (memory card) because N64 controller paks don’t hold much, and I think that it’s important to know whether you’ll need one for your game because of how much of a pain it can be. I do not list whether games have a password save option unless the game ONLY lets you save via passwords, though; I expect most people would only ever be saving to a memory card. As a result I will also list how many pages each controller pak save game uses to save. Remember that each controller pak has 123 pages (blocks), and can have a maximum of 16 notes (files) saved to it. I also list if games have Expansion Pak support or not. I won’t bother listing everything with Rumble Pak support, because most games from mid ’97 on support it, and it’s not that big of a deal either way.

Finally, review length and game quality have no relations, here. Don’t assume that I think games are better just because I say more about them, it’s rarely true. I say more about games that I have more to say about, or ones I think are lesser-known, mostly; it’s nothing to do with quality.

Table of Contents

007: The World Is Not Enough
1080° Snowboarding (aka 1080 Degrees Snowboarding)
A Bug’s Life
Aero Fighters Assault
Aero Gauge
Aidyn Chronicles: The First Mage
All-Star Baseball ’99
Armorines: Project S.W.A.R.M.
Army Men: Air Combat
Automobili Lamborghini
Banjo-Kazooie
Banjo-Tooie
BattleTanx
BattleTanx: Global Assault
Battlezone: Rise of the Black Dogs
Beetle Adventure Racing
Big Mountain 2000
Bio F.R.E.A.K.S. (aka Bio Freaks)
Blast Corps
Body Harvest
Bomberman 64 (US) (JP title: Baku Bomberman)
Bomberman Hero
Buck Bumble
Bust-A-Move ’99
California Speed
Carmageddon 64
Castlevania
Castlevania: Legacy of Darkness
Chameleon Twist
Chameleon Twist 2
Charlie Blast’s Territory
Chopper Attack
ClayFighter 63 1/3
ClayFighter 63 1/3: Sculptor’s Cut
Command & Conquer
Conker’s Bad Fur Day
Cruis’n USA
Cruis’n World
Cruis’n Exotica
Custom Robo (J)
Dark Rift
Destruction Derby 64
Diddy Kong Racing
Donkey Kong 64
Doom 64
Doraemon: Nobita & the 3 Fairy Spirit Stones (J)
Dr. Mario 64
Dual Heroes
Duck Dodgers starring Daffy Duck
Duke Nukem: Zero Hour
Excitebike 64
Extreme-G
Extreme-G 2: XG2
F-1 World Grand Prix
F-Zero X
Fighter’s Destiny
Fighter Destiny 2
Flying Dragon
Forsaken 64
Gauntlet Legends
Glover
Goemon’s Great Adventure
GT64 Championship Racing
Hercules: The Legendary Journeys
Hexen 64
Hot Wheels Turbo Racing
Hybrid Heaven
Hydro Thunder
Iggy’s Reckin’ Balls
Indiana Jones and the Infernal Machine
Indy Racing 2000
Jeremy McGrath Supercross 2000
Jet Force Gemini
Kirby 64: The Crystal Shards
Knife Edge: Nose Gunner
The Legend of Zelda: Ocarina of Time
The Legend of Zelda: Majora’s Mask
Lego Racers
Lode Runner 3D
Mace: The Dark Age
Mario Kart 64
Mario Party 2
Mario Party 3 (J)
Mario Tennis
Mickey’s Racing USA
Mega Man 64
Micro Machines 64 Turbo
Milo’s Astro Lanes
Mischief Makers
Mission: Impossible
Monaco Grand Prix
Monster Truck Madness 64
MRC – Multi Racing Championship
Mystical Ninja Starring Goemon
NBA Hang Time (aka NBA Hangtime)
Neon Genesis Evangelion (J)
The New Tetris
Nightmare Creatures
NFL Blitz 2000
Ogre Battle 64: Person of Lordly Caliber
Paper Mario
Penny Racers
Perfect Dark
Pilotwings 64
Pokemon Puzzle League
Polaris SnoCross
The Powerpuff Girls: Chemical X-Traction
Quake II
Rally Challenge 2000
Rampage: World Tour
Re-Volt
Resident Evil 2
Ridge Racer 64
Road Rash 64
Roadsters
Robotron 64
Rocket: Robot on Wheels
San Francisco Rush: Extreme Racing
Rush 2: Extreme Racing USA
San Francisco Rush 2049
S.C.A.R.S. (Super Computer Animal Racing Simulation)
Scooby-Doo: Classic Creep Capers
SD Hiryu no Ken Densetsu (J) [SD Flying Dragon Legend]
Shadowgate 64: Trials of the Four Towers
Shadow Man
Snowboard Kids 2
Space Invaders
Space Station Silicon Valley
Star Fox 64
Starshot: Space Circus Fever
Star Soldier: Vanishing Earth
Star Wars: Shadows of the Empire
Star Wars: Rogue Squadron
Star Wars: Episode I Racer
Star Wars: Battle for Naboo
Super Mario 64
Super Smash Bros.
Supercross 2000 (EA Sports)
Tarzan (Disney’s)
Tetrisphere
Tigger’s Honey Hunt
Tonic Trouble
Tony Hawk’s Pro Skater 3
Top Gear Rally
Top Gear Overdrive
Top Gear Rally 2
Top Gear Hyper-Bike
Tsumi to Batsu: Hoshi no Keishousha – Sin and Punishment (J) [Sin and Punishment: Successor to the Earth]
Turok: Dinosaur Hunter
Turok 2: Seeds of Evil
Turok: Rage Wars
Turok 3: Shadow of Oblivion
Twisted Edge Extreme Snowboarding
Vigilante 8
V-Rally Edition ’99
War Gods
Wave Race 64
Wayne Gretzky’s 3D Hockey
Wayne Gretzky’s 3D Hockey ’98
WCW/NWO Revenge
Wetrix
WipEout 64
Worms Armageddon
Xena: Warrior Princess: The Talisman of Fate
Yoshi’s Story

The Summaries – total 163 games covered (I think, if I counted right)


007: The World Is Not Enough – Good FPS from later in the N64’s life. Good graphics, good gameplay, fun levels. The game is a blatant Goldeneye clone from Eurocom, but they did a fairly good job of it and the game’s a pretty fun one. In high res this game really does look quite nice, this game probably has some of the best graphics in an N64 FPS. You have a nice variety of weapons and items to use too. This is a good game, recommended for N64 FPS fans and anyone who liked Goldeneye, particularly Goldeneye’s single player mode (I haven’t played this in multiplayer, so I don’t know how it compares.). The game has great level designs as well, and every mission has the multiple objectives, gadgets, enemies, and trickery you expect from a Goldeneye sequel. The game plays even better than it looks, I would say. Note that the PSX title of the same name is from a different developer and is completely different, and worse. Four player multiplayer. Expansion Pak support. Controller Pak saving (2 pages).


1080° Snowboarding
– I like this game less than many people, but it is okay. I don’t know, I just find it a little boring… I’ve never stuck with it long enough to finish the game, and it’s a pretty short game. It is a quality game though. The graphics are reasonably good. I wish that it was more of a racing game, though — while there is one-on-one racing, 1080 has a strong focus on stunts, and I don’t find stunts as fun as I do racing, in snowboarding games. Also, as I said, this game is short, probably even shorter than something like Wave Race 64. People who love it will find plenty of replay value I’m sure, but still, it won’t take long until you see everything. Oh, even if I don’t love this game nearly as much as many people did at the time, it’s still better than most any Playstation or Saturn snowboarding game. Two player multiplayer. Oncart saving.


A Bug’s Life – A Bug’s Life, from Traveller’s Tales, is the first of two games from the longtime licensed-game developer for the N64. Unfortunately, while TT (now TT Games of Lego ____ fame) could sometimes make good games, their N64 ports were badly botched and subpar. Whether this game or Toy Story 2, both games have worse presentation, closer draw distances, lower framerates, and worse graphics on the N64 than they have on PS1. It’s really, really sad. A Bug’s Life is a 3d platform/action game based on the decent Pixar movie. The game is quite linear, and plays from a behind-and-above angle. It’s not well thought through, and making jumps is much harder than it should be because of the horrible camera angles. If you had a problem with something like Croc, don’t even think about trying this, because it’s much, MUCH worse. The game is very linear, too; branching paths exist, but always dead-end. You throw stuff at enemies to fight, while wrestling with the bad camera of course. Very basic. There are some puzzle elements though, and they do add a bit to the game. Generally the puzzles are simple, as you figure out which things to use where in order to get to a higher area for instance, but I did like that element. In addition to the main story mode, there is also a Challenge mode where you have to do specific goals within a strict, and tight, time limit. Challenge mode is actually quite challenging, surprisingly enough, but mostly not for good reasons — the objectives are not always clearly explained, the time limits are tight, and the bad camera makes success difficult. One other major problem is, as I said earlier, how bad the porting job was from the PS1. I imagine that this game isn’t that great on the PS1 either, but this version is, unfortunately, worse. The FMV cutscenes are of course gone, replaced with still images. The framerate is bad, and I just couldn’t adjust. Normally I have no problem with N64 framerates, but somehow this games’ choppyness was just a little bit too bad. It’s like the worse moments in Banjo-Tooie or Conker, except the whole game’s framerate is like that, and there are no good graphics to explain the awful framerate away, either. Just bad programmers, sadly. Making this worse is a horrendous camera. It’s really bad, and makes the whole game harder and much less fun. Play this game and then something like Mario 64 or Jet Force Gemini and you’ll appreciate all over again how competent those sometimes-tricky camera systems are in comparison to this one! So yeah, this game is bad. Don’t get it. One player, Controller Pak saving (12 pages). Also on PS1.


Aero Fighters Assault – This is the closest thing the N64 has to a flight sim, and it’s thoroughly mediocre and disappointing. It’s an arcadey flight combat game probably closer to Rogue Squadron than a flight sim, which would be fine if the game was actually fun. Unfortunately, it’s not. The graphics are average, and the game simply isn’t much fun. It’s a fairly short game, but it gets frustrating later on and probably isn’t worth the time. This is a sequel of sorts to the great early to mid ’90s shmup series Aero Fighters, but unfortunately this game is nowhere near as good as those, genre shift aside. At least the two player versus mode is okay. Two player multiplayer. Oncart saving.


Aero Gauge
– Aero Gauge is a futuristic racing game where you fly through the air, instead of just hovering or driving on the ground as you do in most racing games. The graphics aren’t very good, and look pretty outdated for a 1998 release. It has a lot of pixeley textures, the N64 can do much better than this. There’s a lot of fog, too. The game has some good sized areas, but with all that fog around you really can only see what’s close to you. They could have done better than this. The menus and interface are stylish and cool looking, though, and the music’s fairly good, so some elements of the presentation are done well. This game got mostly poor reviews, and I can understand why, it is a flawed game. One thing to know is how to boost start; the game doesn’t tell you how, you need the manual or internet, and you will never win a single race if you don’t boost start every single time. You hold down A+B before the race begins, then let go of B after the announcer says ‘set’. Turbo around corners to get ahead, as well, by pressing A+Z with left or right to powerslide; after powersliding let go of A and Z and then press A again to hopefully boost, if you did it right. These two techniques are important. There are no weapons or items in this game, and the six tracks are on the short side. The game mostly tries to make up for that with its very high difficulty level, which somewhat succeeds — this is not an easy game. Unfortunately, the main result is just that it gets quite frustrating. I kind of like the game anyway, because flying racing games aren’t very common and the game does some things right and is some fun to play, but I am a huge futuristic racing game fan. Non fans of the genre are unlikely to like the game, I think. Two player multiplayer. Oncart saving, with controller pak support for ghost saves (93 pages per ghost; like Mario Kart 64 the cart can’t save any ghosts, only controller paks, and it takes most of a controller pak to save one.). Do not have a controller pak plugged into controller 1 unless you’re using it to save replays.


Aidyn Chronicles: The First Mage – This epic RPG was a late N64 release in 2001, got poor reviews, and was forgotten. Unfortunately this game will never get the sequel that the title suggests there should be. Admittedly, Aidyn Chronicles has some serious bugs (it can corrupt your save files, for instance! ALWAYS keep backups!) and is in some ways a deeply flawed game — for example, if a character dies they’re dead forever; make use of the save anywhere feature and save often, loading if anyone dies. Apparently they were going to have resurrection, but it was too buggy so it was removed late in development. Also, the character art is pretty bad. Despite these issues though, once you get used to it, Aidyn Chronicles is a great game unlike anything else on the N64. It is a complex, deep Western RPG, and it is a slow paced game as well, so it will take a long time to get used to the game and even longer to finish. The world is large and fun to explore — I love the big overworld, the N64 does fairly large worlds well and the system is being used well here. There’s a lot to explore, and finding your way around and finding the secrets is great. The controls are great. I particularly like the use of the analog stick and C-buttons in the menus, it works very well. The detail put into the game really is impressive, from the magic system to the world to the game design. The combat engine was inspired by Quest 64’s, except it’s improved here. The battle system is a good, strategic system where all characters appear on a map, with movement circles. You move your characters around, attacking the enemies with weapons or magic when in range. You do more damage attacking enemies from behind. Magic requires reagents, so you can’t just cast spells as much as you want — you have to be judicious about your use of magic. Spells early on aren’t just fireballs and stuff too, you’ll need to think more in this game. Your starting spells are things like shield, vs. necromancy, weakness, and strength — useful spells, but subtle compared to fireballs or even Magic Missile. It works though. Enemies are visible in the overworld, so there are no random battles, which is fantastic. The story isn’t incredibly original, but it’s a good epic story of your hero’s rise. And for once, no burning village; the hero sets off on his journey for a reason that is just as good, but is a little more unique. Yeah, despite its big problems, I really like this game. Just be warned, it is long and slow. Oh, and the framerate is pretty slow, though steady, particularly in High Res mode. This bothers some people, but not me; at least it’s steady and doesn’t jump up and down. The slow pace of gameplay also helps make the framerate matter less. Overall, Aidyn Chronicles is an incredibly ambitious games, in some ways one of the system’s most ambitious games in fact. It fails as much as it succeeds, and is very much a love or hate game, but if you can get into it you might get hooked for a long time. I think it’s good to great. Expansion Pak support (use High Res mode!). Controller Pak required to save (28 pages per save file). One player.


All-Star Baseball ’99 – This is a decent baseball game from Acclaim from 1998. With dDecent gameplay and graphics, it’s a fine baseball game for its generation. This was the first of three N64 All-Star Baseball games. I’d like to play this more, but don’t have enough memory cards to have one dedicated just to this game… Controller Pak required to save (107 pages).


Armorines: Project S.W.A.R.M. – An FPS from Acclaim. It got mediocre reviews, unlike Acclaim’s other N64 FPSes, the Turok series. This is Acclaim’s only N64 FPS that also was released on the Playstation (the first two Turok games had PC ports, but not PSX), but reviews of that port say that it’s quite a bit worse than the N64 version. I believe it, the game, clearly running on the Turok engine, uses the power of the system and wouldn’t downgrade well. I actually think this game is decent, despite the reviews. I love N64 FPS controls, Turok-style FPS controls are the best console FPS controls ever, in my sure to be lonely opinion. Armorines is a straightforward, linear FPS running in the Turok engine, where you shoot lots of bug alien invaders, solve some simple puzzles as you explore each area trying to figure out how to progress to the next one, and then shoot more bugs and move on. It’s simple, but fun enough that I can definitely enjoy myself, and the graphics are reasonably nice though not the greatest. You can play as a male or female character, which is cool. The game has four player versus mode multiplayer, and a two player co-op option in the campaign, which is awesome. Expansion Pak support. Controller Pak required to save (1 page).


Army Men: Air Combat – Army Men Air Combat is a port of the Playstation game Army Men Air Attack. It is improved over the original version, with four player multiplayer, better graphics, and more. This series was 3DO’s attempt to take on EA’s Strike series, and I think it worked pretty well. This is probably one of the best Army Men games, and I like the game. You fly around, in a top-down perspective where you do not have actual 3d control — that is, you have no control over height you’re flying but the game used 3d graphics. You spend your time shooting enemies and turrets, picking up powerups, etc. The graphics are nice enough, and the game is a lot of fun. The only real negatives are that it’s a bit easy and too short — Army Men Air Combat strips out most of the Strike series’ high difficulty level, to be much more accessible for young audiences — but it’s fun while it lasts. I like this game more than the 4th gen Strike games, in fact, though it’s a closer fight versus the 5th gen ones. Do you prefer simple and fun, or complex and challenging? None of those have a four player mode though… Four player multiplayer. Controller Pak required to save (1 page).


Automobili Lamborghini – Titus’s first N64 racing game, Automobili Lamborghini is their second Lamborghini game, after Lamborghini American Challenge on the Super Nintendo. The game has nice graphics for a 1997 N64 game, but bland, generic gameplay that probably won’t hold most people’s interest for particularly long. The game has six or so tracks, a decent number for the time, and four player splitscreen, which is nice. There’s only a somewhat barebones single-player game — choose difficulty and tracks and go — but while somewhat weak, it could be worse. Overall, the game is fun for a little while, but unfortunately it gets dull fast. There’s not much variety here, average, mostly-arcadey controls and handling, and no special gimmicks to hold your attention. Still, it’s not actually bad, just bland. I find the game fun for a while. Four player multiplayer, controller pak saving (7 pages).


Banjo-Kazooie – This game is one of the all-time classic 3d platformers, and it is indeed a great game. It isn’t my favorite Rare 3d platformer, but it is a great one that deserves most of the praise it has received. The graphics are quite good, the game is well designed in both general game design and levels, and there’s a lot to do. I do dislike how you have to re-collect notes and such each time you go into a level unless you get all of them, though. You can be in a level without a power you’ll need to get all 100 notes, but you don’t know it and start collecting them… only to realize some time later you wasted your time and will need to do it again later. It’s quite annoying. Other than that though, this game is pretty good. Rare’s first 3d platformer is still a great game. Like all of Rare’s 3d platformers, BK has a lot of content and will take a good while to finish. It is also on XBox 360 Live Arcade, but I haven’t played that version so I can’t compare them. One player, on cart saving.


Banjo-Tooie – The sequel to the previous game, bigger and better than the first one in most respects. Tooie is a pretty good game. It doesn’t repeat the first game’s problems, and has some pretty cool levels too. It’s not as original as the first game, though, and some people dislike the multiple characters you now have. I don’t mind that, but I did find it kind of annoying at some points and haven’t finished the game, despite owning it for many years (since 2002, precisely). The game has some framerate problems — they simply tried too much for the un-enhanced N64, I really wish that this game had had Expansion Pak support, I think it needed it. Some parts have some bad framerate drops. Still, the game is great overall. Like the first game it is also on XBox 360 Live Arcade, but I haven’t played those versions so I can’t compare them. Four player (battle mode and minigames for multiplayer), oncart saving.


BattleTanx – I did a thread about this game once. It’s great fun, the first of 3DO’s tank action games and is still well worth playing. While it’s great overall, it does have some issues, most prominently the quite mediocre graphics. The game is short too, just like its sequel – this game won’t take long to finish. There are only three kinds of tanks in the game, so there’s not too much variety. The post-apocalyptic story is simple but effective, and it works as a setup. Multiplayer was the focus here, and it shows — even the single player missions are all fought in the same levels as the multiplayer, large, square cities full of stuff to destroy and players starting at different points. The sequel would add much more level variety. Fortunately, it’s still incredibly fun to drive around and shoot stuff. That’s the core of Battletanx, and that’s why it’s great. Buildings crumble as you shoot them. Levels are large and a lot of fun to navigate and are full of enemies, obstacles, and buildings, many of which you can level. This game’s good and well worth playing. Four player multiplayer (various versus modes). Controller Pak to save (1 page).


BattleTanx: Global Assault – The sequel to the above game, and better than it in every way. The story is better, there are a lot more tanks to control, the campaign is longer (though still short and easy), there are more maps, there is a much greater variety of level designs, there are more multiplayer modes and mission types in single player, there are more control options, and more. I really loved this game, it’s one of the best multiplayer games on the N64, and yes, I know that’s saying a lot. My only complaint is that I wish there was a sequel, because this game ends with a cliffhanger that was never resolved. Bah! 3DO did make some more vehicular action games after this, the two WDL games from 2000-2001 (both PS1 and PS2 exclusives, quite sadly), but they are entirely separate story-wise and do not continue this plot. Still though, BTGA is fantastic. It would have been nice to see actual height differences in the levels — there are tunnels you can go down, and little hills, but no real rolling terrain — but really, this game’s very good and extremely fun to play. Of the multiplayer modes, the two player co-op campaign is really cool, and for versus play BattleLord mode (it’s Capture the Flag, essentially) steals the show. That mode’s so great I rarely even touch the others. You can play against any mixture of four human and computer players, can play 2v2 with one human and one computer on each team, and more. There was a later Playstation version of the game, but it’s got new, worse prerendered FMV CG story scenes, entirely redesigned, smaller and less interesting (but more numerous, though it doesn’t make up for the problems) levels with completely different level maps, and more. It’s nowhere near as good as the N64 version and is two player only. N64 BTGA has a two player co-op campaign, and four player versus modes. Play the better BTGA game, this N64 version. Controller Pak to save (1 page).


Battlezone: Rise of the Black Dogs – This isn’t like the ’80s arcade classic, but instead is the only console game based off of the late ’90s PC strategy/action series of the same title. The concept is that it is the Cold War, and the US and USSR are fighting a secret war on the moon between forces they have landed there. Yeah, it’s a cool concept. Activision tried to bring back Battlezone, but as a strategy/FPS/RTS hybrid, like some titles from 3DO and Microsoft such as Uprising. There were two games in this series on the PC, but only this one on consoles, which is an original title and not a port. The game is simplified from the PC original, understandably, given that it is on a console and needs to use a gamepad instead of keyboard and mouse — the PC games had complex controls, using lots of keyboard keys for various stuff. You can drive around and shoot enemies, but you also have to build a base, build units, and give them orders in your efforts to defeat the enemy. The controls work on the N64, but are complex and they will take a while to get used to. Once you do though it’s a pretty good game. The graphics are just average, and there is ever-present fog in the not-far-enough-away distance, but they do the job just well enough to do. There is also a shooting-only arcade mode, but the strategy mode is the core of the game. Four player multiplayer. Controller Pak required to save (1 page).


Beetle Adventure Racing – This is a very popular classic racing game from Paradigm and EA. The game plays like a hybrid between San Francisco Rush and Need for Speed, and is about as great as that sounds. I think that the Rush series is better than BAR, no question, but BAR is pretty good too. The tracks, while few, are huge and lots of fun to drive around and explore. The tracks in this game are absolutely full of shortcuts, so it will take a good amount of time to learn each one. The games’ visuals are good as well. The game has plenty of replay value due to its high difficulty level, point boxes to find hidden all over the stages, and more. The multiplayer mode is disappointing, though. Race mode is two player only; only the not-that-great battle mode supports three or four players. Too bad. Also, the tracks sometimes feel like they are too long for their own good. The game’s great fun at first, but by the later tracks, the long race times make failures frustrating — at times one mistake can force you to restart the race or more. I never finished this game because, as good as it is, I got tired of it after a few tracks. Still, with good graphics, good controls, and lots to do, BAR is a great racing game. Controller Pak required to save (4 pages). Two player only in multiplayer race mode, four players in battle mode.


Big Mountain 2000 – This little-known skiing/snowboarding game is actually my favorite winter sports game on the N64. The developer, Imagineer, made some of the N64’s more mediocre racing games — MRC, GT64, Rally Challenge 2000 — but this one is genuinely good. All four games are somewhat lacking in content, but this one’s more fun while it lasts than the others. Big Mountain 2000 is a port of a Japanese release from 1998, so the graphics are not exactly the equal of other N64 games from 2000, but I think that the great gameplay makes up for it. BM2k is a simple, straightforward, and racing-centric skiing and snowboarding game — this is not an SSX or even 1080 style trick-centric game, but a game that really is about the racing, and that’s how I like it. The controls are just about perfect, and are exactly the way I would want them to be for a game of this kind. There is a very minimal trick component, where you can do tricks off of specific jumps if you want, but it doesn’t get you anything of note and there is no stunt mode. I am entirely fine with this; I always prefer race to stunt mode in 1080 and SSX games. Indeed, the half pipes are usually my most hated “tracks” in those games. The game is somewhat short, with just four mountains, but that’s still one more course than Imagineer’s first two N64 racing games have, and there are three races on each mountain, so the game’s not TOO short. You have a normal race down the mountain, Downhill, and two different races where you need to go between the flags, Slalom and Giant Slalom. The two have different flag and path layouts for each of the races of course. There is also a reverse mode, after you beat the normal, and you can choose a character and skiis or snowboards, though I didn’t notice much of a difference between the two. I got hooked by this game and played it quite a bit until finishing it. It’s fun to just race down the mountain. Two player multiplayer. On-cart saving. (Yes, it’s one of those rare third-party N64 games with on-cart saving! Imagineer’s other three N64 racing games don’t have it, for sure.)


Bio F.R.E.A.K.S. – Arcade port fighting game from Midway, also ported to Playstation. This game, released in 1998, was Midway’s one of Midway’s later 3d fighting games, and unlike most other Midway fighters that generation, this one actually supports saving, which is great. Only this and MK4 do (and the DC version of MK4, MK Gold, doesn’t either!). Anyway, in Bio Freaks, you’ve got everything you expect from a Midway fighting game, plus more — it has ridiculous character designs, decent graphics for the system, multi-tiered arenas, fatalities, etc. The characters can fly too, so uniquely, it’s got both air and ground combat. All characters have both projectile and melee attacks as well. It is a 5th gen 3d fighting game, though, so it’s not exactly anywhere near the mark 6th gen 3d fighters hit. It’s a bit slow for instance, like so many N64 games. Still, for an N64 3d fighter, not bad. There is also an in-game moves list, which makes this game one of the only N64 fighting games with that awesome feature! The gameplay’s only above average — it definitely is not exactly balanced, which hurts, and it’s a bit slow — but the feature set in the game is pretty good, and it is unique and at least somewhat fun. Two player. Controller pak to save (3 pages).


Blast Corps – Blast Corps is an early N64 Rare game. The game is both original and brilliant, and, despite the many incredible games that Rare made for the system, still stands as one of their best. The graphics are poor, first gen work, but the incredibly fun gameplay makes up for it. In Blast Corps, you have to destroy all the buildings that are in the way of a runaway nuclear missile carrier which cannot stop. If it hits anything, it explodes. You control a variety of different vehicles in your destructive work. The game is essentially an action/puzzle game, and figuring out the fastest and best way to beat each level is both a lot of fun and very challenging. There are medals, and you unlock bonus stages, and the ability to try for platinum medals, if you manage to get all the gold medals. Good luck there, the difficulty is crazy. In addition to the destroying, there are also occasional bonus stages where you do other stuff such as flying around with a jetpack-like thing, and some racing levels where you do some top down racing. It’s a great, great game. Controller pak or internal save. One player. Note that the game will give an error message (“foreign object detected in controller pak port” or something) if you have a rumble pak plugged in, and you cannot access the internal save unless you do NOT have a controller pak plugged into controller one. Also, if the space is available, the game will automatically make four 10-14 page notes on your memory card to save onto. How nice. So, before playing Blast Corps, make sure to remove anything from your controller’s accessory port! One player.


Body Harvest – Body Harvest is an interesting N64 on foot and vehicular combat game from the same studio as Grand Theft Auto. The game suffered years of delays, originally being planned as an early N64 game but not coming out until 1998. It also saw a publisher change, as Nintendo dropped the game during development and it was picked up by Midway. Fortunately they kept the on-cart saving. In the game, you, a time traveling soldier, have to fight off a bug alien invasion. What it it about N64 alien invasions so often being bugs… Starship Troopers influence I guess? Anyway, these bugs aren’t just attacking, they’re attacking throughout time! So, use your time machine and save all of the affected eras from the bugs, one after another. The graphics are first-generation poor, and the controls are just okay. The main hook is that you can control many different kinds of vehicles during the game, different ones during each time period. Like in GTA (except before any 3d GTA games), you can jump in and out of the vehicles at will. It’s a good game, but I don’t love it and always lose interest after a while. I haven’t actually gotten too far in this game as a result. One player, on-cart saving.


Bomberman 64 – Bomberman 64 is the first Bomberman game of four on the N64, and it is to this day still the only full, Mario 64-inspired open 3d world Bomberman 3d platformer. All Bomberman 3d platformers after it followed much more linear designs, and the Gamecube ones don’t even have 3d multiplayer, just the usual 2d grid stuff. Bomberman 64 was different. The game is very, very difficult, too difficult I would say, but it’s a very good game. I do need to say though, the graphics are mediocre at best. Don’t expect a lot from this game. It’s just good enough to get by, but nothing above that. It’s clearly first gen work. My other main complaint is that there is an entire sixth world in the main game that you can only access by getting ALL of the golden tickets (this game’s equivalent to Mario 64’s stars). ARGH! Some of those tickets are very hard to get… I’ve never seen world six. It’s pretty annoying, I’ve heard it’s cool. Even so though, I like the game a lot. The levels are fun to explore and well designed, and there’s a lot to do in the game. This game is pretty good. The bossfights are a challenge too, but often fun. The multiplayer is great, too. The maps are actually 3d, and instead of cross explosions like classic Bomberman, are circular like in the single player game. This is the only 3d Bomberman game where normal bombs explode in circular blasts in multiplayer mode; The 2nd Attack also has 3d arenas, but cross bombs (super bombs excepted, those have round blasts), and the two GC/PS2 games have, as I said, the classic 2d style of gameplay only for their multiplayer, though their single players are (poor, subpar) linear-path 3d platformers. Thus in both single and multi player, Bomberman 64 is an original game unlike anything else in the series. 3d platformer and Bomberman fans who haven’t played it should try it. Four players. On-cart saving, though if you want to save a custom multiplayer character (a unique look for your multiplayer character, made up of parts you unlock in the main game), you’ll need to save that character to a memory card, so you can bring it to a friends’ and use it there, I assume. Each of those character files are one page.


Bomberman Hero – Bomberman Hero actually started out as a Bonk game. When I learned this suddenly this game made a lot more sense to me, because at the time I thought that Bomberman Hero was pretty strange for a Bomberman game. It has no multiplayer, it’s linear and you just follow a path instead of wandering around larger worlds like in Bomberman 64, and you mostly throw bombs instead of just dropping them. Well, it didn’t start out as Bomberman. The game’s alright, with some fun linear-corridor 3d platforming challenge and Bomberman 64-esque boss battles. The graphics aren’t much improved over Bomberman 64, but oh well. It’s not the game people expected it to be, but it’s an okay to good game even so. Oh, this is the only N64 Bomberman game to be released on the Wii Virtual Console, for whatever reason. It’s too bad the two Bomberman 64 games weren’t. One player, on-cart saving.


Buck Bumble – Buck Bumble is a 3d flight combat game where you control a heavily armed bee. You fly around, killing enemies and doing missions. The graphics are okay at best, nothing special, and the gameplay’s no competition for Factor 5’s Star Wars games. It’s a good game I guess, though not great. This game has lots of fog. Way too much of it really, given the only average graphics. The N64 can do a lot better than this. Even so, for anyone who likes flight combat games, Buck Bumble is probably worth a look — there aren’t too many games like this on the N64, and even if it could be a better, the game is okay and definitely will provide plenty of challenge. Indeed, this game isn’t easy. It’s also got multiplayer, something Factor 5 didn’t attempt. Four players, controller pak to save (3 pages).


Bust-A-Move ’99 – BAM ’99 is a port of the arcade game Bust-A-Move 3. It was also on PSX and Saturn. Compared to the other versions, the N64 has a plus and a minus. On the good side, the game has an N64-exclusive four player splitscreen multiplayer mode. There’s no music in 3 or 4 player mode, but still it’s and awesome feature to have, and this is still one of only a very few BAM games with a 4 player splitscreen mode. On the downside, some people will like the cart remixes of the music less than the CD audio on other versions. I think the music’s fine, though, and love this game. It’s easily one of the N64’s best puzzle games. I love the characters in BAM2, it’s my favorite BAM cast. I like the music and graphics. I love that BAM3 has more modes and options than most other BAM games — there isn’t just a puzzle mode, a versus mode, and an infinite mode or something, like BAM1, but a total of eight different modes — in Arcade Puzzle, Arcade Vs. CPU, Arcade 2-P Versus, 4-P Versus (separate because in this mode the windows are much smaller and there’s no music; with just two people play in arcade mode, not here.), Win Contest (another versus mode where you see how many CPUs you can beat), Challenge (another puzzle mode, try to meet some specific conditions to finish the stages. You are graded, see how well you can do!), a collection of 1024 puzzles made by Japanese fans that are included on the cart, and puzzle edit mode where you can make your own. In the series, only BAM4 (PC/PS1/DC) comes close to this game in features, and it doesn’t have a four player mode. There are multiple graphic sets in this game for the bubbles too — the game as at least three different looks in different modes and stages. This game has a lot of content, for sure, and will consume you for many hours. My only real complaint is that the save file is insanely large. What in the world HAPPENED here? Why is it 64 pages? BAM2 for Saturn’s file is about 64 blocks, and that’s out of 500… in a 32KB memory space. This game uses 64 pages of 123 on a 256KB space. Featurewise the games are very similar — both have a puzzle edit mode with 16 user-creatable puzzles (Saturn exclusive in BAM2, but present in all versions I think of BAM3; N64 certainly has it at least), etc. The N64 game does have more modes and unlockables, but that should only account for a little more space, not the exponential increase in comparison it has. This is really the only blemish on an otherwise exceptional, incredibly addictive game. It’s annoying, but doesn’t ruin the game. This is one of my favorite puzzle games of all time. Four player multiplayer, controller pak to save (64 pages).


California Speed – California Speed is a port of the Midway/Atari Games arcade game of the same name. The game is essentially Atari Games’ take on the Cruis’n USA concept, and repurposes the San Francisco Rush engine to run a Cruis’n-ish point-to-point racer with more Rush-like handling. While only moderately popular, I liked California Speed quite a bit in the arcades back when it came out. It’s a somewhat easy game, but being a cross of Cruis’n, which are fun games, and San Francisco Rush, which is my favorite racing game series, I thought it was pretty good. On that note, the controls do feel a lot like a Rush game. The cars handle a lot like Rush cars, so don’t expect to be able to turn on a dime. You’ll need to learn the courses and prepare. I really like the Rush series’ handling, so I think this is great. Fortunately, as I said, this game isn’t that hard, and the courses are mostly straightforward. The graphics are okay too. There is fog in the distance, unfortunately, but it’s far enough away to not be too bothersome, and I love many of the environments you race through. There really are some great tracks in California Speed. Some of my favorites are the roller coaster section of one track (it’s really one of the more distinctive things in the game, in my opinion), the mall you go through in another track (straight from the country to a giant mall…), the part where you seem to be driving inside a giant computer circuitboard, or the alien ship. Yeah, I love the track designs here, the designers did a good job. The graphics are about the same as Rush 1 or 2 on the N64, or perhaps slightly improved over those, so they aren’t great, but once you get used to the style it looks okay. Easy or no I like this game a lot, it’s just so much fun to drive through the levels. There is some challenge later on, too — the game’s got a solidly lengthy single player mode to race though, with multiple circuits and modes, and three different sets of vehicles too. There are three or four different championships and several difficulty levels, so there’s plenty of content if you like the game like I do. I just wish it had on-cart saving like the Cruis’n games do. Two player multiplayer, controller pak to save (35 pages).


Carmageddon 64 – Carmageddon 64 is widely hated, and indeed loathed, but I actually like this game. I can understand why people hate it, but I think it is actually a decent game in some respects, and it definitely can be fun. Based on one of the later Carmageddon games for the PC, Carmageddon 64 may not be as good as the original PC Carmageddon game — and it isn’t — but neither were Carmagedodon’s sequels, and Carmageddon 64 is not anywhere near as awful as reported. Really, in plenty of ways it’s a decent game. As usual with Carmageddon, there are three ways to complete each level — either finish three laps of the race by going through the checkpoints enough time (as always in the series there are no finishing places, or positions recorded. If you finish at all you win.), crush all zombies in the level (harder than it sounds), or destroy the other three cars and be the last car standing (yeah, only four cars in the race). This last one is often the easiest way to win, and the computers are aggressive and attack eachother constantly, so that’s their tactic too. If you’re following the checkpoints, though, do know that the checkpoints are VERY touchy — pay attention, it’s easy to miss a checkpoint if you were too far from the marker. I’ve had multiple times where I reach the next checkpoint, only to be told to go back because I missed the last one. The game has only three environments, but all three are huge, and contain a variety of different courses. Each level brings you through different areas of the environment, through different routes, and more, so they do feel different. Each layout is marked with arrow signs that you must follow. I find it easy enough to stay on course, but there are no rails, so you do have to pay attention. The handling is pretty much standard Carmageddon handling, so it feels somewhat Rush-ish, but not quite as well done. Handling is tricky, and I find myself regularly running into walls, but I think the controls are solid, overall; I don’t have a problem with them. In narrow paths like you’re often driving through in this game, it’s understandable that it’d be tricky to stay on the track. It can be done, just drive more carefully and get used to the controls. The button combination to heal up your car some — hold Z and then press R to heal a little, or hold Z and then double-tap R to fully heal — is quite important, you take damage easily and will need to heal frequently. Fortunately, though healing costs money, you usually have plenty. The graphics are decent, and there are a fair number of “zombies” to run over. Silly console censorship, they’re supposed to be people… it’s more fun running over humans, but oh well. Sometimes you can complete whole races without seeing the zombies, but they are out there, 80-160 of them per course. Often they’re hiding, though in some courses you’ll run across plenty of them to easily squish. Fun stuff. Carmageddon 64 is clearly a somewhat low budget game, and needed some more bug testing for sure, so I can see why so many people hate it, but no, this is NOT the worst game on the N64, not by a longshot. I’m not sure what kind of score to give it, I could almost see anything from a B to a D, but I do know I’m entertained and will be playing this game more. Two player, controller pak saving (1 page).


Castlevania – The first 3d Castlevania game, this game has a pretty bad reputation. While I will agree that the early N64 graphics don’t look that good (the graphics definitely are the worst thing about this game), the gameplay is better than the graphics. However, the improved version below makes this game outdated for all but its most hardcore fans. I will describe the game, but considering that LoD is pretty much the same thing but better, there’s not much reason to get this. On its own though, Castlevania is a fairly impressive achievement in some ways. First, as should be expected from Konami, the music is fantastic. In addition, the levels are large and well designed. Castlevania for the N64 has elements of 3d platforming, 3d action, and adventure gaming in it, and the platforming and adventure elements are done especially well. As an action game it’s probably not above average, but the game’s focus is elsewhere so that’s fine, in my opinion. I love the adventure game elements, this game has a great sense of suspense sometimes and the puzzles in the game are often challenging and fun. The game follows multiple routes with the two characters, who share some levels but each play some the other character doesn’t. The little girl (mage) character is way better than the guy with the whip, because his weapon is short range while she can shoot far, which is a huge help in a 3d game. There are multiple endings too, depending on how long you took to finish it. The platforming controls are pretty good — your character will grab onto any platform edge you get anywhere near while jumping, so absolute precision is, thankfully, not necessary. Overall, flawed but good. One player, controller pak (9 pages) to save. The Japanese version has on-cart saving, but like all Konami N64 games it was removed from the Western releases because Konami are cheap and annoying, apparently.


Castlevania: Legacy of Darkness – I got this game in the mid ’00s not expecting much, because of how much bad things I’d heard over the years about the N64 Castlevanias, but I was very pleasantly surprised, and I think this is a pretty good game. LoD is an improved version of the above title. Essentially, it is everything Castlevania for the N64 is, and more. It has better graphics, more stages, more playable characters, some level design changes, and more. The expansion pak support is an optional Hi Res mode; the framerate is lower, but the graphics look great. The graphics are improved over the first version even in low res mode, but high res is particularly good looking. Many people dislike the slow framerate of hi res mode, but I think it’s fine and always play LoD in high res. The new stages are great too. I love the new first level, on the ships; it’s a better intro stage than that dark forest the original starts with (and that is level 2 this time), I think. Great boss too. The new characters change the game’s progression. In LoD, first you play as Cornell. Cornell is a werewolf and is incredibly powerful; few bosses will be much of a challenge for wolf mode Cornell, so save your red gems for boss battles and then just destroy the bosses. This lets you focus on what’s best about the game, the platforming and puzzles. Cornell is pretty cool, he’s my favorite character in this game. This mode has only one ending and no time limit, and you go through all of the stages in the game. After you beat the game with Cornell, you unlock a second character. This guy has a time limit and has to find five children hiding in a certain set of stages you play through before time runs out. Do that and you unlock the original two characters from the first version, and can play through their two modes, much like the first game but with some minor changes here and there, so it won’t be exactly the same experience, just similar. One player only, controller pak (17 pages) to save. Expansion Pak supported for a high-res mode. I always play with high res on, but people bothered by the framerate might want to disable it. The Japanese version has on-cart saving, but like all Konami N64 games it was removed from the Western releases because Konami are cheap and annoying.


Chameleon Twist – Chameleon Twist is a fun, but somewhat short and easy, 3d platformer. In this earlier N64 game (it’s from 1997), you control a chameleon. Your character is a pretty cute big-head creature that only looks vaguely like a chameleon, but oh well. The main feature here is that your chameleon has a very long tongue, which you can use to grab onto things to swing yourself around, to attack, and more. The tongue mechanic is somewhat original and leads to some fun gameplay challenges, as you swing yourself around to figure out what to do. It’s nothing deep and epic, but it is a fun little 3d platformer that I enjoy. Sure, the graphics are mediocre and it could be harder, but what’s here is solid fun. Four player (multiplayer battle mode). On-cart saving (note that Chameleon Twist 2 does not have multiplayer or on-cart saving, and requires controller pak save instead; reasons to prefer the first one!).


Chameleon Twist 2 – The second Chameleon Twist game is similar to the first one, but with slightly better graphics and new levels. This game feels a little more cheaply made than the first game, since the multiplayer versus mode was removed — this is a single player only game, though you can choose to play as any of the chameleons from the first game during play — and the internal save was replaced with controller pak only saving, but the base gameplay is the same, and it’s still good. The graphics are still average at best, though. They may have improved a bit, but they’re still second or third rate. This time the player characters look much more like chameleons, though. In the first game the “chameleons” are very cartoony figures that look little like their supposed form, but in this game they do look like chameleons, albeit cartoony ones. I like the new character designs. Chameleon Twist 2 feels something like a 4th gen third-party platformer, in that it has six big levels but is much more linear than platformers from Nintendo and won’t last you nearly as long. Each of the six levels are long, with multiple sections followed by a boss fight, and the game has some challenging parts for sure. You do get a lot of health though, so you can make many mistakes before losing a life. Unless you care about how well you are doing (as you are rated at the end of each level) or whether you’re finding the collectables along the way, beating the game probably won’t take long. There is a little replay value in going back and trying to find everything, but it’s limited. As before, levels are completely linear areas, often on platforms floating in space. This is a 3d platformer, but your path is mostly linear. Some areas may have multiple routes, but often those are just hiding places for collectables. I do like the level designs, though. The controls work similarly to the first game, so once again, the central focus is on your chameleon’s long tongue. You can attach to things with the tongue, swing around, and more. Getting used to it is tricky, so practice — you’ll need it! Swinging with precision is central to the game. The training rooms can be tough, but you will need to have mastered the moves, with the tongue particularly, in order to get through the levels. As with the first game, you get used to it with practice. Overall, Chameleon Twist 2’s structure, with the small number of big long levels, is dated, but the gameplay is fun. This is a classic, simple platformer. There aren’t all that many 5th gen 3d platformers developed in Japan, but this series is. They are no match for the top N64 3d platformers, but are simple, fun games that 3d platformer fans should try. Expect a short game though — there’s not much to this one. Fortunately it’s fun while it lasts. One player, Controller Pak saving (5 pages).


Charlie Blast’s Territory – Charlie Blast’s Territory is a small, low budget N64 puzzle game. It’s a puzzle game of the “figure out how to solve it” variety, not the block dropping variety, and you have to figure out in each level how to destroy all the bombs, and thus the stage, in the 3d, tile grid design levels. You move Charlie around, pushing bombs to get them arranged correctly to blow up the stage with a single blow. The game is okay, but has a very simple look and you can tell that the cart size is small. The game’s by Kemco, and is basically and N64 version of what was released on Playstation as “The Bombing Islands”, except with the new character Charlie Blast as your character instead of Kid Klown and perhaps some different puzzles. One player. Saving is by password only. This is the only N64 game I know of with password-only saving. All others with password options also have controller pak support.


Chopper Attack – This is game is another Strike series clone on the N64, except this one is played from a behind-the-helicopter view instead of the 3/4ths overhead view of the Strike games and Army Men Air Attack. Despite the change in viewpoint, you have no more vertical control in this game than you do in those. That is, you have no control over vertical flying height. Once you accept that, this game’s actually somewhat fun. You fly around, shooting enemies and turrets and buildings and such and accomplishing your objectives. Not bad. The graphics and sound are nothing special — there are lots of big blurry textures here — and nor is the gameplay really. Oh, and the game is short, it won’t take long to finish. This game is average, but it’s fun anyway. Despite the problems, it’s an okay game overall. I never liked the 16-bit Strike games, but do like most of the 5th gen games of this style. One player, on-cart saving.


ClayFighter 63 1/3 – This is a fighting game, and the first of two N64 ClayFighter games. The game is okay, but not great. The graphics are amusing, in that ClayFighter style, and the 3d arenas are cool. There is 3d movement, so this isn’t just a 2.5d game. I like that. There are combos, KI style, as well as special moves. There are several hidden characters too, accessible by cheat codes. In addition to the ClayFighter characters, the other Interplay characters Earthworm Jim and Boogerman are also playable, which is cool. I don’t like KI-style combo systems, but you don’t need to know it to play this game. This isn’t a great game, but it is stupidly amusing, which is about all you should hope for from something like this. Two player, no saving.


ClayFighter 63 1/3: Sculptor’s Cut – This rental-only N64 game is somewhat rare and pricey as a result of its limited release, but I lucked into a cheap copy. Sculptor’s Cut is a somewhat interesting modified version of the first Clayfighter 63 1/3 game. While the environments and characters are similar (all of the stages and characters from the first version return, and the story, such as it is, is not different), there are many changes, both minor and major. First, the game’s now entirely 2.5d — 3d movement has been removed, so gameplay is now on a 2d plane. That’s disappointing, I liked the 3d movement of the first version. Now instead of having to maneuver people towards areas where stages change, you just push your opponent to the edge and you’ll move in to them naturally. It makes stage changes easier, but overall wasn’t a good change. On the other hand, four new characters have been added, which is great — more characters is very nice, in a game like this, and the new characters are all great to see. But again on the other hand, there were yet more changes made in order to save space and simplify gameplay — the KI-style combo system was mostly removed, leaving just moves, special moves, and super moves in place. Some returning characters have fewer moves, too. I never liked KI-style combo/combo breaker systems at all, so I think this was probably a good change (apart from the removed special moves), but I’m sure some people disagree. Overall, I don’t know that this is worth the money — there are as many negative changes as positive, and this is one of the pricier US releases. Still, it IS still to date the most recent Clayfighter game, and it does have four characters exclusive to this version, so series fans at least should certainly check it out. Fighting game fans who prefer 2d gameplay to 3d in their polygonal fighting games also might like this version more. Two player, no saving.


Command & Conquer – C&C for the N64 is a remake of the PC original, except with 3d graphics. The live action FMV cutscenes have been removed, of course, in favor of static images, text, and some speech. That is too bad, C&C series FMV is always entertaining stuff. There’s also no multiplayer, and the game only includes the original campaign, not either of the expansions, which were never released for N64. There are four additional N64-exclusive levels, though. The actual game’s the same, though, except in 3d instead of drawn 2d. The visuals actually look pretty good, particularly in high res mode. The game looks and plays better than I expected, I wasn’t expecting it to be good at all but it’s actually fun and works reasonably decently. You can zoom in and out, so you can hopefully get it to the size you want. Small units are always an issue in C&C games, with all that tiny infantry, but they do what they can here. The 3d graphical redo is interesting and makes the game different enough to be worth a look, even if the gameplay is the same, and that gameplay functions about as well as can be hoped for on a console controller with analog stick. C&C for the N64 may or may not be worth playing, but at least they tried something a little different. One player, on-cart saving, Expansion Pak support.


Conker’s Bad Fur Day – Rare’s last N64 3d platformer, Conker’s Bad Fur Day was long in development but worth the wait. Conker has impressive graphics, though it does have some framerate issues like Banjo-Tooie likely because it doesn’t use the expansion pak. It also has great platformer gameplay, with the usual good Rare level design. This game is less about collecting than Rare’s other 3d platformers; the game does have some, you are collecting items, but it’s more straightforward than Rare’s other 3d platformers. This game is streamlined versus the previous ones. I’m not so sure the change was a good one, I like the other three more overall, but it does make for something different and is a pretty good game as well. What Conker is best known for, however, of course, is its mature theme. This game’s M rating is well earned. The game has a later Xbox remake, but while the graphics on the Xbox are better, the game is actually censored more on that platform — many swears that are unbeeped on the N64 (the game is fully voiced) are censored on the Xbox. The game is full of dark, British humor and just crazy situations, perhaps most famously the Great Mighty Poo. Normally I am not one for poop jokes, but that whole bossfight, with an opera-singing giant poo monster fighting against Conker, who you defeat by throwing giant toilet paper rolls at it, was pretty awesome stuff. Not everyone is going to like the adult nature of the game, and this is not a game for kids, but it’s a very good game all 3d platformer fans should try. Thanks to the lesser censorship the N64 probably has the better version, though it won’t be cheap. Four player multiplayer (various modes, many of them shooter-style; the Xbox version has different multiplayer content, so the two are not the same in that regard), on-cart saving.


Cruis’n USA – Cruis’n USA is a port of the 1994 arcade classic and one of the most successful arcade racing games ever. While the home ports have been hated almost since the release of the first one, this game for the N64, the arcade machines always have been very popular, both in the Cruis’n and followup (from the same people) The Fast & The Furious arcade games. Cruis’n USA is a simple racing game where you drive along long, often wide roads, tearing across America in your quest to become the first racer to go from San Francisco to Washington D.C.. The game clearly has a strong Outrun influence, except newer and American-made instead of Japanese. The arcade game was fun, but there are flaws in this home port. The N64 version is a straight arcade port, with absolutely no added features. This means that you simply access the hidden cars via cheat codes, not unlocking, and once you’ve beaten the main race mode there isn’t much reason to revisit this game except to try to improve your times in the courses. That’s disappointing, because while fun this game won’t last long. Also, the multiplayer is two player only. At the time though, the biggest letdown was the graphics, people were expecting it to be arcade perfect but it’s definitely not. There’s fog and popup too. Still, there’s enough fun here to make it worth a few bucks, and this was a very early N64 release. Two player, on-cart saving.


Cruis’n World – Cruis’n World is the second of the three N64 Cruis’n games. The gameplay is the same as ever, as you race along roads all over the world this time looking at the scenery, avoiding traffic, and winning races. All Cruis’n games were better in the arcades, but if you like simple racing games from the Outrun school, the Cruis’n games really aren’t that bad. I at least find them fun. Though it is true that they’re simplistic and boring after a little while, they’re fun while they last and good for plenty of return plays later. It’s the best reviewed game of the series and probably is the fans’ favorite Cruis’n game. This N64 version can’t match the graphics of the arcade, but it does add a lot of great features when compared to Cruis’n USA for the N64. First, the single player mode was significantly expanded in this game. Instead of just racing through all the tracks and that’s it, multiple variants of each track have been added. In arcade mode you just play through the arcade game, but in the new mode you play several different variants of each track. You have to unlock the hidden cars, which there are a few of, as well, which is a nice improvement versus the original. It’s great to see Cruis’n with more content. The new four player multiplayer mode is great too, and the visuals have been improved. However, there still is fog in the distance. Four player multiplayer, on-cart saving.


Cruis’n Exotica
– Cruis’n Exotica is the last of the N64 Cruis’n games, and it has the most features, content, and options of the trilogy. It’s a little less popular than World, though, for some reason. I think that Exotica is the best of the three, myself. I like some of the new options. It’s good to have a Cruis’n game that will take longer to finish, if World greatly expanded versus USA Exotica greatly expands again. This time you have even more variants on each track, including drag races, which, if you do right, will earn you boosts you can use in the other tracks. In the Exotica mode, you race a drag race, circuit lap race, short race, and two part long race in each environment. You unlock hidden cars based on miles driven, too. It will take quite a while to unlock all of the cars. There are also several alternate graphics modes that can be unlocked, including one where everything uses negative colors and looks squished, and another one where everything is stretched out and crazy warped. It’s hard to play in these graphics modes, but they’re pretty amusing options. However, of course, the basic gameplay is as simple as ever. All Cruis’n games are simply about driving forward along the endless road, going as fast as you can, avoiding traffic, and trying to finish in first. They are very simple and straightforward racing games. Also, even in this third game there is still fog. I guess the system simply can’t render farther out. Your vision goes far enough out for you to be able to see well, but things do appear in the distance and it is a little distracting. Four player multiplayer, on-cart saving.


Custom Robo (J) – Custom Robo is an outstanding game which started a great and highly under-rated series. For anyone who has played the (US-released) Gamecube or Nintendo DS Custom Robo games, this N64 original is very similar, just in Japanese. The series’ basic gameplay has been the same from the start, and it start off great. The Gamecube game is the best one in the series, since it is the only Custom Robo game with a simultaneous four player battle mode and those three and four player battles are really, REALLY fun, but otherwise, this game holds up very well. Custom Robo is a fighting game RPG, essentially. Each fight happens in a small arena. You move around the arena, and try to defeat your opponent with your weapons. You have three weapon types to use, a main gun, a missile weapon, and a bomb, each mapped to a different button. There are many types of each to unlock. You can also jump up, or dash forward. The games’ graphics are average at best, but the game is extremely fast and fluid. If they compromised the graphics here to keep the framerate up, it worked! I was worried that this would be yet another slow-paced N64 fighting game, but it isn’t at all. Fights in Custom Robo are just as fast and fun as they are in the Gamecube or DS games, and controls are better than the DS game too, since you have an analog stick. Normally I would talk about graphics after game modes, but it’s very important to say how well the game plays. It makes the game great. Once you learn the moves, you can run around, jump and dodge attacks, charge enemies, use your three weapon types judiciously in order to leat the enemies into your fire (as the guns, missiles, and bombs each have different firing patterns and uses), and more. It’s a great fighting-action game, one of the better ones around. Fighting is simple but great fun, and there is depth.

Custom Robo has three main modes, a battle tournament mode where you fight through eight or so opponents in your usual tournament game, a two player versus mode, and a story mode where you play through the RPG-ish main game. All Custom Robo games have an “RPG” mode like this one. Here you play as a young boy who is just getting into Custom Robo battles, battles fought between mini robots which you can customize with various parts. As you progress you unlock more and more parts for your robot, which with to make it better and try out new weapons. You don’t really gain levels, but instead unlock parts. It is very unfortunate that this game wasn’t released here, because it really is a great game and I’d like to know what the story is, too. Fortunately, Custom Robo is a fairly simple game, so even not knowing the language it is not hard to figure out how to play. As with the later games, the game mostly plays out in a city, and has a basic overworld map with the various places you can go, connected by paths, and the various areas (buildings, usually) once you go to them. As I said earlier the battles are entirely polygonal, but the environments you explore as a person have sprite-based characters in polygonal worlds. They look okay, not great, but do use that Custom Robo style you also see in the later games. Occasionally you will need to wander around to figure out where to go, but none of the Custom Robo games have all that many areas, so it’s not hard. The game doesn’t even have a guide online worth mentioning, but it’s entirely playable. The main language-barrier issue with the game is the part names. Instead of being able to figure them out by name, you’ll have to try the parts out. That’s alright, though, it’s not too bad.

Overall, Custom Robo is a fantastic game. I was hoping that it’d be alright, considering how much I like the GC and DS games, but it exceeded my expectations, and I’m very happy to have gotten it. The game also has a Japan-only sequel on the N64, Custom Robo V2. I’ll need to get it eventually. There’s also a GBA game only released in Japan as well, though it’s entirely 2d (side-scrolling battles and everything) and doesn’t look quite as interesting as the other games. Regardless, the Custom Robo series is a great fighting/action/RPG game series, and I highly recommend it, and this game. The US-released ones will probably be easier to find, but this N64 game is fantastic as well and is well worth tracking down! I actually got this game complete with the box, and it was worth it. It’s not too expensive either. Two player multiplayer, on-cart saving.


Dark Rift – Dark Rift is a terrible 3d fighting game for the PC and N64 made by the same developer who had previously done Criticom on Playstation and Saturn. Trying to sell games by releasing your next game on different platforms which won’t know of the kind of “quality” your games are, huh? I wonder if it worked… anyway, yeah, Dark Rift is bad. The game has okay graphics for its time, and it IS 3d and not 2.5d or something, but the gameplay is poor, the game is no fun, and the computer opponents are insanely hard. Seriously, beating this game once was a very, very stiff challenge, and not for any of the right reasons. The controls are mediocre, the enemy unfair, and you don’t have much of a chance at victory. As far as N64 fighting games go, this is right at the bottom of the list, along with, or maybe even below (because that game might be even worse, but has more humor value) War Gods. Two player, no saving.


Destruction Derby 64 – DD64, the only racing game published and actually released by Looking Glass Seattle, is a somewhat interesting and fun, but flawed, N64 spinoff of Psygnosis’ Destruction Derby series. This game shares the name and concept of the Playstation series, but has some important differences in gameplay and execution, some good and some bad. DD64 has eight tracks, four crash arenas, and a capture the flag arena, so there are a decent number of tracks. Graphically the game looks okay to good. The graphics are somewhat pixelated and grainy, but they look decently nice most of the time even so. The framerate feels a little low, too, but I did get used to it in not too long; still, I wish it was smoother. There is vehicle damage, which is fun to see. There could be even more (the doors don’t seem to come off…), but there’s at least some. The most unique feature about this game is that instead of starting all the cars in a grid, the cars are started in three groups of four (or in one track two groups of six), at different points in the track and driving in different directions. In tracks with three groups, the player’s group goes one way while the other two go the other. This concept is pretty cool, because it makes for a lot more crashing and banging than there would be if everyone was driving the same direction. However, having two groups going one way and you going the other unfairly breaks the game in your favor — it’s much harder for the cars in the two groups to compete, having only one group of cars to crash into instead of two. This design decision made a lot of the game pretty easy. In addition, once you die, the race ends in seconds — no matter if you crashed out with 9 cars still going in the race and after only two checkpoints reached of the seven maximum allowed, it’ll be done in instants and you’ll do fine and maybe even win overall. It’s kind of stupid, and makes most of the races FAR too easy through the first three of four circuits. Fortunately, the crash arenas, the one track with 6 cars in each direction, and the top difficulty level are more challenging, and the game is fun enough to be entertaining even if it’s flawed. Driving around crashing into other cars is quite entertaining. I don’t know if it’s better than Destruction Derby 1 or 2 (far better graphics, but maybe not quite as good gameplay overall, and not nearly as hard), or the Dreamcast (but not PS1!) version of Demolition Racer — it certainly can’t match that great crash-racing game — but even so it is a fun game. Four player multiplayer, on-cart saving.


Diddy Kong Racing – Rare’s first attempt at a Mario Kart clone, DKR is a great game in its own right. The game’s fully polygonal, unlike MK64, and has an extensive, challenging single player mode. Indeed, when I played this game back in 1999-2000, I found it TOO challenging — I could never beat the first Wizpig battle at the end of the game, it’s just insanely, insanely hard. There are a lot of tracks, a battle mode, decently good multiplayer, three vehicle types, and more. I love the planes, they’re a lot of fun to fly around with. Overall, I think that Mario Kart 64, though much shorter, is a little bit better game. Even so, DKR is a fantastic, must-play title. There is a DS version, though it has a few changes; I haven’t played it myself though. Four player multiplayer, on-cart saving.


Donkey Kong 64 – Unlike many people, I love this game. Indeed, DK64 is my favorite of the Rare 3d platformers on the N64. I got this game shortly after it came out in late 1999, and absolutely loved it. I played the game steadily through until I beat the game with every single golden banana and got the best ending. DK64 has fantastic graphics, great level designs, a lot of variety, a huge number of things to do, a bunch of different fun minigames, unlockable versions of two classic games (Rare’s Jetpack and Nintendo’s Donkey Kong), and more. There are five playable characters, and you do have to revisit each of the eight levels with each character, but you do different things with each one, so it works — you’re not just doing the same thing over and over, you’re exploring new areas and doing new things with each character. Everything you collect with each character saves, so there’s no repeat play required, unlike BK. The levels, characters, gameplay, graphics, music, bosses… everything about this game is just fantastic and among the best on the system. Four player multiplayer (battle mode; it’s okay but kind of average), on-cart saving. Expansion Pak required.


Doom 64 – Doom 64 is an N64-exclusive Doom game. It is not a port of the original Doom, but instead is a new game with an all-new set of 32 levels done by Midway. The graphics are great — this game really looks quite good. The game’s actually polygonal 3d, not raycasted fake 3d, so the environments actually look 3d, and can do things that Doom couldn’t before like have a path you can walk on above another one, something impossible in the original Doom engine. The new levels have some challenging puzzles, lots of enemies, and impressive graphical enhancements versus the PC original. It’s a challenging game, but rewarding. The game uses an atmospheric soundtrack, instead of the musical style of the original game, and while I do miss Doom’s great soundtrack, the atmospheric sound does work well and fits the tense, dangerous world of Doom very well. Doom 64’s biggest problem is the lack of multiplayer, which is quite unfortunate but isn’t a deal-breaker. This game is definitely worth playing anyway. One player, password or controller pak saving (1 or 2 pages; if two or more pages are free it will create a 2 page file with 16 save slots, but if you have only 1 page free on a cart it will create a 1 page file with 8 save slots.)


Doraemon: Nobita & The 3 Fairy Spirit Stones (J) – This is the first of three 3d platformer Doraemon games on the N64. All three were only released in Japan, of course. With average graphics, not the best controls, and no really special gameplay elements, we didn’t miss all that much here, but this game is moderately amusing if you like 3d platformers. The game does have a language barrier at first, but there is a good GameFAQs guide which can help with that. I recommend reading it if you don’t know the language. Doraemon is not a complex game, as expected from a game based on a childrens’ cartoon, but you do need to go from place to place and need to know what the menu options do. Doraemon and friends have to collect the pieces of the titular three spirit stones, which have been broken. The intro is far too long, for how simple the story is. In the game, you start out as Doraemon, but as you progress you can switch to Doraemon’s human friends as you save (and unlock) them. Doraemon also gets a few new abilities as well. It’s the usual stuff — items to swim, fly, and such. The game has an overworld, from where you go into missions in the levels. You have to talk to a person then get the right item and go to the right place to reach each level, so a guide is helpful if you can’t read Japanese, though the areas are not that large, so you’d probably figure it out eventually anyway. The levels themselves are each a linear sequence of rooms to get through. Each area has some jumps, enemies, collectables, invisible walls (argh), etc. This game is probably too simple and predictable; it’s got nothing original about it, and the levels aren’t large or complex enough to really grab me, either. The graphics are okay, but bland. It’s quite average visually, just like the gameplay. It looks alright, but doesn’t have the size, scope, or graphical quality of the systems’ better 3d platformers. I was interested to try this, but the mediocre reviews I see of it online are, unfortunately, accurate. Still, I don’t regret getting it; it’s interesting to see one of the only N64 3d platformers not released in the US (there are these three and that’s about it, the Taz game aside…). And even if the game is probably below average for an N64 3d platformer, it’s still playable. I wonder if the sequels are any better. I’m not sure. At least it does have on-cart saving. One player, on-cart saving..


Dr. Mario 64 – A late N64 release, one of Nintendo’s last first party N64 games and a US-exclusive release on the N64, Dr. Mario 64 is a game many people never played. It wasn’t released in Japan at all on the N64, though they did get a port of it in the Japan-only, but American (NST)-developed, Nintendo Puzzle Collection on the Gamecube, along with Panel de Pon 64 (the unreleased on the N64 Japanese version of Pokemon Puzzle League) and a new version of Yoshi’s Cookie. As for the N64 version though, it’s a great version of Dr. Mario that I think more people would love if they’d played it. This game’s fantastic fun. The visuals remind me of Paper Mario — the characters all look “flat” in the 3d map as they move around between stages. The game has a simple but good visual look, with plenty of style and good design. Actual gameplay is entirely 2d, and plays like Dr. Mario but with saving this time, finally. There are six gameplay modes, including Story (a fairly difficult versus mode with story scenes between levels), Original (clear the stages), infinite, vs. CPU, and Flash (like the Columns mode, destroy the flashing virus to win). There are also 2 player and 1-4 player multiplayer modes, and you can have computers fill in in the 4-player mode, so you can play a 1 player game against three opponents there, which is awesome. I wish that the single player game modes had some four player matches, but at least there’s this, and it’s pretty cool. This, The New Tetris, and Bust-A-Move ’99 were the N64’s main three 4-player puzzle games, and all are fantastic. BAM’99 is incredible otherwise but the 4-p mode isn’t quite as good as the rest of the game, while aside from the slight shrinking of the graphics this is (plus there’s music in 4p mode in Dr. Mario 64 too, unlike BAM’99); it’s closer between The New Tetris and this, but I think that was humans only so this might be the best of the bunch… either way though it’s great to have. The game’s simple but complex, with a high difficulty level and a good amount of strategy to use once you get into the game and start learning how to play. The three color system seems very simple, but in fact the game’s difficult and requires a lot of thought about where you’re going to put the pills, and you don’t have much time to make the decisions in either. No infinite spin here, that’s for sure. This is a quite good game, it’s too bad it recieved so little notice, likely because of its late release date. Oh, the game’s d-pad only, no analog control. I know this game is going to be better with the dpad, but I wish they let you use it anyway if you wanted to. Oh well, not a big deal. I do have one complaint though, I kind of wish that they’d added a “3d” mode of some kind like Pokemon Puzzle League did. That game’s tube-style 3d mode was pretty awesome, it’d be really cool if some other puzzle games had copied the idea and done something similar, but I don’t know of any for anything. Oh well, this clearly wasn’t the largest budget game. Anyway though, game’s very good, with great gameplay with a bunch of modes, good enough graphics, and good music. Four player multiplayer, on-cart saving.


Dual Heroes – This fighting game, developed by Produce and published by Hudson in Japan and Europe and Culture Brain in the US, is okay. First, one oddity — the game requires you to use the analog stick to move, strangely for a 3d fighting game. Apart from that it’s standard stuff, with three action buttons, Punch, Kick, and Block. The game is nothing great, to be sure, but it does a couple of slightly interesting things for its generation, and does at least have decently fast paced action for a 5th gen 3d fighter. That should be taken to be the quite lukewarm praise it is, but still, I think this game is better than the 2.8 and 3.7 out of 10 that IGN and Gamespot gave it. Dual Heroes is a sentai-style fighting game, where you control one of eight different Japanese superhero show-inspired (think Power Rangers) characters, fighting to stop an evil invading alien force in a future destroyed Earth. The game has average graphics, with blurry textures and minimal environments. The framerate is decent, though, and the action moves at a good clip for its time. The game’s a 3d fighting game with an emphasis on 3d — you can’t jump unless you press jump+direction together, up alone does nothing. Still, you do need to hold a button (Z by default) to move in 3d, like with most 3d fighting games that generation; there is a duck move when not holding it, so there is something you can’t do with Z held. Because holding Z does give you true 3d movement though, not a static “shift into/out of screen” motion like you see in, say, Mace, the game does have a nice 3d fighter feel to it. As for moves, you don’t have too many; there’s a super mode, where your character gets stronger, and some basic specials, but mostly you’ll just be doing various punches and kicks. It’s somewhat bland in that respect, but tolerable. Arenas either have edges — and do try to not fall off, unlike Soulcalibur if both people go off it’s a draw, and a draw here means the round is void and needs to be refought — or in a glass-walled arena. The two types have different gameplay, as you’d expect. You don’t fight your own character in this game, but do fight three bosses at the end, so there are ten matches. There’s no flavor text between the rounds, or insults, or anything — it just goes straight from match to match. There is a story text block at the beginning of the game, and each character has their own backstory, but the endings are all largely the same, and are very inconclusive — this game’s “ending” seems like a setup for a sequel that never happened, and the stories set up in the characters’ bios largely go nowhere. Pretty annoying. The game does save your settings, your best times for getting through the story mode, etc. Still, I went into this expecting it to be awful, but instead it’s just bland, generic, and a bit dull, particularly in retrospect, so I was a little bit positively surprised by Dual Heroes. I found it just entertaining enough to play through a couple of times, though I don’t expect to return to this one very often. Two players, controller pak saving (20 pages).


Duck Dodgers starring Daffy Duck – Duck Dodgers is a 3d platformer from Paradigm, and it’s their only attempt at the genre — their other N64 games were all flight or racing games. The game makes me think a bit of games like Croc or Bugs Bunny: Lost in Time (both on PC/PS1) — it’s a fun, but somewhat unpolished, game with a very Looney Tunes graphical style. Now, I love the Looney Tunes — it’s my favorite cartoon series by far. Duck Dodgers is a fantastic character, too. In this game you play as Duck Dodgers, of course, and have to collect fuel and such and defeat badguys helping out in Marvin the Martian’s latest plot to destroy the earth. This game is inspired by the original Duck Dodgers cartoons, and predates the newer Cartoon Network show, so unfortunately characters that series added, such as the Martian Queen, don’t appear here. That’s too bad, but the classic cartoons are great too. The characters that are here are all fully voiced, which is nice; all of the voice acting is well done, and it’s great that Daffy has a voice. It really does add to the game. The game is somewhat linear, as in each world, you’ll go through a succession of areas. Each area is somewhat small, so this game doesn’t have the scale of the system’s top 3d platformers. Still, while small, the areas do have some good design elements and nice visual touches; as I said, this looks like a classic Looney Tunes cartoon gone 5th-gen 3d. It would have been nice if they were larger, though; these areas really are Croc-small. That’s okay though I guess, and I do love Croc. Anyway, the areas are connected together with doors. When you enter an area, the game will show on screen how many fuel items there are left in the area. These serve as the game’s stars or such. The other pickup are some blue crystal things. These respawn when you enter an area, and collecting fifty will get you an extra life. Run out of lives and it’s game over, of course. The game over cutscene is quite amusing. The game starts out simple, but quickly gets more challenging. The controls here are somewhat flawed — you don’t have perfect control over Dodgers like you do Mario, or a Rare 3d platformer character. Jumps can be hard to make, and I found myself frequently missing them. Distance can be hard to judge, and the camera is mediocre at best. You can move it around, but good luck getting a perfect angle while zipping along on a moving mine car. However, the underwater controls are fantastic — swimming with Daffy feels natural, and it’s much easier to control him underwater than it is above. There’s also a tiptoe button while on land, with the matching Looney Tunes sound effects. Still, most of the game is on land and you don’t need to tiptoe very often. The controls are another reason why I compared Duck Dodgers to the games I did earlier, in addition to the visual style and mostly-linear-sequence-of-areas game design. Managing to get where you want, or WHAT you want, in trickier jetpack sections can be frustrating too. It’s unfortunate that the controls aren’t better; this game’s good, but because of the controls, and somewhat simple level designs, isn’t a match for Rare’s great classics on the system. Still, Duck Dodgers is certainly worth a look. It’s a decent game that many 3d platformer fans probably haven’t played, and even if it has some problems, it does some things right too. And of course, it’s a voiced Looney Tunes game on the N64, which is great. This game’s better than most of the 16-bit Looney Tunes games too, I would say. If the controls were better this game would be a definite recommendation, but as-is, I would say that it’s probably mostly for genre, or series, fans. I am a big fan of both 3d platformers and Looney Tunes, so I do enjoy the game for sure, but if you’re not, the frustrating controls might well drive you away. Oh, and it’s not the longest game either, certainly; Duck Dodgers is a bit on the short side. One player, on-cart saving.


Duke Nukem: Zero Hour – One of three console-only third-person Duke Nukem action-shooting games, this one’s the N64 one; the other two are on Playstation. I haven’t played those, but this one, from accomplished developer Eurocom, is a pretty good game. The controls do take some getting used to, as the game uses a lot of buttons and combinations, but once you figure them out, the game plays well and you have good control over Duke. This game’s good — the levels are huge and challenging, and there’s a lot to do and find in the game too. I do find the game pretty tough, but I’m not that good at this kind of thing. Even so, this game’s quality clearly shows. This isn’t the best third person action-shooting game ever, but it is a good one. I’m not a big fan of third person shooting games, but this one’s good. Four player multiplayer, controller pak saving (17 pages).


Excitebike 64 – Excitebike 64 is one of the best motorcycle racing games ever made, and is one of the N64’s top tier of racing games without question. Excitebike 64 is a beautiful, ridiculously feature-rich extravaganza full of many tracks, numerous modes and unlockables, fantastic graphics, perfectly balanced gameplay, and one of the best overall packages on the system. The N64 does have a lot of great racing games, and I wouldn’t call this one the very best, but it’s right up there. I particularly love the outdoor tracks, and the bonus modes; the indoor courses aren’t nearly as interesting as the outdoor ones. Unfortunately, while the game does have a track editor, like many motocross games that generation, it’s for making arena-style tracks only. Kind of disappointing. Also, the music’s only okay, but that’s largely because I don’t like rock very much, and this game has a rock music soundtrack. It fits the sport, but it’s not my thing. This game’s tough and challenging, but once you finally do complete something, there’s a great feeling of accomplishment. Each circuit consists of five races, with a standard points system used. As for the bonus modes, there’s a multiplayer-only soccer game, a pretty great, and tough, Hill Climb course, an endless (single player only) desert course where you drive from checkpoint to checkpoint in an infinite, generated-on-the-fly desert, an unlockable version of the original NES Excitebike (only with saving now for your custom track!), and finally a 3d version of the original Excitebike’s first track, which is cool. Four player multiplayer, on-cart saving. The cart has three slots for saving tracks you make in the track editor, but any beyond that can be saved to controller paks (4 pages per track). Expansion Pak supported, but this is the one case where I rarely use the high- res mode — high res is letterboxed only, which I don’t like, and has a lower framerate, so I play this in normal res. It still looks beautiful.


Extreme-G – The first game in this classic futuristic racing game series set the franchise off to a great start. Extreme-G may have been surpassed graphically by later N64 games, but its gameplay and creativity hold up well. Extreme-G has twelve tracks, each quite different from the last, and a good number of bikes to choose from as well. The graphics, (techno) music, and gameplay all are about average for the time, which means dated, but give this game a chance — there is a very good racing game here, if you stick with it. The later tracks are particularly cool and interesting in design, and I love the gameplay. Four player multiplayer, controller pak saving (9 pages).


Extreme-G 2: XG2 – XG2 improves over the first game in every way. It’s got more course layouts, more bikes, better graphics, more modes (multiplayer battle mode’s in!), and an outstanding overall package that I absolutely love. I do think that the PC version of the game is even better, with CD audio and no slowdown, but this N64 version’s great too. I think that the framerate’s high enough to be entirely playable, at least, even if it’s not completely smooth like it is on the PC, and the graphics really are nice. The course designs in this game are just fantastic. Each of the twelve environments (and 36 layouts, because there are three course variants in each setting) looks great, and the tracks are complex circuits full of twists, turns, branches, and more. The variants are not completely different — instead, some section(s) of each variant are different, while a part of the track, sometimes a large part, is shared between the three variants — but still, the game has a lot of courses to explore. XG2 has some of my favorite track designs in the futuristic racing genre, and the rest of the game’s just as great too. The game has a succession of circuits, each harder than the last, and up to 12 races long each. You can only save after every four races, or three races for a 6-race circuit, so the challenge is high. Just get that PC version too if you can find it… the CD audio alone makes it worth it! Four player multiplayer, controller pak saving (36 pages).


F-1 World Grand Prix – The first of Paradigm’s two F1 games on the N64, F-1 World Grand Prix is a very good game for its genre and time that I personally have only a very low interest in playing. I’ve never liked racing sims nearly as much as I do arcadey racing games, and this is a sim for sure. I just don’t find racing on these kinds of realistic tracks that fun… still though, for an N64 F1 sim, this game’s good — it’s got tough controls, accurate courses, good graphics, and more. This is probably the best F1 game released in the US on the N64 — this game’s sequel was Europe-only on the N64 and only saw a US release on Dreamcast. This game was on the N64 first, but did later see ports to the PS1 and DC, though I don’t think Paradigm made the ports. Two player multiplayer, on-cart saving.


F-Zero X – F-Zero X, the long-awaited sequel to the great SNES classic F-Zero, is a truly exceptional game and another one of my favorite racing games ever. I generally find it very hard to decide between F-Zero, F-Zero X, and F-Zero GX, but all three games are so outstanding that it doesn’t really matter. F-Zero X does have a very simple visual style — unlike most racing games that generation this game has a 100% smooth 60fps framerate, so the visuals are simple — but the style does work, and the smooth gameplay means that any mistakes are your fault, not the game’s. The game has a lot of tracks, even more cars, a random track mode that sets you up against randomly designed courses, and a stiff but beatable difficulty level. It’s really exceptionally designed all around — it’s hard, but not F-Zero GX hard. I think X has the best difficulty balance of the three games, though while losing again and again to one of those racers that love to always stay just ahead of you you might not think so. But yeah, overall, fantastic. The music’s okay to good too, though the machine-like “3-2-1-Go” voice is kind of weird. There’s also a roulette option, in multiplayer, to let dead players mess with the ones still living… I think it adds a fun challenge to the game, I’d like to see more things like it in racing games. It is unfortunate that even two player multiplayer mode has only four total vehicles though — Wipeout 64 for instance has a full field in 2-player mode, and only cuts it to four with 3 or 4 players. It hurts the 2 player mode, versus Wipeout. Still, overall, this is a fantastic game. Four player multiplayer, on-cart saving.


Fighter’s Destiny – Fighter’s Destiny is an interesting and unique 3d fighting game. The game has unique design and concept, and apart from its sequel isn’t exactly like any other fighting games out there. The game’s true 3d, so you don’t need to hold a button to move in 3d, you move in 3d by default. Matches are fought on a raised platform (size variable), and the game’s most unique feature is the points system. You don’t just win in Fighter’s Destiny by winning two out of three matches, you see. Instead, there are five ways to score points, including a ring out, knockout, throw, draining out their health bar, etc. Each method gets you a different number of points, and if you dislike the defaults, you can change all of the point values in the options menu. The first to seven points wins. It’s a very unique system, only seen in this game and its sequel, and it makes these games still worth playing. Fighter’s Destiny and its sequel are some of the best fighting games on the N64, no question. Oh, the graphics are okay, but nothing amazing. Music is okay but nothing special. Don’t expect too much story either — the main draw here is the unique scoring system. Fortunately, it’s a good one. Two player multiplayer, on-cart and controller pak (2 pages) saving. I’m not entirely sure whether the controller pak file is a backup or required, and what is saved on the cart. It may be unlocked characters, and I believe the file is required.


Fighter Destiny 2 – This game is similar to the first game, but with some more characters and features, essentially. So yeah, it’s still a 3d fighting game with a points system where you get different amounts of points depending on how you defeat your opponent in each round. The most important new feature is a boardgame-style mode where you choose a character and them move them around a board, fighitng enemies as you land on tiles or run across some bosses. It’s an interesting mode and is a nice diversion from the main game. Still, if you have the first game, this game isn’t necessarily a must-buy — it IS very similar overall, without dramatic changes. For anyone who did like the first game, though, it’s probably worth it to consider picking up a copy of this sequel. It’s the only other game like Fighter’s Destiny, and it is every bit as good as the first version. Two player multiplayer, on-cart and controller pak (2 pages) saving. Both files required, same as the first game.


Flying Dragon – This is a 2.5d and 3d fighting game by Hudson. There are two modes here, SD and VR. The VR mode, clearly inspired by Virtua Fighter, is a 2.5d (no 3d movement) fighting game with adult characters. Choose a character and go — this game’s a basic arcade-style game. It’s fun, but isn’t as good as Virtua Fighter. The larger mode is SD mode. As the name suggests, here the characters are all super-deformed. In addition, there’s also something more than just the arcade-style mode — there’s also an RPG-ish mode, where you get items and such for winning matches that you can then equip on your character. This adds a lot to the game and will take a while to master. SD mode is 3d, too — you do have 3d movement. The gameplay’s a bit slow, as was often true that generation and on the N64, but it is a decent, though not great, fighting game. Two player multiplayer, controller pak saving (47 pages). Yeah, it’s a big file. Kind of annoying.


Forsaken 64 – Forsaken 64 is a pretty good Descent clone. This is not a port, either — unlike Playstation Forsaken, which is a straight, downgraded port of the PC Forsaken title, Forsaken 64 is an entirely different game from the PC title, and was made by a different developer as well. I need to mention the game’s biggest flaw first, though — there’s no map, unlike in Descent. You’ll just have to figure out the stage layouts on your own, with no help from a map. This makes the game confusing for sure at times, but the quality’s high enough that it’s a great game anyway, and the level designs are pretty good and well thought out — this game has good graphics and varied stage designs for sure. Forsaken 64 is an action-focused game, with only a bare minimum of text-box story to get you going before you’re sent out to the action. That’s fine with me, that’s all you need here. The frantic action, shooting, and flying more than carry the game on their own. This game is HARD, too — you can only save after every four levels, and good luck getting through four levels without dying much. You have limited lives, so if you want to have much left to challenge the next four levels with, you’ll have to play very well. I find it tough to make much progress in this game, as much as I love it… Four player multiplayer, controller pak saving (1 page).


Gauntlet Legends – I absolutely loved Gauntlet Legends in the arcade and N64 back in the late ’90s. It’s a fantastic game, and is one of the few games in its genre that generation — while the 6th gen saw a proliferation of multiplayer action-RPGs, there were only a few in the 5th gen, and this is the most prominent of them. However, this game’s value is somewhat hurt because all but one level in this game were also included in Gauntlet: Dark Legacy for the GC/Xbox (and PS2, but that version’s worse and not worth getting compared to the GC or Xbox ones). Dark Legacy has better graphics, nearly twice as many stages in total, twice as many characters (though based on the same four base types), and more. Even so, Legends is still a good game, and the N64 does have the best home version — the Dreamcast version’s not really Legends, it’s actually the first half of Dark Legacy with the second half removed. If you want a home version of Legends, this is the version to get. It’s the only version of Legends where you an save the items you have picked up in a permanent inventory. It’s bug free, something not true about any of the home ports of Dark Legacy (all have crash bugs and more). It’s got a great inventory system, the best in the franchise in fact, that lets you view your character stats, experience, XP to next level (no way to view any of this in Dark Legacy!), how many gems you have towards each of the five bonus characters, etc. This is also the only version where you can sell every item — in DL, there are some items which can’t be sold. Also, only N64 Legends, and GC and Xbox DL, allow you to buy health in the shop. Seriously, these games are no fun at all without this feature… and being able to sell all items makes getting more health easier. DL rebalanced things too, to reduce XP from lower-level enemies (slowing levelling) and to make items time out faster against bosses. DL also versus this game), doesn’t have a specific number for how long items will last, unlike th N64 version where you can see a specific number. Also, in this game bonus coins are saved, which makes it easy to get the bonus characters — if you fail to get all the coins, just come back later and try again. In Dark Legacy, if you fail the stage is reset your next time, so you must get every coin in order to get the character — obviously a much higher challenge. Also, the unlocking systems are different between the games, so some things will be different between Legends and Dark Legacy. And there is that one level not brought over to DL — it’s in the Airship world, and it’s a great level. So yeah, while the casual player probably won’t want to bother with this, the real fan, like me, should consider the N64 version of Legends still a must-own title. Despite all its flaws DL is the better overall game thanks to all that added content, but I still love Gauntlet Legends. Four player multiplayer, controller pak saving (4 pages per character file). Expansion Pak enhanced.


Glover – Glover is a fairly unique, but extremely difficult, 3d platformer. Initially an N64 exclusive, the game later had PC and Playstation ports. The PS1 port is pretty bad, however. Is the N64 version worth playing, though? Well… that depends. The graphics are mediocre for the system, and the fog is not just present, but too close. It’s no visual standout, that’s for sure. The gameplay’s the main potential draw, though, and it’s polarizing. Are you prepared for a difficult, frustrating 3d platformer that will test your patience again and again and again? If so, then maybe give it a try. The key to Glover’s gameplay, and uniqueness, is the ball. Your character, Glover, is a disembodied hand, and he fights, or operates puzzles, with a ball. The ball can take several different forms, including a bowling ball, marble, and crystal, and each is useful in different situations. You’ll need to roll it around the levels, keeping it away from hazards, hitting switches by throwing the ball at them, defeating enemies by slapping or bouncing the ball at them, and more. COntrolling the ball can be a pain at times, and you’ll often die by accident. Howver, the ball mechanic is unique, and if you can get used to it, there’s a lot to this game — it’ll take a good while to finish, and the challenge, and reward, are certainly there. I could see some people really getting hooked by this game, but others hate it for sure, and both reactions are reasonable depending on the player. Myself, I think it’s okay. Frustrating, but a decently good game. One player, on-cart saving.


Goemon’s Great Adventure – One of my favorite N64 games, Goemon’s Great Adventure is a fantastic, fantastic 2.5d sidescrolling platformer with isometric towns. The game is very, very Japanese, but that’s part of what makes it so much fun — it’s got a very strong style and great world that is a lot of fun to explore. This 2d-gameplay, isometric-towns style is one taken from several of the (Japan-only) SNES Goemon games, and it works very well. GGA has good graphics, great level designs, almost endless fun, lots of secrets to find, a substantial quest for the genre, a funny, weird plot, and more. It is unfortunate that the Impact song sections were removed from the US release, even though they’d been left into the first N64 Goemon game (Mystical Ninja Starring Goemon), and that the vocal song that plays on the main menu was removed as well, but those are minor changes — neither cut affects the plot (unlike MNSG, neither song is plot-relevant), and they did keep the fully Japanese voiced intro and ending to the game, which is cool. GGA has four playable characters, the four characters from Goemon’s gang, and though it’s normally a two player co-op game, it does have a hidden, unlockable four player mode (see below). This game’s main collectable are Tickets, and you get them through a wide variety of ways. Some come from beating stages, but many require you to do missions for people in the towns. Search the towns high and low, and do all the missions! Many send you through a platformer stage, but some are crazy fun stuff, and some are just absurd, like the one where one of the characters has to do a phone support line… :lol This is my favorite 2d or 2.5d platformer on the N64. Four player multiplayer (two player only by default, but a hidden 3-4 player mode can be accessed after beating the game, look up the code on GameFAQs), controller pak saving (7 pages). Like with some other Konami N64 games the game has has on-cart saving in Japan, controller pak only elsewhere because Konami are mean.


GT64 Championship Racing – Imagineer’s second N64 racing game, GT64 is a very bland and generic GT racing game. It’s got average arcadey-with-a-hint-of-sim handling, three not-too long tracks, and little else. There is a championship circuit, at least, but still, this game really doesn’t have much to it. This is really for fans of those early PS1 and Saturn racing games that are much like this, the ones with only 1 to 3 tracks, few options, and often somewhat bland gameplay. That doesn’t mean it’s a completely terrible game — actually, I find it kind of fun to play for a while. It’s just as bland, generic, and subpar for the N64 as they come. Also, two of the three tracks are too easy and rail you on the course pretty much the whole time, keeping you going forward at a fast clip. Only one has shoulders, which makes that track much more challenging than the others as you need to pay much more attention to the turns. There are some branching paths at times, but still, this game’s simplistic stuff. Two player, controller pak saving (3 pages ea.).


Hercules: The Legendary Journeys – Hercules: The Legendary Journeys is one of only two games based on Kevin Sorbo’s Hercules TV show; the other one is a GBC game. So, it’s a licensed game based on a TV show set in a fantasy version of ancient Greece. As it apparently is in the show this doesn’t feel much at all like Greece, and has lots of medieval fantasy elements in it, but it’s always that way, unfortunately. The game was also published by Titus, another bad sign. However, the game is actually okay! Yeah, I was surprised too. That’s nice; I haven’t watched the show before, myself, but did love Sorbo’s next TV show, the sci-fi series Gene Roddenberry’s Andromeda (which sadly never had a videogame; it should have). Hercules: The Legendary Journeys, though, is a 3d action-adventure game with beat ’em up-style combat and Zelda-inspired towns and adventure elements. The game has decent graphics, too. They aren’t the best, and you can clearly see the Ocarina of Time influence in the games’ graphical design, but they did a good job of making something that looks somewhat similar. The game does have fog, and I wish the draw distance was farther back, but it is enough to see where you are going, and the graphics are reasonably good. Just remember to center the camera behind you frequently. You play as Hercules at first, but eventually unlock two more characters you can switch between, or use in areas that the others cannot reach. This gives the game some nice variety. Hercules is slow and strong, Iolaus fast and agile, and Serena is better at ranged attacks (and is a centaur). The game feels different with each character, which is good. Enemies are definitely tougher with Iolaus than Hercules. The battle system does get repetitive, though; don’t expect greatness here, just average stuff.

The game is linear in that you have to do things in order, but has puzzles and exploration along the way, as you would expect. You’ll have to talk to people in the towns, solve some puzzles, and the like, in addition to going around fighting enemies and exploring. Talk to everyone! This is often necessary to progress. This game is not nearly as great as a Zelda game, but still, it’s a fun little game. The game does have some parts where you have to find specific objects or people but aren’t told specifically where to go, but just explore and talk to everyone again, that will usually help. Or use a guide, if you’re really stuck; the game does have them. As I said earlier, though, the combat is nothing like a Zelda game. With Hercules, it plays much more like a beat ’em up. Hit the buttons to punch and kick the enemies (or hit them with your weapons), use basic combos to keep the hits going. Enemies all have health bars on them. You can ignore some enemies, but some you will have to fight, either to progress or in order to get drops (health, money, and such) you need. There are also bosses occasionally. Overall, this game is unoriginal, but it’s alright. It’s a decently average game (or maybe slightly above average? It’s in that range, anyway), which is pretty good considering we’re talking about a licensed game published by Titus. One player, Controller Pak saving (16 pages per save).


Hexen 64 – Hexen 64 is a port of the original PC game Hexen. I had Hexen for the PC back in the ’90s and liked it quite a bit, so this game isn’t new to me, but it is a good port. Hexen was ported to the N64, Playstation, and Saturn, and isn’t too different on all three platforms, but the N64 version does have one thing going for it the other versions don’t — four player split-screen multiplayer. The other ports are one player only. I believe this was the N64’s first four player FPS, and it’s a decent start — the game has solid visuals, which do a nice job of updating the Doom-engine classic with N64 effects, and the level designs and gameplay is just as you expect from the original. It is unfortunate that none of the console ports include the expansion pack’s content, but oh well… Hexen’s a pretty good game, and this is a fine port of it, though there isn’t too much of a reason to play it over the PC original of course. Oh, and all three versions have VERY large save files; indeed, on Saturn it requires a memory card (and not Action Replay) to properly save. This is because the game has save anywhere, just like on the PC. I don’t believe any other N64 FPSes have true save anywhere, but Hexen does… and has the huge save file that that requires. Oh well. Four player, controller pak saving (90 pages).


Hot Wheels Turbo Racing – Hot Wheels Turbo Racing is an okay futuristic racing game. The game is a Playstation port and looks it, unfortunately. This game also has some very narrow tracks. Perhaps that’s being accurate to the license, but the best Hot Wheels games, such as Stunt Track Challenge, aren’t like that. That is a newer game than this one, though. This game looks dated. As with many earlier polygonal racing games, environments feel small, too many tracks have walls cloose by on both sides as if this game was from years before it released, and the graphics are mediocre at best — the N64 can do much better than this. But of course, this is only a PS1 port. Still, the graphics are below average for the N64. There aren’t all that many tracks, either, and the game isn’t fun enough to make me want to master them and unlock the hidden ones. The game does have some nice track elements, such as loops, curving walls, traps to avoid, and the like, though, so there is something interesting here. Each track will take a bit of practice to master, but even so this isn’t that long of a game. The stunt system is another disappointment, though. It’s kind of like Rush 2 or Rush 2049’s, except without a dedicated stunt mode and with far fewer ways to get points; instead, you just get points for spins and flips and the like that you make during jumps during races. Spinning a bit during jumps is vitally important because it can get you turbos, but it’s nowhere near as fun, varied, or interesting to look at as Rush 2049’s, or even Rush 2’s. As for modes, you’ve got circuit championships in several difficulties, a single-race mode, and two player splitscreen. That’s about it. Futuristic and arcade style racing games are one of my favorite kinds of games, but this one isn’t particularly good at either. This game isn’t really worth playing. Two player multiplayer, Controller Pak saving (28 pages). Also on PS1.


Hybrid Heaven – Hybrid Heaven is a sci-fi Action-RPG from Konami, released in 1999. The game clearly was a high-quality effort — it’s got a fully English voice acted introduction, for instance, and pretty good character graphics as well. The story tells a complex and interesting sci-fi story involving many classic sci-fi themes. The gameplay’s unique too, with an original mix of traditional RPG elements and action-RPG or action-adventure elements. There isn’t anything else that plays exactly like Hybrid Heaven. The game is slow, with a somewhat low framerate and often slow-paced gameplay, and isn’t as long as many people would like, but it’s pretty good while it lasts, and the gameplay and are as good as they are original. Your character’s a pretty tough guy, and you have a lot of martial arts style moves to beat the enemies up with. One player, controller pak to save (53 pages). This one did require controller paks in Japan too. The game has Expansion Pak support, which enables an optional High Res mode. High Res mode has a lower framerate, but better graphics.


Hydro Thunder – The N64 version of Hydro Thunder released in early 2000, some months after the Dreamcast release at that system’s launch the previous year, but Eurocom’s time was not wasted — the N64 version of Hydro Thunder is fantastic, and has one exclusive mode you still can’t get anywhere else, a three or four player mode. Yeah, if you want a home version of Hydro Thunder with 3 or 4 player splitscreen, this is your only option. Apart from that though, the N64 version is largely the same thing you’ll find on the Dreamcast, PS1, or arcades. The tracks are all the same, and the unlock system is identical to the Dreamcast version’s — as you beat groups of tracks, you unlock the harder groups. This means that there are only about 15 races in the whole game, but the very high difficulty level will keep you coming back for a long time before you beat it. Hydro Thunder has beautiful graphics, and really shows what the N64 can do visually. It looks about as close to the arcade game as you could get on the system, I think. I know that the Dreamcast version, or its ports in Midway Arcade Treasures 3 (Gc/Xbox/PS2) have better graphics and a faster overall speed, but I think the N64 version of Hydro Thunder holds up pretty well, and is still a great, very fun game. Of the six point-to-point racing games Midway made on the N64, this is one of the best (only California Speed is close, but I think Hydro Thunder might edge it out). I have the DC and GC versions of this game, and they do have even better graphics, but but I still return to the N64 version sometimes anyway… it’s also the only version I’ve actually beaten, too. Four player multiplayer, controller pak saving (6 pages). Expansion Pak enhanced. Three or four player modes require an Expansion Pak, and in 3 or 4 player mode you cannot switch out of the first-person camera, which is kind of annoying, but helps keep the framerate up.


Iggy’s Reckin’ Balls – Iggy’s Reckin’ Balls is a 2.5d sidescrolling platform racing game. Yeah, it’s pretty original stuff. In this game, four different ball-shaped characters race through a stage, sidescrolling platformer style, trying to complete three laps before the other characters do. The graphics are simple, but plenty good enough — you have your ball characters, your platforms, your lengthy levels… what more do you need? The platforms are thin and stacked high, so though the gameplay is 2d, the game has a strong 3d look. The game quickly reaches a frenetic pace, as you frantically run, jump, and grab your way through the stages, trying to find new routes that get you through the course faster. There are a variety of different special tiles and effects, attacks with the grabber arm to push back your opponents, stage elements that force you to memorize the best route through trickier areas, and more. The computer’s a stiff competitor, but you can win once you get good enough. This game’s something that both platformer and racing game fans should try for sure. Four player multiplayer, controller pak saving (3 pages).


Indiana Jones and the Infernal Machine – This game is a port of the PC original, and is the only console port of the game. Factor 5 did a great job with the port, and the graphics and textures are among the system’s best, as expected from Factor 5. The audio is of course also fantastic, and the controls are somewhat improved versus the PC original too. This game’s not too common, but if you can find a copy of it, pick it up! This is the closest thing the N64 has to a Tomb Raider game, and fortunately, it’s reasonably good. I don’t think it’s as good as the classic Indy adventure games — none of the actioney 3d Indy games match Fate of Atlantis’ level of greatness — but it is a good game full of plenty of challenges, good puzzles, solid level design, and fun. This was a rental-only game, so copies of this game are somewhat scarce. One player, on-cart saving.


Indy Racing 2000 – Indy Racing 2000 is one of Paradigm’s later N64 games, and is not the sim that its name and developer might make you think it is. While you are racing IndyCar cars, on IndyCar tracks, the gameplay here is fast, fun, and somewhat arcadey. This is a pretty good, fun game with fast gameplay and plenty of options. Paradigm always made very good games on the N64, and this one is no exception. Don’t ignore this game because based on its title you think it’s a sim, or because you want to play F1 sims and not IndyCar — this game’s something anyone who likes fast, fun, somewhat arcadey N64 racing games should try. Four player multiplayer, on-cart saving.


Jeremy McGrath Supercross 2000 – Acclaim’s attempt at a motorcycle racing game, Jeremy McGrath Supercross 2000 (for both N64 and Playstation) is an okay game. It’s nothing above okay to decent, though — it’s got decent but not amazing visuals, playable and sometimes fun but not great gameplay, the expected track editor, four player splitscreen, etc. It’s about what you’d expect, though at least they did put in 4-player splitscreen, versus the PSX version. This game’s not quite as simmish as EA’s Supercross 2000 game, but isn’t as arcadey as Excitebike 64 or Top Gear Hyper-Bike, either. Instead, it’s sort of in between, and as usual for such titles it somewhat suffers because of it. I can’t think of too many reasons to be excited about playing this game. Still, it’s not actually bad, just solidly average stuff for its generation and genre. It might be some fun, particularly for people who like motocross games from this era. Four player, controller pak saving (2 pages for options, plus 2 pages per season save).


Jet Force Gemini – Jet Force Gemini is another Rare classic for the N64. Most people probably already know it, but it’s a third person platform/shooter, with three playable characters, different routes for each character, and a good mix of shooting and platform action. The graphics are good as you expect from Rare, and the game’s fantastic. About the only negative of note is that the game gets quite tough later on, and the final collection quest is unreasonably broad and annoying — imagine if you had to get every single star before you could fight the final Bowser in Mario 64, for example. That’s basically what JFG does. Yeah, it was Rare’s love for collection quests going a little too far… apart from that, though JFG is an outstanding, must-play game. One of the system’s best! Four player multiplayer, on-cart saving.


Kirby 64: The Crystal Shards – Kirby 64 is Nintendo’s second try at a sidescrolling platformer on the N64, and it’s a good one. I do think the game is somewhat disappointing — I was hoping that this game would be as great as Kirby 2 for the Game Boy, but it just isn’t — but still, it is a good, nice-looking game with some nice features. Kirby 64’s best feature, expanded on from the “powers plus friends” combinations of Kirbies 2 and 3, is power combination. Kirby doesn’t use friends for power combinations here; instead, Kirby can have two powers at once, and your ability will change depending on which two you possess. You have more than twice the number of combinations you did in Kirby 2, as a result. It works well and really adds something to the game. The game looks like a Kirby game, and plays a lot like Kirby 3, except with polygonal graphics. It’s that Kirby 3-style gameplay that is the problem, though — much like that previous game, Kirby 64 is a slow paced game. Kirby really seems to trudge along, and the good pacing of the three 8-bit Kirby platformers, or Super Star, is missing here. That hurts the game. An even bigger problem is that like in Smash Bros., Kirby has limited flight here. Really, this is a borderline unforgiveable mistake. I think that HAL had been playing too much Smash Bros., and not enough Kirby, when they made this game, but limited flight should never, ever have happened. Sure, it keeps you from flying over the stages, and you get used to it eventually, but it’s antithetical to the concept of Kirby games! I can understand putting it into SSB as a balancing mechanism, but there’s no excuse here. I also disliked how most minibosses don’t move — they just stand still and attack you with something, which is kind of boring. It was fun that Kirby teams up with some other characters in this game, though, including Dedede, but unfortunately, the two player co-op modes that both of the SNES Kirby platformers had are missing here — this is one player only in the main game. In addition, the amount of collecting has been substantially ramped up. Instead of six or so shards to find, like in Kirby 2. this game has over a hundred. As usual in Kirby platformers finishing the game is easy, but this collection quest is much more difficult — some shards require specific power combinations not available in the stages they are in, so you’ll need to get through several levels with the right power, without losing it, to get those. It adds challenge, but is annoying at times as well. The game’s multiplayer mode consists of three somewhat Mario Party-esque minigames. One, the apple collection one, is somewhat boring, but the other two are fantastic. Hundred Yard Hop is very simple but ridiculously addictive fun in multiplayer, and the tile-dropping game is good as well. Overall, Kirby 64 is a decently fun game, but the slow gameplay, dpad-only controls (I know it’s a sidescroller, but I wanted analog controls, like Goemon’s Great Adventure has), and shard-collection frustration dragged it down. GGA is the better game overall, though I do love two of the minigames, and like the game. Four player multiplayer (three minigames only, main game is single player), on-cart saving.


Knife Edge: Nose Gunner – Knife Edge is the N64’s only lightgun-style shooting game. That is, you move a cursor around the screen and shoot enemies without any control over your movement. The game’s okay, but not great. Really, this game could be a lot better. If you do like rail shooters or lightgun games it’s probably worth a try — the game’s not entirely without its good moments, and some of the areas, and enemies, are fun to fight — but this game’s definitely a C-grade effort. It’s got no saving, for instance — you start from the beginning again each time, and there’s no savying of scores or anythign else either. This isn’t the SNES anymore, people… I know, a bunch of N64 fighting games don’t save either, but it’s stupid there too. Also, while through most of the game you can choose your route, on the final level the route is chosen randomly each time, and because the level is of course quite difficult, this means that you have no control over if you’ll be on an easier or harder path every time, and just have to try to memorize them all. It’s kind of frustrating. Oh well… I kind of enjoyed this game anyway, though I did give up after many tries at the final stage. But yeah, despite its mediocrity, lightgun and rail shooter fans probably should try this. The four player co-op mode’s a nice feature too, you won’t find that in most lightgun games or rail shooters from before the Wii, and even many of the ones on it! Four player multiplayer, no saving.


The Legend of Zelda: Ocarina of Time – The Legend of Zelda: The Ocarina of Time is generally regarded as one of the greatest games ever made, and it is. OoT is the best console game ever made. I have loved the Zelda series for a long time, and OoT is one of the best of them. Zelda has a formula that few other games try to entirely emulate, and even fewer do well. This game does it right, with a great balance of action and adventure. Zelda has always been about exploration, puzzle solving, action, and bossfights, and this game has all of that, but with a new reformulation of the formula, and a move to 3d that worked better than almost anything. Of course, as with all games it is not flawless, but the overall package just can’t be beat. The controls were revolutionary at the time, and for good reason — the game’s “Z-targeting” system became the genre standard for 3d combat systems. The lockon range here might not be quite as long as in some later titles, but still, it works great. C-buttons are perfect for inventory items, too. Unfortunately this game has no item combinations like LA does, but oh well, it does have stuff that game didn’t, like magic, many more playable songs on your instrument, and a horse to ride. The game has a classic Zelda story, but it’s well told, and overall is one of the best stories in the franchise; of the “traditional” Zelda stories, where you have to save Zelda at some point and defeat Ganon, it’s the best one. Zelda is also a stronger character in this game than she usually is, and plays a relevant role in the story. That was good to see. All of the Sages’ stories are well done too. So yeah, the characters are good, the story is interesting, and the cutscenes look nice. The music, of course, is outstanding at all times, and is easily among the system’s best. The graphics are quite good as well. They show the usual limitations of their generation — for instance I have always thought that the “tree-walls” that block off your path look kind of silly — but there’s not much that could be done about that, I think. The overworld’s big enough. It is somewhat unfortunate that the overworld has less to do in it than in LA or MM, though; it’s fun to explore, but with so little to do there, and with an overworld that’s only so large, the gameworld may feel small and lacking in content compared to later 3d Zelda games. However, what is there is beautifully designed, and I’ve never lost my appreciation for how nice this game looks, as you’re riding Epona, or visiting the lake, or what have you. Also, importantly, OoT has far more to do in the towns than had ever been present in the series before; indeed, while previously towns were things you spent only relatively small amounts of time in, overall, in OoT they’re quite important, and are full of minigames, challenges, and more. LA may have been moving towards this, but OoT is well beyond it. The characters inhabiting the towns all have amusing, unique characteristics, too. It’s good stuff. The biggest star are the dungeons, though. The game’s nine dungeons are all huge, usually epic in scope and stunning in design. The dungeons start shorter, but by the fourth dungeon, they are long, complex affairs. My favorite dungeon was the Spirit Temple. Also, while many people complain about the Water Temple, it was always one of my favorites; the design is pretty cool, and I love the execution and challenge as well. The dungeon was hard, but not TOO hard. My least favorite dungeons are the third and fourth ones, Jabu-Jabu’s Belly and the Forest Temple. The Forest Temple has great atmosphere, but somehow I’ve just never liked it that much… even so though, all nine dungeons are very, very good. OoT set new standards when it released, and it’s still the very best of its series. One player, on-cart saving.


The Legend of Zelda: Majora’s Mask – Majora’s Mask, the sequel to OoT, is a somewhat controversial game, and rightfully so. While on the one hand it’s regarded as one of the most original Zelda games, which it is, it also has some design decisions which can be hard to like. Back when I got this after it came out, I wasn’t sure what kind of score it deserved, it’s so good in some ways but so annoying in others. The problem is, the core of its uniqueness is also its biggest problem. The game runs on a time system, so you only have a certain amount of time before the moon crashes and it’s game over. So, all of your actions are on the clock. No time to take your time and explore here. You do eventually find a song that doubles the amount of time you have, and it’s absolutely vital, but still, time is an everpresent issue. For instance, if you run out of time in a dungeon, you’ll have to go back to the start and start the whole thing over. I don’t think I should even have to say how awful that is. Also, after you beat each dungeon, it changes the world — so beating the ice dungeon melts a lot of the snow in that area, etc. The problem is, these changes reset when you go back in time, so if you want to see it without snow, you’ll have go to through the dungeon AGAIN and beat the boss again too! Why would they do it that way? It’s annoying! Similarly, when you reset time you lose all consumable items, so you’ll need to get arrows, sticks, etc. all over again. Some stuff can be stored in the bank in town, but you can’t always get back there, and you can’t store everything. All of the repeat elements that I had to redo over and over got annoying. In addition, there are only four dungeons, an extremely small number for a Zelda game. Some are good, like the Stone Tower temple, but others are mediocre, like the water temple, and there are far too few of them. The combat in this game is easier overall than OoT, too, and you can get white-rimmed hearts (halves damage) midgame, instead of only at the very end like in OoT. So yeah, combat-wise this game is easier, and dungeon-wise it is half as long. The main balancing factor against those is that the game has many sidequests, which are kept track of in your quest book, and many of these are pretty difficult. This is where much of the challenge in the game comes from, and plenty of the fun as well. Also, it is pretty cool that each character follows a path through the three days you keep repeating, so stores are only open during the day, the postman makes his rounds, etc. It’s cool stuff for a Zelda game. In addition, while the overworld is smaller than OoT’s (which I did find disappointing), there is a LOT more stuff in it, so you’ll probably spend more time in the overworld overall — there’s more to do. That’s great. So, overall, MM is a mixed bag, with some great elements, like the living town and more detailed world, and some beautiful areas, like Ikana Canyon, but also a lot of frustration and questionable design elements. SOme people consider this one of their favorite Zelda games, but I’ve always had a much more mixed view of the game. One player, on-cart saving. Expansion Pak required.


Lego Racers – Lego Racers is a Lego-themed kart racing game. It’s got okay graphics and gameplay, but isn’t incredible. The game’s a bit easy,the graphics aren’t amazing, the kart customization (you can build your kart up with Lego bricks), while cool, is somewhat limited… still, if you want another kart racer to play but have already played the Nintendo and Rare ones, it’s a decent choice. There aren’t many others on the N64, and the game’s certainly competent, even if it’s not excitingly great. Also on PC and Playstation. Two player multiplayer, controller pak saving (62 pages).


Lode Runner 3D – Lode Runner 3D is a sort of 2.5d, sort of 3d platform/puzzle game. It’s an N64-exclusive entry in this long-running series. In the game, you move along sidescrolling paths that curve through a 3d space, sort of like Iggy’s Reckin Balls. However, here the paths branch, so the game has a 3d movement element when you switch from one path to another. The goal, as always in Lode Runnner games, is to collect all of the gold and then reach the exit. Blocking your way are the Mad Monks, out to kill you like usual. You can dig holes to your left or right, to trap the monks or to cut through the ground to reach areas below. Each level generally has a specific solution, so it’s as much more more puzzle game as it is platformer. The 3d element is really cool and gives this game an original feel — even today, there aren’t too many games that play like this. Lode Runner 3D’s something of a hidden gem and is well worth playing. It’ll provide plenty of challenge, has good gameplay and design, and even has oncart saving. The graphics are average stuff, but the gameplay more than makes up for that. Overall though, play this game! It’s pretty good. One player, on-cart saving.


Mace: The Dark Age – Mace: The Dark Age is a 3d fighting game from Midway. An arcade and N64 exclusive, Mace is Midway’s only fighting game that was console-exclusive on the N64. Fortunately, they chose a good one to make exclusive — Mace is one of Midway’s better fighting games. Mace is a dark fantasy fighting game set in a medieval world, where a varied cast of characters fight over the great power of the Mace. While most Midway fighting games either are Mortal Kombat games or play like Mortal Kombat (see War Gods), Mace is its own thing. Mace has slower paced gameplay than MK, and is a weapon-based fighter too, from before MK added weapons. The slower pace makes me think some of Street Fighter; Mace doesn’t have the balanace an SF game would and is breakable, but still, it’s about as close to an SF-paced game as you’ll find from Midway. I like that; I always preferred SF to MK. The game has the fatalities you expect from Midway fighting games, and hidden characters too. The character designs in this game are pretty good, with a nice variety of fantasy medieval warriors, demonic soldiers, and comic figures. I like this game’s cast, it’s one of Midway’s better ones. As for the gameplay, this is one of the 3d fighting games where you do have 3d movement, but the 3d move is done with a separate button. R moves you into the screen, R+Down moves you towards. Yeah, it’s kind of limited, but it works well enough for the game. The characters all have standard special moves, combos, etc. as well. The arenas are pretty innovative for their time, or for the genre in general, as well — Mace arenas aren’t flat! Yes, Mace arenas can have multiple levels, steps, raised platforms, and more. They also have traps in them, for you to try to knock your opponent into. Stage edges either are walls ore damage areas that hurt you if you land in them (sort of like DoA1, I guess, in that respect); which it is depends on the stage and layout. The stages in this game are pretty cool and definitely make the game more interesting. Overall, the game is flawed — not all characters, or moves, are equal, and button mashing with certain characters can bring you a long way — but it’s a pretty good game even so, for its time, and is one of the N64’s best 3d fighting games. It is kind of lame it doesn’t save anything, but it’s good overall apart from that. Two player multiplayer, no saving. (You unlock the hidden characters with a cheatcode — look it up, and use it when you turn the game on each time!)


Mario Kart 64 – Mario Kart 64 is, in my opinion, still the game that all other kart racing games should be compared to. A substantial improvement over the SNES Mario Kart game, Mario Kart 64 is an exceptional masterpiece of game design. The tracks are all fantastic, the graphics are good enough, and the fun, particularly in multiplayer, is about as good as it gets. About the only flaw here is that the single player game won’t take all that long to finish. Even so, it is a lot of fun while it lasts. Only the DS and Wii Mario Kart games rival this title’s greatness, within the series. Four player multiplayer, on-cart saving. Ghost saves are controller pak only, 121 pages per ghost.


Mario Party 2 – This is the only one of the three N64 Mario Party games I’ve played for any length of time, and while it is a fun multiplayer game, it does suffer in single player. Some multiplayer-focused games I do enjoy a lot in single player, like Gauntlet Legends or Rush 2049’s stunt mode, but this one… it’s okay (a lot better than Sonic Shuffle at least!), but it does get boring. Anyway, Mario Party 2 is the second Mario Party game, and it’s much improved over the first game — the controller, and thumb, destroying “spin the stick fast” minigames from the first game are gone here, thankfully. In their place are a wide variety of new minigames, some fun and others not so much, of course, but good overall. This is a good game for sure. I think it’s worth having at least one of the Mario Party games, and 2 or 3 are the better ones, on the N64. Four player multiplayer, on-cart saving.


Mario Party 3 (J) – Mario Party 3 is the third Mario Party game, and it’s pretty much the same basic thing as the second game, except with new minigames, new boards, and a few minor new modes. Unfortunately, since the US version of this game was the last game Nintendo released for the N64 before abandoning the system before its time, the US version is not cheap. I ended up getting this Japanese version in a lot with several other games (Doraemon, Flying Dragon SD). And… yeah, it’s pretty much more Mario Party, just with a language barrier that makes figuring out how to play it a little harder. Once you do figure out how to get into the main game, though, it’s the same Mario Party as ever. Well, minigame instructions are also in Japanese, but most games are simple enough to easily figure out. The new mode is a mode with very few minigames; instead, you go around and try to take as many of the board spaces as you can. Honestly though, it’s kind of boring, since the minigames are the best part about Mario Party games. The main tables and minigames are fine, but I don’t think this game is quite as good as Mario Party 2, language barrier aside. That game was quite an improvement over the first game, but this is pretty much more of the same. Also, as always, the game isn’t very fun in single player mode. Mario Party and Wii Party games just aren’t remotely the same when played single player, and Nintendo, Hudson, or the current series developers have never figured out how to solve that problem. This game certainly doesn’t do that. So yeah, probably just stick with Mario Party 2, for your N64 Mario Party needs — that game is cheaper. Four player multiplayer, on-cart saving.


Mario Tennis – Mario’s Tennis is, surprisingly or not, a very good tennis game. Free of the overdone super-smash things of Mario Power Tennis (GC) and beyond, this is a more solid game of tennis than that title; I do think the N64 title is the better, here. Choose a character, start a tournament, and play tennis… this is a great Mario-themed tennis game, definitely better than I was expecting it to be. The game has a similar character roster to the N64 Mario Party, Kart, and Golf titles, so there are eight characters to choose from. The game is for the most part a classic tennis game, just with Mario characters and a simple, arcadey style. Mario Power Tennis adds in super moves which completely change the game, for the worse in my opinion, but you don’t have those here; instead, you’ve got to actually play well to win. It’s great. The graphics are reasonably good as well. It’s not the system’s best, but the characters look like they should. There are various tournaments to play through, so the game has some single player life to it, but multi probably the biggest draw. Either way though, this is a great tennis game that’s well worth playing. Four player multiplayer, on-cart saving.


Mickey’s Racing USA – I reviewed this game once, but this later Rare title is an under-appreciated, but quite good, game. Mickey’s Racing USA is a good kart racing game with a solid cast of Disney characters, a lot of different tracks to race on, and fun, high speed gameplay. I do wish that it’d used the expansion pack and that they could have pushed the fog back more — it is somewhat noticeably present — but still, the game has good graphics and very solid kart racing gameplay. The game gets faster on each difficulty, and by the time you get to hard, it’s a quite fast, challenging game. This is a pretty good game, I definitely like the tracks, challenge, and design. Four player multiplayer, on-cart saving.


Mega Man 64 – This is a very, very (three years later) late port of Mega Man Legends from the PS1. It’s a solid, but unenhanced, port. All of the voice acting is still here, which is nice, but the failure to give the game true analog controls — instead, the analog stick controls Mega Man as if it was a d-pad — is a pretty serious letdown. This game released in 2001, over 3 years after the PS1 release… there’s NO excuse for not giving the game analog controls, none! Apart from that though, the graphics at least do benefit from the N64’s hardware features, and the game’s the same. It’s not very Mega Man like, and has little in common with the great platformer games, but on its own it’s a decently fun game. I didn’t go into this expecting very much, but while it definitely has its issues — the controls, not being very Mega Man like in gameplay, not getting powers from bosses, etc — as a standalone title it was more fun than I expected. One player, on-cart saving.


Micro Machines 64 Turbo – This is a port of Micro Machines V3, also on PC, PSX, and GBC. It’s a pretty good port of the game, and has good graphics and all the content of the other versions. Micro Machines is a great, classic racing game series, and this was the first effort at the game in 3d. It’s classic Micro Machines all right, with top-down gameplay, lots of tracks, and a high challenge level. However, the game is in 3d, and this comes into play with the camera. The camera moves around constantly, and it can make the game harder at times. This would also be an issue in MMV4 (PC/PS2/DS/PSP), and it is a real problem — until you memorize the courses, the shifting camera definitely can make them tougher than they are. I almost would rather play the GBC version; sure it needs passwords to save and doesn’t look nearly as good, but the camera’s static… Still, despite the camera this is a great game, well worth getting if you don’t have MMV3 for another system already. Oh, and as always in the Micro Machines series, it’s a fantastic multiplayer game. The MM series has a great, and unique, multiplayer system where all players race on the same screen, and the first player to hit the top of the screen gets a point. Over the course of the race the players fight over the points, trying to max out their gauge, or have the most points at the end. It’s crazy and fun stuff, and is always a major draw in the franchise. Eight player multiplayer (via controller sharing — two people on each controller, one with dpad and other with c-buttons), controller pak saving (8 pages per character file).


Milo’s Astro Lanes – Milo’s Astro Lanes is a bowling game, as the title suggests. However, instead of being earthbound, this is a futuristic bowling game in space. Each lane has a different design, with obstacles and tricks to learn on the course. So yeah, the game has a decent concept to make things a bit more interesting than average. The graphics are basic, with lanes floating in space and very simple, small hub areas to choose levels in. The game looks okay, but it’s quite simple for the platform. There are powerup icons on the courses too, and part of the strategy of the game is learning the powerups and deciding when to use each one. The bowling action itself is done well too, though. The ball and pin physics all work as they should. However, this is a very difficult game — even the very first matches will require very high scores to complete. The game may seem simple at first, but you’ll need to be very good to get beyond the second match. I find it maybe a bit too hard, actually… it’s frustrating to score well but still lose. Apart from that though, it’s good. I imagine that people good at bowling will have a much easier time with this game; I’m not all that good at it, clearly. The computer cheats, too — it adjusts its play to match, and slightly exceed, yours, during matches. This makes winning frustratingly difficult. I can’t compare this to the other bowling games on the N64, though, because I haven’t played the other two for the system. Four player multiplayer, Controller Pak saving.


Mischief Makers – Mischief Makers is a sidescrolling, 2.5d platformer from Treasure. The game is largely 2d, but there are some polygonal elements here and there, so it is a 2.5d game. The game centers around one thing, a grab-and-shake mechanic. Your character, Marina the robot, defeats enemies and interacts with objects in the world by grabbing onto them and shaking them with a voiced “shake-shake”. Yeah, it’s silly stuff, as is the anime-style plot in this game. Whether you like the game or not will basically depend on whether you like the shake-shake mechanic, because you will be doing a whole lot of it in this game. Yeah, the game does have somewhat lacking variety. Even so, it’s a pretty good game that any platformer fan should play — the unique mechanics aren’t like other games, and the game’s a lot of fun to play most of the time. One player, on-cart saving.


Mission: Impossible – This stealth action game, also on Playstation, was heavily hyped on the N64 before its release, but when it finally did come out, it was considered disappointing, or at least only average and not great like people were hoping. I’ve always had mixed opinions about stealth games — on the one hand, I like the concept, but on the other hand, I often have trouble being patient enough, or get frustrated after failing something repeatedly. This game’s like that sometimes. It is alright, though, with some okay puzzles, average graphics, and decent action, but yeah, it’s nothing outstanding. I haven’t gotten too far into the game, but it’s not really bad, just more average. One player, on-cart saving.


Monaco Grand Prix – Monaco Grand Prix is another F1 sim. This one isn’t licensed, though, so it doesn’t have the real cars and teams. As a game, it probably doesn’t quite match up to Paradigm’s F-1 World Grand Prix series, but it is pretty solid too, and is a good game for its genre. That is, I quickly get bored, but for what it is — a F1 sim on the N64 — it does a fine job. The graphics are good, the tracks are all here, and the game plays fairly well. I’d just rather play a different kind of racing game, though I have given this one a few plays here and there. Two player multiplayer, on-cart and controller pak to save (on-cart saves settings, driver names, and options, but seasons require an ~8 page controller pak file.)


Monster Truck Madness 64 – Based on Microsoft’s Monster Truck Madness 2 for the PC, I found MTM64 fairly underwhelming despite some good reviews. The fog in this game is pretty close, and the graphics mediocre at best, first. Sure, it has four player play and a good number of tracks and monster trucks, but I wish I could see farther, and it’s just not as fun as many other N64 racing games are. I did enjoy the first MTM game on the PC back in 1997, but looking back it probably was because it was one of my first racing games for the new computer we’d gotten as much as anything… it’s not a terrible game, but it gets boring fast. This game is similar, except with weaker graphics because of the hardware. Of course, it also doesn’t help that I don’t care much about monster trucks. Four player multiplayer, on-cart saving.


MRC – Multi Racing Championship – Another racing game from Imagineer, MRC was one of their first N64 games, and it’s pretty mediocre. The game has three tracks, and not a lot of options or modes either. The graphics are pretty poor for and N64 game as well; it looks far too close to a PSX or Saturn game for comfort. However, I do know a few people like this game, probably because it plays more like a ~1995-1997 PSX or Saturn racer too, much more so than most N64 racing games do. Also, the game is a little bit simmish, so you will need to learn the tracks if you don’t want to fail — it’s not an easy game. For me though, I consider this one of the weakest of the N64’s racing games. Two player multiplayer, controller pak saving (45 pages).


Mystical Ninja Starring Goemon – The first N64 Goemon game was also the first Goemeon game Konami released in the West in years. Yes, after skipping the last three SNES games, and the PSX ones, Konami finally bought the series here again on the N64. MNSG is a 3d action-RPG-platform game with a large open world, and it’s a lot of fun. The graphics are simple and it looks very first gen, but then again it is from 1997, so it is first gen. The game also has some control issues — this is a 3d game, but doesn’t has OoT style lockon because that hadn’t been invented yet (this is a year before OoT after all), so you’re stuck with difficulty actually hitting your enemies, far too often. Hitting them in 3d can be tricky sometimes. However, the game is great even so. The large world is fun to explore, and there’s plenty to find as well. It makes the game feel somewhat Zelda-ish, and this is before OoT, too! If you can look past the visuals and get used to the controls, MNSG reveals itself to be a great adventure, lots of fun from beginning to end. I do wish the game lasted a bit longer, but still, it’s fantastic fun while it lasts. The overworlds, dungeons, Impact sections (complete with Japanese-language intro song!), bosses, and everything else have lots of character and are fun to explore through. So yeah, overall the game has a few issues, but it’s a good game on the whole. One player, controller pak saving (16 pages). This one also did require controller paks in Japan, I believe.


NBA Hang Time – NBA Hangtime is a home port of Midway’s third arcade basketball title. While Midway lost the NBA Jam name to Acclaim, they kept making games in the series, just under new names. The first of those was NBA Hangtime, and the second NBA Showtime (which I have for Dreamcast). Originally an arcade game, Hangtime was ported to multiple platforms (SNES, Genesis, GB, PS1, N64), but the N64 has one of the best versions. The game is classic NBA Jam, and has 2-on-2 arcade basketball, with that great NBA Jam gameplay that holds up so well. The graphics are quite good, too — this game is sprite-based, and looks quite nice on the N64. Of course it has real sprite scaling, as you’d expect for a 5th gen platform. As a result, the game looks and plays great. However, some of NBA Jam T.E.’s innovations are sadly cut out of this version, however, which is a real disappointment; overall, I like T.E. more than I do Hangtime as a result. Most notably, turbo mode (2x, 3x, and 4x speeds), Hot Spots, and Power Ups are all gone. Also, T.E.’s quarter-based player replacement system is gone. Instead, you can only switch players at halftime, instead of each quarter. This completely gets rid of the slight strategy element T.E. had in having to manage your players’ injury ratings (since the player on the bench healed up; remember that in T.E. there were only three players on most teams). Those first three mode removals are unfortunate, but that last change really is bad. I thought that the addition of injury ratings and quarter-based player replacement were probably the best thing about T.E. compared to the original NBA Jam. Why in the world did Midway remove it from their next game? That was a big mistake. There is one new feature, though, apart from the better graphics and the roster update: there is a player creation feature now. If you create players it’ll take up some memory card space of course, but it’s a nice feature to have. Midway’s later basketball games would bring this feature back, though; it’s not only in this game. Still though, despite its flaws, NBA Hangtime is a good game that is great fun to play, and I’d absolutely recommend it. It is a good arcade basketball game with some nice scaling 2d graphics and great gameplay. Unfortunately some feature cuts place it slightly below its predecessor in my opinion, but still, it’s a very good game. Four player multiplayer, Controller Pak saving (7 pages per player file, more for create-a-player files). Also on Arcade, PS1, SNES, Genesis, and Game Boy.


Neon Genesis Evangelion (J) – Neon Genesis Evangelion is one of the most popular anime series of the last couple of decades, or at least it’s one of the best known in the West. It is a series about teenagers who fight in giant robot suits called EVAs, defending the Earth from monsters called Angels which are trying to destroy it. Well, that’s just the story on the surface; below that there’s a very complex story going on about the characters and Shinji (the main character)’s psychology that I won’t get into. Evangelion was an interesting anime, I liked it. In Japan there have been many Evangelion games, but most were adventure or board/card games; only a few are action games, and this was the first of those (there have since been PS2 and PSP Evangelion action games). As such, back during the N64’s life, this game became known as the “good Evangelion game”, because it’s the one that Western gamers could actually play. Is it actually a good game, though? Well… not really; it’s a below average collection of minigames of sorts, sadly. The GRAPHICS, however, are absolutely incredible! Seriously, Evangelion is one of the very best looking games on the N64, and should be on any list of the best-looking N64 games. This game looks fantastic, the EVAs look extremely impressive. They even get the animations and expressions down perfectly. The games’ presentation is also spot-on. The menus and cutscenes look like something straight out of Evangelion, and there are plenty of speech samples in this game, too. The music is also fantastic, and sounds just like the music from the show. The music is MIDI, so there aren’t voices in the ending theme (which is used in the end-level screen, cleverly enough), but still, the graphics and music in this game are outstanding.

But that gameplay? Yeah, that is the weak link here. The many cutscenes during missions are flashy, and the ingame graphics good as well, but the actual gameplay isn’t as good. The Story mode starts with several battles against Angels, 2.5d fighting game-style. You control your EVA, and can walk forward and back, do a weak attack with A, do a strong attack/grab with A+B plus a direction, block with B, or use your shield (AT Field) with C-down. The EVAs are huge, so the long delay between when you press a button and when something happens actually makes sense, sort of. I hope it was intentional, anyway. It is annoying and frustrating, but you’ll have to get used to it. Timing is key in this game, both in the fighting missions and later. Attacks, blocks, etc. must be done at the right time to succeed, and the game is not forgiving. AT Fields are great, but you can only use it occasionally; the bar on the center-left of the screen tells you if you can use it or not. When trying to break through an Angel’s AT Field with your own, alternate button presses on C-down and A if you want to succeed. The gameplay is simple, but hard at times. The first level isn’t too bad, but the second one is quite challenging, even on “Easy”. In addition to your and the Angel’s health (on the upper left and right corners), you also have a sync ratio between your pilot and EVA. There’s an extremely useful guide on GameFAQs that tells you which moves you can do depending on your sync ratio — the lower it goes, the fewer moves you can use. Fortunately the game saves your progress at each match, but still, I’m sure some people have just given up at level two. I sure was tempted to. If you get past match two, the game starts varying what you do in each mission. You play as Shinji in most of the 13 (13.5 really) missions, but Asuka has two (2.5 really, since one is split into two parts) missions, and Rei one. There is a sniping level (very short), a rhythm-style level where Shinji has to synchronize with Asuka (I hate this stuff…), some levels entirely about timed button pressing, and more, though it does return to some fighting-style levels later as well.

However, regardless of mission type the gameplay is never better than average, and that’s probably being kind. You don’t fight all the Angels from the TV show, either. Since there are only 13 full missions, some are skipped over, unfortunately, probably for cartridge space reasons. There are multiple difficulty levels to complete, though, and the second and third difficulties do each have one more level on the end, versus Normal, to encourage you to replay the game a few times. You also unlock a mission-select option after beating the game on Hard. Given the mediocre gameplay, though, you may or may not want to do that. There is also Simulation mode, which basically is just a series of target-shooting tests. You choose any one of the five Children — yes, here you can play as any of the five, including Kawada, Toji, and Rei, as well as the two from the Story mode. However, it really is just a shooting gallery, so that’s a minor bonus unfortunately. These Angel target-shooting tests are pretty hard to get a good rating in, though, despite their simplicity. Try to hit the weak points if you want to do well — it’s not easy. Overall, whether NGE is worth getting or not depends almost entirely on what you think of the anime. The game is easily playable for non-Japanese speakers who know the series, since menus are in English, the story is the same as in the anime, and the controls are easy to figure out, but the lacking gameplay is a problem. I highly doubt that people who don’t know, or don’t like, the anime would have much interest in this game, apart from looking at the quite impressive graphics, but I do like the anime, so yeah, I do think this game was worth getting. This game could have been a lot better, but fans of the series, or those who want to see some of the systems’ best graphics, might want to check this game out. It’s not the cheapest import, but isn’t one of the most expensive either, fortunately. I wouldn’t want to pay the cost for a boxed copy, though; as cool as that box looks in pictures it probably isn’t worth it. One player, on-cart saving.


The New Tetris – The New Tetris is an N64-exclusive version of Tetris. One of the premiere four player N64 puzzle games, along with BAM ’99 and Dr. Mario 64, The New Tetris is a very good game. The game has a techno-style soundtrack that sounds good, and it plays like a Tetris game should. The visuals are good, with solid 2d ingame graphics and menus. There is some 3d, in these monuments that you can build by getting enough points in the game, but the game’s mostly 2d, which is just fine for a puzzle game. As expected for a newer Tetris game, there are various different gameplay modes. Long-term play of course relies on your wanting to play again and again, but a lot of people love Tetris, so that shouldn’t be too hard. I don’t love Tetris as much as some people — I do get bored with this game after a while — but it is a pretty good Tetris game, and maybe the best Tetris game of its generation. Four player multiplayer, on-cart saving.


Nightmare Creatures – Nightmare Creatures is a port of the PC and Playstation game of the same name. It’s a third person, 3d action/adventure game from the early days of 3d, and the graphics and gameplay are both on the mediocre side. I know some people like this game, but I never have much at all… the controls aren’t good, I only occasionally like these third-person action-adventure games, and the gameplay certainly doesn’t make this one of the good ones. First, the controls. They’re not the worst, and you can run forwards, jump back, turn, jump, and strafe, but your motions can be tricky to get right, particularly with the even bigger problems — the camera and draw distance. This game has close, close fog — anything more than a few feet away is a black wall. Of course, it’s the same on the other platforms too, and that’s how it keeps the game tense, by having the enemies constantly jump out and surprise you, but it’s frustrating. I want to be able to see! The camera does the game no favors either; while it’s often behind-the-character, on occasion it takes some more … cinematic … angles, and you can be in trouble sometimes when the camera won’t show you where you’re going, or an enemy coming at you. Camera controls are limited, too. As for the combat, basically, the idea here is to hold down block until you see an opening, at which point you should start mashing the attack buttons until the enemy dies. It’s important to block before this, though — enemies do a lot of damage, and you die easily and can’t save very often. This is a pretty challenging game. I do like that there are two playable characters, male or female, and the graphics are okay with some decent art design and appropriate settings, but overall, this game isn’t very good. One player, controller pak (2 pages) to save.


NFL Blitz 2000 – A port of the arcade game, this is also on PSX and DC. I greatly dislike football as a sport, but have this because I got it for free. The game’s a solid version of NFL Blitz, with all of the arcade action you expect from a good Midway sports game — this game isn’t as sim-ized as Gretzky ’98 is, I believe, it’s still very arcadish.That’s good, Midway was great at making arcade style sports games, but not very good at sims. I played one match of this and kind of enjoyed myself, even though it’s football. Do know it’ll take a whole memory card to save though. I’d probably play a little more of it otherwise. Four player multiplayer, controller pak (123 pages, full card) to save.


Ogre Battle 64: Person of Lordly Caliber – Ogre Battle 64 is the N64’s biggest epic Japanese strategy game. A sequel to the SNES classic, Ogre Battle 64 is a strategy game with RPG elements, and it’s a very, very good one. The game uses a mixture of 2d and 3d elements. The characters are sprites, and battles and town scenes are drawn, but the overworld maps are done in 3d. The graphics look good, and it shows what the N64 can do. The music’s great and fits the game perfectly. It’s catchy stuff. The story, about a rebellion against an evil empire, essentially, isn’t the most amazingly original thing, but it is good, and the game’s both long and challenging as well. The game has the story depth, layers, and good and evil paths you expect from Ogre Battle games. As usual in Japanese games you can’t customize your main character, and are given certain preset commanders to lead some of your forces, but otherwise you can entirely customize your army, choosing commanders and troops for your units, so everyone will probably play this game somewhat differently. In each map, first you listen to the story setting things up for the map to come, as the drama of Ogre Battle moves forward, and then you move to the action. In the main map in each mission, you move your various troops around, exploring the world, siezing towns, fighting enemies, and uncovering secrets. Battles are fought on the battle screen once two troops bump into eachother, and like in the original Ogre Battle, each fight goes for just two rounds only per combat — they don’t fight until one side loses, only a few times each. This means that you’ll have to use your forces wisely, and can’t just flatten everything with one group. The game rewards strategic thinking and good planning. Remember to explore towns too, it’s always fun to talk to the townsfolk. For negatives, as usual for epic Japanese games, some game systems are hidden, and there are a lot of secrets. Don’t expect to get the most out of this game without a guide. Still, it’s a great game, and the game does give you enough information to have a lot of fun, certainly. The game is a bit pricey today, but it’s expensive for a reason. I was lucky enough to find a cheap, complete copy, but I doubt everyone else will be too. Still, it’s worth it, Ogre Battle 64 is a fantastic, addictive epic strategy game. One player, on-cart or controller pak saving. The game also allows you to back up your save files to controller pak, or even use a save file on the controller pak, if you hold Start when you turn the system on.


Paper Mario – Paper Mario is one of Nintendo’s later N64 games, but it shouldn’t be forgotten because it’s outstanding. Paper Mario is an RPG, and is a sequel (from a different developer) to 1996’s Mario RPG on the SNES. The game’s fantastic, and a nice improvement over Mario RPG in my opinion. Intelligent Systems really did a fantastic job with this game; it’s my favorite RPG Mario game, and it’s really just a great experience beginning to end. The game’s not too long for an RPG, at only 30 hours or so, but it’s so much fun along the way that that doesn’t really matter. The game uses a unique “paper characters in a 3d world” visual style that looks fantastic. They really are paper, too — they float down like paper when falling, turn on edge, etc. The sequel made even more use out of this, but it’s in the first game too, and it’s amusing stuff. The battle system is inspired by Mario RPG, but it’s improved over that game, with even more fun action elements to the combat. Yeah, this game isn’t just selecting things from menus, you also have to do timing minigames of sorts in order to increase your damage, do timed button-presses to reduce damage when attacked, etc. These are all fun elements of the game. Mario is the main character here, but he does have party members, all coming from the Mario enemy library — a Bob-omb, a Koopa, a Koopa Paratroopa, a ghost, and plenty more join Mario. You can have one teammate fighting at a time along with Mario, and can switch at will. Each has their own special ability, so you need to choose the right one for each situation. The system works quite well. The story’s nothing special — Bowser has kidnapped the princess yet again — but the game has fun with it, and it is soemwhat self-aware of how many times that story has been done. There are also some short segments where you play as the kidnapped Princess, in between the main chapters where you play as Mario and his allies. These segments, and the silliness of the plot, are quite entertaining. So, overall, this game is fantastic. There aren’t many RPGs on the N64, but this one at least is great. One player, on-cart saving.


Penny Racers – Penny Racers is based on the Japanese Choro-Q toy line. These toys are, as the name suggests, small little cars that will drive forward when you put a penny on the back of them, or something; I’ve never used one myself. There are many Choro-Q games, some of which have gotten US releases (of other US releases there are several on the PS2 and one on the Wii, in addition to this game, for instance), but they’re very much of mixed quality. This game is no exception. While on the one hand it can be a fun multiplayer title, as a single player game the game has some serious issues. First, the handling takes a LOT of getting used to. The cars are very touchy, and you flip over and roll sideways very easily. Flipping is really the bane of this game… while there are certain situations where it’s actually good and you’ll want to do this, more often you’ll find yourself flipping out in the middle of a turn, and falling behind. It gets quite annoying. In addition, the graphics are fairly average. They’re fine, nothing bad, but nothing great either for sure. There is plenty to do if you can tolerate the controls, though — as you play you can wager parts for your car, and winning new parts gives you more options to upgrade your car with. There are a lot of different parts in multiple categories. There are also a bunch of cars to choose from, and a decent selection of tracks as well. But those controls… gah! This game does have a sequel that was only released in Japan, but I haven’t played it so I don’t know how it compares. Four player multiplayer, on-cart and controller pak saving (68 pages, and it is required). The on-cart EEPROM chip saves your races completed and lap times, but if you want a full single player game you need a custom car with parts you collect from winning, and that requires one of these gigantic controller pak files that also includes multiple custom track files; I wish the custom tracks were saved individually, if you wanted to make them, and the car file was just a small little thing, but no, one stupidly large file is the way they went with…


Perfect Dark – Perfect Dark is Rare’s second FPS on the N64, and it’s an exceptional game. Goldeneye versus PD is a frequent issue of debate, among N64 and Rare fans, and I’m squarely on the PD side — I think it’s a better game all around than Goldeneye (I don’t own Goldeneye, but have beaten it before.). Perfect Dark is a sci-fi FPS starring the British secret agent Joanna Dark. The game has great graphics, lots of options and modes, incredible attention to detail for the platform, lots of content, and more. The main game is of good length, and has three difficulties, like Goldeneye, to make it even longer. Higher difficulties add more objectives, not just harder enemies. The game also has an arena challenge mode, where you fight against bots in a series of challenging stages, a standard multiplayer mode with bots (you can have up to eight!), a co-op mode, a counter-op mode where one person is Joanna and the other controls the regular enemies in the stage, and more. The game’s challening but beatable — if even I can finish this game on Agent, and get to the last mission on Secret Agent, anyone can. The story is good and well told for the genre, and the cast of characters are reasonably interesting and at times amusing (Elvis the alien… ). Perfect Dark really has it all, and is the N64’s most full-featured FPS. I don’t know if it’s my favorite N64 FPS or not — it quite likely is, but it does have some tough competition — but it’s a very, very good game. Four player multiplayer, on-cart saving. Expansion Pak enhanced, and required for the main game.


Pilotwings 64 – The sequel to the Mode 7 SNES launch title, Pilotwings 64 was again a launch title, this time for the N64. Pilotwings 64 is the N64’s only civilian aviation game, but while it is a bit short, fortunately it is a good game. The game was made by Paradigm, so it’s Western-developed, and they do a good job with the franchise. There are multiple islands to explore and several different events, so it’s got more locations than the one island in Pilotwings for the 3DS. Each event controls differently, of course, and the three main events vary in difficulty. The islands are fairly small, but still, the variety is nice. As for the graphics, the game is clearly a launch title, and there is a definite draw distance, but I think the game looks reasonably good. It’s got that clean, nice Nintendo look. I wasn’t sure if this game would hold up or not, but it ended up being good. It’s too bad it has no multiplayer and isn’t longer, but what’s here is good. One player, on-cart saving.


Pokemon Puzzle League – Pokemon Puzzle League is a Westernized port of the never-released Japanese title Panel de Pon 64, or, alternately, it’s the sequel to Tetris Attack and prequel to Planet Puzzle League. Whatever you call it though, Pokemon Puzzle League is a great game. I do kind of wish that it had the original Panel de Pon theme instead of Pokemon, because I didn’t like Pokemon at all back in the ’90s (I know, Nintendo fan but I couldn’t stand Pokemon), but apart from that this game is great. NST made the port, and I must admit that they did a good job of making the game feel a lot like the Pokemon TV show. The game has a story mode, endless modes, puzzle mode, and more — there’s a lot of content here. It doesn’t have a three or four player mode, unfortunately, but it as just about everything else you expect from Tetris Attack/Puzzle League. There’s one unique mode you won’t find in Planet Puzzle League, too — 3d stages, where the field is a rotating 3d ring of tiles. 3d mode is pretty awesome, it’s too bad that they dropped it from the most recent Puzzle League game. Two player multiplayer, on-cart saving.


Polaris SnoCross – Polaris SnoCross, from late 2000, is one of the N64’s last racing games, and it’s a pretty much unaltered Playstation port. Both versions got awful reviews, so set your expectations low. This is the N64’s only snowmobileing game, but that doesn’t mean it’s really worth playing. However, for a snowmobile game, this actually isn’t too bad. The graphics are decent, with a nice sharp look, first. The game clearly has visually benefitted from the move to the N64. The audio is incredibly horrible, though — the songs are literally around ten seconds long and looping. It’s painful. Fortunately, gameplay is a bit better. This game is bland and generic, but I found myself having fun, actually. The game’s simple — race against three other snowmobiles and try to finish in first. The game’s got lots of catchup, so you’ll catch up without too much difficulty unless you fall far back, but can’t build up a big lead without some luck. The tracks, of which there are about ten, are decently designed, and do have some minor alternate routes to keep things a bit more interesting. The physics are somewhat iffy, though — some hits that look like they should knock you down won’t, while some minor taps will send you flying. The best solution is to try to avoid hitting walls, ever. The game’s also somewaht easy — there are a fair number of circuits, but each is only three races, and because you can upgrade your snowmobile as you go, as you win the game gets easier and easier. It’ll be over in a matter of hours. Overall, this game is certainly not as good as Sled Storm on the PS1, but it is better than some other snowmobile racing games from that era, so it’s not a total loss. Polaris SnoCross isn’t quite as bad as reviews say — I think it’s okay. Generic, too short, and kind of disappointing, but not completely awful. This game has a sequel of sorts, Sea-Doo HydroCross, but that was only released on Playstation; the N64 version was one of the many casualties of the fading final year of the N64. I’m not sure if I’m sad about that or not… maybe? I’d have to play the PS1 version to see. Anyway though, don’t spend much, but this one’s nothing great, but is a decent diversion for a few hours. Four player, controller pak saving (21 pages).


The Powerpuff Girls: Chemical X-Traction – Based on the popular, and amusing, cartoon, this game was released in late 2001, and is one of the later N64 releases. However, the game is abysmal. Seriously, don’t buy this, it’s the worst game I own for the Nintendo 64 — yes, it somehow manages to dethrone War Gods for that “honor!” This is a 3d fighting game perhaps somewhat inspired by Power Stone, but the designers were either incompetent or had no time to actually make a half-decent game, and the results are horrible. This game was also released on the Playstation, and this game feels like a down-port of that version, but oddly it seems to have released on N64 a month before PS1. On PS1 probably this game doesn’t stand out nearly as much in its badness, since there are so many bad PS1 games, but games this awful almost never also released on the N64… but this one, somehow, did. This is a 3d fighting game where you fight in tiny little arenas. The game has six arenas and nine characters (the three Powerpuff Girls and six villains), but extends its single player game by not giving you the ending until you beat all 6 rounds with each PPG member. When it comes to gameplay, though, the game has very little in terms of move variety. You can punch, kick, block (C-left/right), punch or kick repeatedly to do a very basic “combo”, jump plus punch or kick, and that’s about it. You can also block, but it’s hard to use, since it only blocks one hit, no more. This means that a block must be followed immediately with an attempted attack, or at least a jump, and you cannot block continuing enemy attacks — you’ve got to try to get out of the way. What a bizarre design decision, and it’s a bad one for sure. In a game where skill mattered that could potentially be interesting, but in this it’s just frustrating. On that note, jumping is the only good way to get out of a “combo”, when you are being hit by one. And by “combo” I mean “mashing one of the attack buttons repeatedly”, because that’s all you have to do to keep an attack going that only a well-timed jump or block plus jump or attack can get the victim out of. The AI will combo you a lot, so learn how to get out of them. This system gets very annoying, very fast, and is quite awful game design. Regardless, it’s stupid and horribly designed. Why is blocking so hard in a game that otherwise involves almost no skill? It’s bizarre! Also, you can try to throw objects in the arena at your enem (to stun them), but actually hitting them is hard, while they will hit you almost every time with the objects they throw. Argh.

The controls are also bad, because jump is mapped ONLY to the Z button, while L does nothing. So, if you want to use the D-pad, somehow you have to use it with Z, which is not going to be comfortable. Horrible design! The controls are not particularly responsive, either, I don’t think. However, the graphics are reasonably nice, honestly. The arenas are very small, but somewhat detailed, and character graphics are okay. The music, however, is another story. On the N64, this game has only one music track, the Powerpuff Girls theme, which plays in the menu and during every match. Yes, really. The rendition of the song isn’t that great, either. Unacceptable. Also, compared to the PS1 version, that version has a CGI intro video, while the N64 has a plain-text-only intro, without even any stills or something, like competent games would. And the text’s font is so bad that I honestly couldn’t read some of the words. Really. Also, there’s more speech on the PS1 version — on PS1, but not on N64 (in text or speech), there are silly little stage intro lines and it says the characters’ names before the fight. Characters do speak furing fights though on the N64, for their moves and such. Also, the PS1 version supports memory-card saving. On N64, bizarrely, saving is password only, making this one of only two N64 games I know of with password-only saving (the other is Charlie Blast’s Territory). However, the N64 version does have better in-fight graphics, thanks to its much cleaner graphics, so there is that. Overall, PPG:Chemical X-Traction is shamefully incompetent, horrible game for the N64. It may or may not be the overall worst game on the N64, but either way, it is definitely near the bottom of the list. Two player multiplayer, password save. Also on PS1 and PC.


Quake II – Quake II for the N64 was Activision’s first and only N64 FPS, and it’s not the port many people may have been expecting. Instead of being a port, like Quake 1 is for the N64, Quake II is more like Forsaken 64 and Doom 64, and has all-new level maps and some gameplay changes. Quake II isn’t one of my favorite FPSes on the N64, with a somewhat bland visual style and gameplay I just don’t like quite as much as the Rare or Acclaim FPSes on the system (or Doom 64), but it is a solid effort, and it was great to finally see an id-based N64 FPS with a four player mode. The levels do have some minor puzzle elements, in addition to lots of shooting, which is nice, and the game isn’t as unfairly hard as the earlier Acclaim N64 FPSes are, either. So yeah, it’s a good game with some good gameplay and all-new levels. I’d just rather play PD or Turok. Four player multiplayer, controller pak saving (3 pages). Expansion Pak supported.


Rally Challenge 2000 – Rally Challenge 2000 is Imagineer’s fourth and last N64 racing game. Released in Japan in 1999 and the US in 2000, this game has the best graphics and most content of the four. Yes, it’s an Imagineer racing game which actually looks decently good! Nice work. I like the graphics in this game; they’re not amazing, but they’re quite solid for the system. Each track looks different, and the car models are done well too. Rally Challenge 2000 has nine cars and nine tracks as well, so there’s more content here than in their previous games. The tracks have no shortcuts, as you’d expect from a rally game, but they’re all fairly well designed. There are no tracks anywhere near as bad as most of GT64’s tracks, for instance, thankfully. I came into Rally Challenge 2000 with low expectations, because the game has average review scores of around 6/10, or maybe 6.5 on the high end, but it surprised me — this game may not be great, but it certainly is fun! The racing is done well, controls are good, graphics are solid, and the track designs are good, too. The game does have some flaws that do hurt the game, but it is good overall. For modes, there are three — Arcade, Championship, and Versus. Arcade mode was inspired by Sega Rally. Here, you choose one of three sets of tracks. In each set, you’ll go through three tracks, doing one lap on each course, just like Sega Rally. Try to catch up to the computers and win — and yes, like Sega Rally, it’ll be quite tough. There are nine cars in each race, one of each of the nine in the game. The game will save your best lap time on each track. Arcade mode is fun. Versus mode works as you expect — choose a track and go. The game does have four player support, unlike the other Imagineer games. Championship mode has more problems, though. The basic concept is your standard points-based championship that goes through all nine tracks and allows saving between races, so this mode is more involved than the others. You do three laps per race in this mode too, not just one. There’s more added than just that, though — this mode also adds car customization and car damage. Customization allows you to adjust four different sliders, for the gear ratios, tire type, etc. I have no idea what to do with these, I know nothing about such things (though there is a guide on GameFAQs with some good suggestions for what settings to use in the game; quite helpful). You can save three car customization settings. The car damage element is probably the toughest thing about Championship mode, though — your car will wear down as you drive, so by the third lap your car will be harder to drive. Tire type does affect this, but it’ll be there at least somewhat with any of them. Championship mode is, as a result, MUCH more difficult than Arcade mode — while I’ve finished in the top three in all three Arcade mode championships, I can’t get above seventh in Championship mode races. It’s just brutal. Still though, this game is at least average, and is a fun game. Four player multiplayer, on-cart and Controller Pak (2 blocks) saving, both required. The on-cart part will save the options, car customization settings, and your best time in each track, but you’ll need to make a 2-block file to save your progress in the 9-race championship mode.


Rampage: World Tour – Rampage: World Tour started Midway’s rebirth of the Rampage series. The first Rampage, a popular ’80s arcade game that was ported to the NES and other systems, didn’t immediately get a sequel, but with this game, it finally got one. As in the original, you play as three monsters, and go around destroying cities. The monsters are humans who were transformed into monsters in science experiments gone wrong, and now you’re getting your revenge on humanity by levelling all of its cities, from a 2d side-scrolling view. Yes, this game is entirely 2d. The graphics are okay, but aren’t anything great, and use a pre-rendered style popular in the ’90s. The game has a simple concept, but it’s a simple series. You walk left or right, jump onto buildings to grab onto them and climb them King Kong style, and punch and kick them into rubble. There are human tanks, helicopters, soldiers, etc. shooting at you. Lots of hits cannot be avoided, as always in Rampage games; the series requires a little skill, but luck and endurance are more important. Rampage is a series which is fun for a little while, but gets old fast since there is never any variety whatsoever. World Tour tries to help that a bit with several different city environments, but the base gameplay never changes and does not require enough skill or strategy to not get tedious. It’s always been that way in Rampage games, and it is here. However, it is a fun game for a while, and unlike in the arcade version of World Tour, or any version of the first Rampage, the console versions of World Tour do let you save your progress. That is great, and that’s one reason to get this game for the N64 instead of just playing the emulated arcade version that was included in various Midway games and collections; there you’d have to play the entire long game in one sitting, which just is too boring to endure. As a result of that, the N64 version of Rampage: World Tour is still the best version — it’s the only one with both three player support AND saving. On that note, unlike the two-players-only PS1 or Saturn ports, N64 World Tour supports three player simultaneous play, which is great. The first Rampage was always a two player only game, but World Tour’s arcade version had three player support, and this does as well. Overall though, Rampage: World Tour is a somewhat average game. The game is a good port of an average game. The game has a sequel released in the arcades, PS1, and N64 called Rampage: Universal Tour, but I don’t have that one. There’s also a final PS1-exclusive one, Rampage Through Time. Both games are basically rehashes of this game though, with the same gameplay but some new environments and monsters to play as. Finally, there’s Rampage: Total Destruction for the GC/PS2/Xbox/Wii. It adds some new things to the series, such as isometric 3d gameplay (side-view-with-depth stuff, not full-roaming 3d); it’s alright. It’s still Rampage though, for good and bad. Rampage: World Tour is, ultimately, repetive, simplistic, and gets boring after a while. However, it’s fun to wreck cities for a while, and the game does save, so sure, pick it up if you like this kind of thing and it’s pretty cheap. Three player multiplayer, Controller Pak saving (7 pages). Arcade port, also on PS1 and Saturn. The arcade version is also included in Midway Arcade Treasures 2 and Rampage: Total Destruction.


Re-Volt – Re-Volt is a simmish RC car racing game from Acclaim. Released on the PC, Dreamcast, N64, and Playstation, the game is far better on the former two platforms than on the latter two. Indeed, I can’t recommend that anyone with a Dreamcast should consider buying this game. Stick to the far superior DC version. For those who do want to play it, however, Re-Volt for the N64 has some good graphics for the system, and has all of the content too including all the tracks and cars, the track editor, four player splitscreen, and more, but they had to make some significant compromises here, versus the DC and PC. First, the framerate is worse. Smooth on the Dreamcast, the framerate’s quite choppy here and it does affect gameplay. I wouldn’t complain, because I can normally tolerate somewhat low framerates, but here it actually makes the game harder versus other versions. In addition, some moving track elements are gone — the opening and closing doors on the supermarket tracks are MIA here, for example, and many other things. It makes the tracks a little less fun to race on. Also, while the graphics are good, there is fog, and it’s a bit close for comfort, too. Acclaim kept pushing the N64 about as far as it could go, visually, but the results were many games with iffy framerates. THis is one of the worst of them, honestly. It’d be tolerable if this was the only version of the game, because the core gameplay IS fun — Re-Volt is a hard, hard game, with tough, realistic handling, interesting course layouts, and plenty of game to get through once you master the controls — but… play it on Dreamcast, or PC if it works on your system. Don’t play it on N64 unless you’re desperate. Oh, Re-Volt has a sequel of sorts, RC Revenge for the PS1 and PS2 only. It drops most of the sim elements in favor of arcade action. I doubt very much it’s as good as Re-Volt, and got worse reviews, but haven’t actually played it. Four player multiplayer, controller pak saving (16 pages for the main game file, 28 pages per track made in the track editor.). Expansion Pak enhanced (Hi Res mode, lower framerate but better graphics)


Resident Evil 2 – Resident Evil 2 is a very good, impressive port of the Playstation original. The port was done by teh US studio Angel Studios, and they did a great job cramming the whole two CD game onto one 64MB cartridge. Very few sacrifices were made — the only cuts are that video quality (in the FMVs) isn’t quite as good, and some videos are shared by both players instead of being slightly different for each. Apart from that, it’s the exact same game that took two discs on the PS1, except with better ingame graphics, an optional better control scheme never to be repeated in the series, and some exclusive bonus content. I have always had less interest in actually playing RE games than I have in thinking that I should like them because I like graphic adventure games, so I haven’t gotten anywhere near the end of this or any other RE game I own, but it is a very good version of the game, certainly. The higher-detail polygon models look great, and I love the real analog movement option — tank controls aren’t the worst, but when you’ve got real analog controls as an option too, it’s not a hard decision. It’s too bad Capcom itself never has allowed this as an option in the series. The game doesn’t have the Battle mode that the PC/DC/etc. versions add, but it does have some remixed modes with different item locations, and added info messages telling more of the story. It also has optional content locks, for reduced gore and green blood, if anyone wants them. By default they are off. Overall, this is one of the better versions of RE2 out there. One player, on-cart saving. Expansion Pak enhanced.


Ridge Racer 64 – Ridge Racer 64 may be based on the Namco series that had been Playstation exclusive, but the N64 game was made by Nintendo’s then-new American studio NST. RR64 released after all three PS1 RR games, but isn’t a straight port of any of them — the game is N64 and DS exclusive (released on the DS as RR DS, but it’s the same game). For courses, RR64 includes both variations on the track from the first Ridge Racer, one new variant based on the RR1 track, the three variants of the track from Ridge Racer Revolution, and three variants based on a new course, for a total of five old and four new variants. This game doesn’t have as many tracks as R4, much less most of the newer RR games (Vita version excepted, of course ), but still, while more tracks would be great, it’s enough to have some decent variety. It’s certainly worlds better than those first two PS1 games. It’s got a lot more to do than those games, too, though again R4 does have a longer campaign. As opposed to the team season championship mode from that game, it’s much simpler in RR64 — you simply have to win a series of individual races. The game’s a couple of dozen races long I believe, beginning to end, so it’s not short, but not as long as R4, or other newer Ridge Racer games, either. The game does try to make up for it with a fairly high difficulty level, and it somewhat succeeds. The game has good production values, too — it looks quite slick. The graphics are at least as good as well, and look quite nice. The game clearly has better visuals than any of the PS1 games. The game also has four player splitscreen (don’t bother looking for that on any other Ridge Racer game! This is the only one with it, I’m pretty sure.), a good number of cars, and more. There are two handling options, but both are classic, drift-heavy Ridge Racer stuff. So, overall, it’s a pretty good classic-style Ridge Racer game. The question is, how much do you like Ridge Racer? I’ve never been much of a fan, myself. Maybe part of it was that I identified it so much with the Playstation, but just looking at this game on its own — and RR64 was my first serious exposure to Ridge Racer — the game’s tough, frustrating, and overly hard. You must win races to progress, and you start far, FAR behind the lead car, so you basically have to race catchup through the whole race, with the hopes of catching the leader late in the race. I prefer racing games where you all start together and have to outrace your competition, as opposed to this stuff… this game’s frustrating. I don’t entirely like the handling, either; the auto-drifts are odd, I don’t really like the style. RR64 may have good graphics, style, and a decent amount of content, but there are plenty of other N64 racing games I’d rather play. Still, overall it’s an okay to good game worth a look. I’ve just always had some issues with the series’ design. It’s better than the DS version for sure — the analog controls make a difference. However, in the end I’d rather play almost any of Midway’s N64 racing games than this… Four player multiplayer, on-cart saving.


Road Rash 64 – Road Rash 64 may be based on an EA property, but sort of like Ridge Racer 64, the game’s actually developed and published by a different studio. The game is okay, but not great, and I find it gets boring after not too long. Road Rash 64 was developed by Pacific Power & Light and published by THQ. The game started out as a port of Road Rash 3D on the Playstation, but it ended up as an entirely different game. Like Road Rash 3D the game has polygonal graphics, but this N64 game has much better graphics than the PS1 game, for sure. The game has decently good 3d. There is fog in the distance, which can be a little distracting, but it’s far enough back that it doesn’t affect gameplay, and the environments are large — you won’t find any rails holding you on the course here, the tracks are surrounded by wide expanses of grass and hills. Many people probably will prefer the 3DO/etc. Road Rash game’s sprites-and-polygons mix, overall, and I probably would agree with that, but this game doesn’t look too bad. The music’s rock music with vocals, which of course fits the motorcycle racing theme well. As for the gameplay, it’s fairly standard Road Rash stuff — you drive through long, one-way courses on a motorcycle, trying to finish first and beating up the other racers along the way. Of course, there are cars and pedestrians to avoid (and run over) as well. The tracks in this game are wide and not always exciting, so the focus really is on fighting over challenging driving. I find driving more interesting than fighting, in this kind of game, so I think I might actually prefer Road Rash 3D to this game, oddly enough. That game’s hideously ugly, but is much more about driving than this. Road Rash 64 enhances the fighting element even more by keeping the field in a tight pack most of the time — there’s usually a lot of bikes all mashed up together whacking on eachother. It’s a decent game. Still though, after a few races I get bored with this game. it’s not bad, but I would have liked it more with harder, more interesting tracks and more emphasis on the racing. Four player multiplayer, controller pak saving (1 page per player file). Expansion Pak enhanced — it adds an optional High Res mode. High Res mode still has a good, solid framerate, so turn it on.


Roadsters – Roadsters is Titus’s second racing game for the N64, after Automobili Lamborghini. Unlike that game, this one’s multiplatform and can also be found on Dreamcast and Playstation. Expect it to be worse on PSX, and very similar to maybe slightly better on DC, though apparently the DC version is actually missing some graphical elements from the N64 game. The N64 version came first, though, with the other two releasing months later. Titus clearly put some effort into this game, and it’s perhaps their best game on the N64 — yes, it’s an actual quality Titus game! The game does have some signs of being a Titus racing game, though. It’s entirely focused on driving with normal cars, with few gimmicks or frills beyond the nice graphics and car customization. There’s no limited use of turbo, and no realistic handling, weapons, crazy drifting, or anything of the sort here, like with all of their racing games. It’s just standard, generic arcadey racing. They tried to make it sort of a sim, but it really isn’t, many cars have very easy controls. However, even if that’s all it is, it’s somewhat good at it. First, the graphics are quite good — this is a visually impressive game with a good sense of speed and a solid framerate. The graphics might be the best thing about this game, in fact, as each track is full of pretty nice looking environments and scenery. The cars, all licensed, open-roofed roadsters as the title suggests, look great as well. Because all cars are open-roofed, you can see your driver too, so you’ve got a decent selection of drivers to choose from. The game has no fog, too — you can see to the horizon. It’s just too bad that the gameplay’s so much blander than the graphics… Titus almost had something here. However, even if the gameplay’s nothing special, the game’s fun enough that arcadey racing game fans should try it out. It’s worth seeing for sure, and the gameplay’s not bad, just bland. Four player multiplayer, controller pak saving (13 pages). Expansion Pak enhanced. It doesn’t give you an optional hi-res mode; instead, whatever it does is enabled by default.


Robotron 64 – Robotron 64 is a significantly improved port of Robotron 3D from the Playstation. The most important improvement on the N64 is the camera — instead of being stuck far too close in to the field, on the N64 you can zoom it out and get a good view of the whole field. Very important fix, always use the Arena camera angle! As for the game, it’s a good, but not amazing, update of the all-time classic Robotron 2084. The game has a solid, up-tempo techno soundtrack that fits well with the action. The polygon graphics are just okay, with some somewhat odd art (your character’s a strange-looking guy) and aren’t as timeless as the sprites of the early ’80s classic, but still, it’s a fun game. The game plays like Robotron, as you move around with the analog stick, and fire with the C-buttons. Naturally the N64 controller works well for this; it’s not dual analog, but it’s the next best thing. The game is too easy for too long, and it lets you save after levels too, something that makes it even easier, but even so, it’s fun to just run around and blast robots. Fortunately, the game does finally start to get challenging after level 50, so it eventually puts up a fight. It just takes a while to get there. If you save, of course, you can just keep trying and quickly get through the whole game, so I’d recommend that anyone decent at arena shooters not save except unless you want to stop playing, because otherwise the game’s not challenging enough. Once you get to the tougher parts though, it’s fun. Two player multiplayer, controller pak saving (16 pages).


Rocket: Robot on Wheels – Rocket: Robot on Wheels is a 3d platformer from Sucker Punch, the team that would go on to make Sly Cooper and be bought by Sony. Their first game was an N64 exclusive, however, and it’s a great one. Rocket is a physics-based 3d platformer. IN the game, you play as a robot who needs to save the futuristic theme park you work in. Each level is themed after something that could be in a theme park, and it’s got good variety. The graphics are somewhat bland, with only average models and a definite draw distance, but the physics modeling and variety make this game much more interesting than just looking at the graphics would suggest. I wasn’t too impressed by this game’s graphics when I got it back in 2000 or so, but I was quite impressed by the gameplay. Your robot has real physics when he jumps, for instance, so you’ll bounce off of things appropriately. You can also use grappling arms, beams to throw balls with, etc, and all of the stuff you interact with bounces and moves as it realistically should. Some pretty cool puzzles result. This game’s usual 3d platformer minigames are as likely to involve something with physics (throwing, or what have you) as anything else, though of course it’s also got plenty of enemies to fight and large worlds to explore. Overall, Rocket’s really a must-play for 3d platformer fans. Sucker Punch made a pretty original game here, and it’s still one of their best works; I like this more than the Sly trilogy, those games are quite good but feel more generic than Rocket does. Rocket’s got more originality, and those original ideas work. One player, on-cart saving.


San Francisco Rush: Extreme Racing – San Francisco Rush: Extreme Racing is a significantly feature-enhanced conversion of the arcade games San Francisco Rush and SF Rush The Rock: Alcatraz Edition. There’s also a bad Playstation version of the original Rush arcade game, but ignore it — it’s bad, and has none of the N64 version’s added content, so it has less than half the number of tracks and cars, and no coins to find, to name just a few issues. Midway Arcade Treasures 2 does have a straight port of the arcade game, so it has better graphics, but that doesn’t have the coins to find, or multiplayer. As for this version though, it’s great. SF Rush is my favorite racing game series, and the series got off to a very good start on the N64. SF Rush really is one of the N64’s best 1997 racing games; there’s some tough competition that year, but it’s a fantastic game. The game is very, very difficult, with a strict time limit and tough AI that will blow right past you if (when) you mess up, but if you can learn the tracks and actually get good at this game, it’s amazing. I do wish the AI was more dynamic — they mostly just follow a line, and stay fairly close together (and mostly ahead of you until you get good). Oh well. The graphics are okay, but not great; the system would do better later on. Similarly, the music’s alright, but not the best. Still, the environments are large at least, so it is doing a decent amount. The game has a total of seven tracks: the three from the original arcade game, three new tracks designed for this home version, and, hidden away behind an unguessable cheat code, a slightly stripped version of the The Rock track. Yes, the second arcade version Rush The Rock: Alcatraz Edition, was originally planned to have only one new track, Alcatraz. However, they saw the three tracks the N64 team were making, and decided to add those to the arcade game too, so Rush the Rock has seven total tracks. Graphics aside they’re the same here, all long, complex, and full of challenging turns, jumps, and more. The handling is tough and somewhat realistic — you’ll have to learn the courses, these cars won’t turn on a dime. Of course, as is Rush-standard, they also go flying in the air when they hit a jump, and the tracks have plenty of shortcuts, often with jumps on them, to find. All seven tracks are great, and I like Rush handling. The version of Alcatraz was not supposed to be available in a home game yet when this released (they wanted people to go to the arcdes to play that track), so it’s hidden behind a crazy password, but you can find the code on the net now of course. It has some stuff removed, in order to squeeze it into the tiny amount of remaining space on the cartridge, but it’s pretty cool that it’s there. The game also has coins to get in each track, in order to have something to do beyond just trying to get good at this quite challenging game. The coins aren’t available in any other versions, of course. Rush The Rock: Alcatraz Edition is one of my favorite arcade racing games ever, and while the N64 version can’t match its 3DFX-powered graphics, it does play just as well. This is a fantastic game, one of the best. Two players, controller pak saving (16 pages).


Rush 2: Extreme Racing USA – Rush 2 is an N64-exclusive sequel to the first Rush game for the N64. It runs in the same engine as the original game, so expect only a minimal graphical improvement if any. That’s too bad, as Rush 2049 shows, the N64 can do better than tis. The tracks also aren’t as interesting as the first game’s tracks are, either — these tracks are even longer, with fewer shortcuts and more cruel track elements to memorize (stupid walls in the road, where you have to know to turn to a side path!). Car control works pretty much the same as the first game as well, which is great. The game does have some AI improvements over the original game, so it’s not quite as brutally hard, which is nice. Rush 2’s still tough, but not quite AS tough. I like that. Also, as the name suggests, this game’s tracks are set across the USA. San Francisco is a fantastic racing game setting and overall probably can’t be beat as a place to put a racing game, but it’s cool to see some other locations too. The game has quite a few tracks, too — more than the first game had for sure. There are some fun unlockable ones as well, such as one where you drive through a giant version of the Midway offices. This was also the first Rush game to have a Stunt mode, set on its own Stunt course. There’s only one Stunt course, but it’s a big arena full of jumps. You get points based on the types of spins and flips your car does in the air after you launch yourself off of the jumps. The music’s okay, and is similar to the first game’s. There are coins to find again too, to unlock stuff and for additional stuff to do. Some are quite hard to get. It’s outstanding fun, but Rush 2049’s addition of wings makes Rush 2 stunt mode seem somewhat frustrating in comparison… there’s no way to readjust yourself in the air, so you’re just at the mercy of where you go, and that means even more explosions on impact than in Rush 2049. Still, it was a great start. A friend of mine in college loved this game the most of the N64 Rush games, but it’s always been my least favorite… still, it is Rush, so it is a very good game, one of the best. It’s also N64 exclusive, you can’t play this elsewhere! Two player multiplayer, controller pak saving (34 pages).


San Francisco Rush 2049 – Before I begin, this is my favorite racing game ever, my favorite third party N64 game, and my most played console game ever. This is a game I still play on a regular basis to this day, and rarely has it not been in my N64 at least once every month or two since I got it in early 2001. Yes, I love this game more than almost any other. As for the game, it is a vastly enhanced arcade port (provided that you’re using an Expansion Pak; you are, right? Use one for this game!). There was another version of this game on Dreamcast, and that version was later ported to the PC, GC, XBox, and PS2 in the Midway Arcade Treasures 3 collection, but while they are similar, there are some differences of note between the N64 and DC versions of the game — the DC version has polygon-wise nearly identical, but sharper, graphics (I will note the differences later), and allows 3-4 players in race mode, while the N64 version is 1-2 only there. It also doesn’t have the slight framerate issues the N64 ver. does in a few places (track 6, most notably). Also, the games have different soundtracks. And lastly, the N64 version allows you to choose the exact colors you want for the three color areas on each car, so you can customize the car’s color scheme to a great extent. On Dreamcast, all you can do is select from one of eight car-wide presets — no direct color customization is available, unfortunately. Anyway, SF Rush 2049 is an exceptional futuristic racing game all around, brilliantly designed, feature-rich, beautiful, and with some of my favorite music ever in videogames, too. There are three major gameplay modes in Rush 2049, plus an unlockable bonus mode. The first mode, from the arcade game, is Race mode (for 1 to 2 players). Second is Stunt mode, for 1 to 4 players; there are no computer opponents, but I have always found it very fun alone anyway. Third is the 2 to 4 player only Battle mode. Last is the unlockable, 1 player only Obstacle Course. In addition to the latter three modes, coins, and different shortcuts, the other major addition versus the arcade version is that the cars have wings now. The wings, extendable by pressing a button, don’t let you fly, but let you control your car in the air, spinning it around or helping level it. Even with wings these cars still blow up on impact all the time (they have quite a propensity to land on their rooves, which of course makes the cars immediately explode, just like in Rush 1 or 2), but the wings help you make things a little easier, or do more exciting stunts. The game’s graphics are outstanding, as good as they get on the N64, pretty much. There are multiple handling options too, but I always use Extreme handling. The game looks incredibly close to the Dreamcast and arcade versions as well. Apart from some missing lighting effects (no projecting headlights on the night races, no car reflection on the car selection disc, no cone of light emanating from a building on track 3), it’s otherwise identical apart from the lower resolution and texture detail (things I find easy to ignore, it looks plenty good). There’s no fog either of course, except as a weather effect. The game’s a futuristic racing game of course (see the title), and has the great techno soundtrack you expect from the genre. The music in the N64 game is similar to the arcade and Dreamcast music, but it is not the same, and, while the N64 game has fewer total music tracks, in my opinion it has the best soundtrack. This music is just so insanely addictive and brilliant, I can listen to it forever. I got kind of hooked to this game back in 2001 when I first played it, I actually broke a TV remote or two tossing them in the air like Rush 2049 cars… So, the music and graphics are about as good as it gets on the N64. There are six tracks available in race mode. Five of the six tracks are significantly shorter than Rush 1 or Rush 2 courses; instead of the long courses of those games, Rush 2049’s tracks are mostly average length. Only one is longer. I think that works fine, though; the tracks in the first two games WERE quite long, I think the game has better pacing here with shorter, but more exciting, tracks. So yes, the game has fewer and shorter tracks than either Rush 1 or Rush 2 have, but the other modes, and great designs of the six that there are, make up for that. All six tracks are just brilliantly designed, and are absolutely jam-packed with shortcuts. The tracks in Rush 1 or Rush 2 had a shortcut here and there, but in Rush 2049, in many tracks you can actually spend a majority of the time off of the main course, provided you’re good enough to handle the shortcuts. The shortcuts are often more challenging than the main track, so it’s very much a risk/reward decision, but they’re lots of fun to find and explore. The tracks are complex and detailed, with buttons to press that change things, moving subways, planes, trolley cars, and trains, ramps, crazy shortcuts, and more. There’s a huge amount to find on each course, and I have more fun driving the tracks in this game than any other racing game. On the note of exploration, there are 16 coins in each Race and Stunt track this time — 8 usually easier to find Silver ones, and 8 harder Gold ones. You’ll unlock bonus cars by getting coins, and the race and stunt coins are separate, so there are a total of six cars to unlock. You’ll get one car in each mode for getting all silvers, half of the golds, and all of the golds. As much as I’ve played the game, I’ve only managed to unlock the two half of the golds cars; I’m close with all silvers, but a few stubbornly difficult ones have always eluded me. It’s really annoying, hopefully I’ll get them sometime. There are four championships in the game, starting with an eight track championship, and ending with a 24 track one (all tracks regular, mirror, reverse, and reverse mirror, that time.). As with the first two games, there’s also a Deaths Mode, where one explosion and you’re done for the race and move on to the next one. I never play with Deaths on in Rush 1 or 2, which is why I didn’t mention it there — with races that long, and without wings, it just makes those games too hard — but I do often play in Rush 2049 with Deaths on. It makes the game harder and more exciting, I think. As for Stunt mode, there are four stunt arenas. Arenas two and four are the best ones by far; 3’s not nearly as good, and 1’s too simplistic. I’ve played dozens of hours of Rush 2049 Stunt mode over the years, racking up millions of stunt points. It’s my favorite stunt mode ever. The last main mode, Battle mode, is multiplayer only and has no bots, unfortunately, so I’ve used it less. It’s too bad they didn’t do bots and make this a whole game, because it’s outstanding! I’d rather play this than any Mario Kart Battle mode, it’s got more arenas (there are eight, four to unlock and four at the start), a bunch of great weapons, and more. It’s just fantastic. Last, the Obstacle Course is a very difficult track you unlock by getting a million stunt points. It’s quite tough to get through, but is a lot of fun. Overall, this game has depth, variety, and overall quality like nothing else. Four player multiplayer (two player only in race mode, four player in stunt and battle modes), controller pak saving (9 pages). Expansion Pak enhanced, and required for some features — without the expansion pak, you’ll have no ingame music (!!!), can’t race on race mode tracks 5 or 6, won’t be able to play the third or fourth circuits as a result, and won’t see the moving objects ingame, such as the planes in track 3 or the cable cars in tracks 1 and 4. Yeah, don’t play this without the expansion pak!


S.C.A.R.S. (Super Computer Animal Racing Simulation) – Also on PC and Playstation, S.C.A.R.S. is essentially a hybrid kart racer and futuristic racing game. The game’s set in the future, and looks like a futuristic racing game, but the heavy weapons focus is more like a kart racer than most futuristic racing games. The game was supposed to have elements of both, and it does. The mix works — S.C.A.R.S. is a good game. The game has good graphics and sound; they’re not the best on the N64, but they’re more tha ngood enough, and it’s a better looking game than a whole lot of N64 racing games for sure. As the full title suggets, the cars all are designed to sort of look like specific animals. The plot here is that the cars are being controlled by supercomputers in the future which entertain themselves by racing against eachother in animal-shaped “cars” in digital environments, so basically you’re playing a videogame in a videogame. Heh… why not. The game’s got a solid amount of content, and is a pretty fun game. S.C.A.R.S. is pretty good, overall. Of course the game can be frustrating sometimes, when you get blown up and lose a race you were going to win, but that’s weapon-based racing… hopefully you’ll have better luck next time. Four player, controller pak saving (32 pages).


Scooby-Doo: Classic Creep Capers – Scooby-Doo: Classic Creep Capers is an N64-exclusive graphic adventure game. Yes, it’s an adventure game. There are a few other Scooby-Doo graphic adventures, including the Genesis game and the GBC game, and this is the other one I know of. In the game, you control Scooby and Shaggy, and have to solve some of the gang’s most classic monster mysteries, as the title suggests. At each site, you explore around looking for clues and items, get help from Fred, Daphne, and Velma in their usual areas of expertise, solve puzzles (mostly involving items), and eventually unmask the crook. Yeah, it’s a classic adventure game. The graphics are only okay, but each location does look like the place it’s supposed to, and it was cool to see these classic Scooby-Doo mysteries turn into a game. It’s not the longest or most challenging adventure game, which is understandable given the audience it’s probably aimed at, but it’s a good game, and anyone who likes console adventure games, or Scooby-Doo, should give it a try. The game will put up some challenge, at times, too; it’s not all easy. It is a pretty simple adventure game overall, but I always have liked the show, so I had some fun with this game anyway. One player, controller pak saving (3 pages).


SD Hiryu no Ken Densetsu (J) [SD Flying Dragon Legend] – SD Hiryu no Ken is Flying Dragon’s sequel. This game is another Japan-only game, and it’s got a big language barrier, because there is absolutely no English text in the game anywhere; it’s 100% Japanese, with some Arabic numerals for numbers. Fortunately there is a guide for the game on GameFAQs. Use it! Otherwise figuring out what to do in the menus will be quite tricky. The game is fun enough to perhaps make it worth the effort, though, though it is unfortunately very easy. As the name suggests, though, this time there is only one gameplay mode, the cute-looking “SD” (super-deformed) mode from the first game; the “Virtual Hiryu” mode, with more realistic, Virtua Fighter-esque, graphics, is gone. In the first game, SD mode had 3d-dodge buttons, while Virtual mode did not, as in VF 1 or 2. This time, you can choose whether you want to be able to enable the 3d-dodge buttons or not. The feature is disabled by default, but I much prefer it on, and that’s how I’ve mostly played the game. SD Hiryu has slightly better graphics and a better framerate than the first game, as well. For the most part it looks similar, but it runs a bit better, which is great; Flying Dragon does have some framerate issues. This game is not as smooth and well-playing as the best 5th gen 3d fighting games, but it is an improvement over the first game, which is good. The game plays alright, though even in “Hard” AI opponents are easy to beat, and in “Normal” I found myself winning almost every single round even on my first time playing the game. As far as modes go, there is a story mode which has you play as the series’ main character guy only. The story is all in Japanese of course, and there isn’t voice acting, but you can at least do the fights and maybe figure a few things out by what’s going on. The GameFAQs guide gives you some story details as well. There is also a tournament mode where you fight the usual eight or so enemies, versus mode, options, training mode, and the like. As in the SD mode in the previous game, you can buy items with the money you win in the various modes. This adds an “RPG” element to the game, as you try to get the better items. Of course, all item descriptions are netirely in Japanese, but the FAQ does have an item list with descriptions, which is nice. The other main unlockable are alternate tournaments for tournament mode. In addition to the basic one, there are seven more unlockable themed tournaments you can get if you do specific things and have certain items. Not bad. There are more characters to play as in this game than the last one as well, and the Virtual-only characters have been brought over into this game, in new superdeformed forms of course. Overall, SD Hiryu no Ken is an okay to good game. It’s slightly better than the first Flying Dragon overall, thanks to the improved framerate most notably. If you like Flying Dragon, definitely check this game out. However, it is easy, and do use that FAQ if you can’t read Japanese. Two player multiplayer, Controller Pak saving.


Shadowgate 64: Trials of the Four Towers – Shadowgate 64 is another adventure game, but this one is first-person. The idea of a 3d, first-person graphic adventure is not a common one, but Shadowgate 64 tries it. This game is somewhat controversial among Shadowgate fans, as some like it, but many others definitely do not. I think that it’s a very good, under-rated game. I will admit that the graphics aren’t the best — there’s a lot of fog, for one. I know that some of it’s done to increase the sense of atmosphere, but it IS quite foggy. The art and level design is good, though. But really, the most important thing to realize about Shadowgate 64 is that that this is not a shooter, and that you won’t be killing anything with weapons. Instead, you explore a castle and solve puzzles. Accept that, and it all falls into place. The game’s a definite challenge at times, with some pretty tricky puzzles. Shadowgate 64 has a fantastic sense of atmosphere, as well; the castle can be a creepy place. There aren’t as many ways to die in this game as there are in the original Shadowgate, but there are a decent number, and most players will probably find many of them. Yes, make sure to save. The story of the game is that you play as a halfling who, after a carriage wreck, has ended up in the creepy and dangerous Castle Shadowgate. You have to explore through the place and uncover its mysteries. The plot’s not amazing, but it’s good enough. The castle is of course the real star, though, and I think they did pretty well with it. One player, controller pak saving (30 pages per file).


Shadow Man – Also on PC, Playstation, and Dreamcast, Shadow Man was clearly a massive undertaking. This game is another impressive N64 game from Acclaim, that’s for sure. The game has voiced dialog, a large world, good graphics (with a high res mode), a dark, serious story, and more. Yes, this is a quite mature game, that’s for sure. Shadow Man is based on the comic book of the same name, and stars a black guy in Louisiana who uses the power of a special mask to travel between the land of the living and the land of the dead, with some voodoo powers. The voice actors fit perfectly with the characters, and the story and characters are far more interesting than you might expect; this game’s good. I would recommend using either the paper map that came with the game, or an online map, though — there isn’t a good ingame map, and the world is huge and confusing. You will get lost unless you use one, and the box did come with a map in it. As for the gameplay, it’s part 3d platformer, part 3d action-adventure game. There’s exploration through two different worlds, puzzles to solve, platforms to jump, enemies to fight, story sequences to listen to, and more. This is a big game, and it’ll take some time to get used to and play, but it’s worth it if you take the time. Versus the other versions, the N64 version doesn’t have graphics quite as good as the PC or Dreamcast, and does have too-large save files, but it does have no load times, which is great in a game like this, and really helps make it more fun. One player, controller pak saving (73 pages per file). Note that compared to the size of the cards, these files are much larger than the PSX or DC versions’ save files, for some reason or other. Bad programming? Also, the game lets you choose which file on the card to load, even though the files are too large to fit more than one on a card… Expansion Pak enhanced.


Snowboard Kids 2 – Snowboard Kids 2 is Atlus’s second of the Snowboard Kids games, and like the first, it’s basically a kart racer on snow. Yeah, Snowboard Kids doesn’t play like a traditional snowboarding game at all, but instead is essentially a kart racing game in terms of gameplay. There are fun, crazy courses, a bunch of different weapons to use, a cast of silly, superdeformed (but human) characters, and more. The track designs in this game are pretty good. The graphics are solid too; some tracks look pretty cool, and there’s nice variety. Do quickly learn where the lift is at the bottom of each hill, though — you finish each lap by going into the lift gate to be brought back to the top, and the bottom may be wide, but the gate is small. Aim right for it! This is a very good, recommended game. Years later Atlus made a third Snowboard Kids game, for the DS, and I do like it, but this game’s probably a little better overall, and of course the splitscreen multiplayer is great. Four player multiplayer, on-cart saving. (Note that Snowboard Kids 1 requires a controller pak to save, and uses 100+ pages of one for its file, too. The first game also has an awful, Japan-only PS1 port, but the second is N64 only.)


Space Invaders – Also on Playstation and PC, this Activision Space Invaders remake is a good game. While it’s made by Activision and not Taito, the game’s clearly Space Invaders, and has some elements you’ll also find in newer Taito Space Invaders games like Revolution or Extreme. For instance, one of the key new mechanics in this game is one where if you kill several enemies of the same type in a row, you get a powerup. You’ll find that exact same system in both of those newer Space Invaders games, and it’s a good one in all of them. The 2.5d graphics are unique to this game, but Activision did a pretty good job with this one. It plays like Space Invaders should, and is quite fun. The N64 version’s basically the same as the others, so don’t expect major changes. Like all of the late ’90s classic remakes, this Space I don’t have the other one, Invaders game does eventually end, so you can actually win this time. I like that a lot, I much prefer being able to beat games. On any platform though, it’s a good game. Also, it’s great that this game was released on the N64 — most of the other 5th gen classic remakes are from Hasbro, though, who sadly only minimally supported the N64, only releasing Glover and Monopoly. Of the classic remakes during that era, only the two Activision ones (Asteroids Hyper 64 is the other) and one Namco one (Ms. Pac-Man Maze Madness) came to this system. Two player multiplayer, controller pak (2 pages) to save. The game supports cards in any controller port, but only will read the first port with a card in it when you turn the system on during play — so have your card with the save file in the lowest-numbered controller with a controller pak in it when you turn the system on.


Space Station Silicon Valley – First for the N64, there’s also a worse, Europe-only Playstation version. This game was one of DMA Design’s two N64 games, along with Body Harvest. Neither one looks as good as the average N64 game did by the time of their releases in 1998, but both are pretty good games well worth playing. This one is a 3d platformer with some somewhat unique game design. SSSV has a silly, entertaining story with an amusing intro cutscene. The idea here is that you’re on a spaceship full of robotic animals, and control a small computer chip which can take over and control any of the animals. Each one has different abilities, strengths, and weaknesses, so you use each as they are needed, and then switch to another one when it dies or when you want to use something else. The different creatures are fun to play as, and the game’s good. The game has a good number of puzzles, too, as you often have to figure out what to do next, what animal to use, where, and how. You can also go around as the chip itself, but don’t do that for long… it dies easily. Oh, due to a bug, the game is impossible to complete 100%. Oops. It’s still a good game overall, worth a try. One player, on-cart saving. Note that some people have problems with this game with an Expansion Pak in your system, though I haven’t had any myself.


Star Fox 64 – Star Fox 64 is the N64’s premiere rail shooter, and also one of Nintendo of Japan’s few attempts at the genre. Fortunately, they did the genre right. No, it would be better to say that they just about mastered it. Star Fox 64 is one of the all-time greatest rail shooters. It was brilliant back in 1997, and it still is. The game has it all — good gameplay, graphics, sound, controls, and everything else. It’s the total package. As the space mercenary Fox McCloud, you need to lead your group of humanoid animals to save the day from the evil Andross. Fully voiced and complete with an epic soundtrack, the game has a suitably space-epic feel that adds to the presentation. First, the controls are pretty much perfect. They got them right, and htey’re quite a bit better than the original SNES Star Fox, too (having a targeting cursor all the time makes a huge difference, for one thing!). The game’s a traditional-style arcade game, so there’s no saving a game in progress, or unlimited continues — you’ll need to play all seven or so missions through. I think this works well enough, and the game’s not too long to play through in one sitting. As for difficulty, the game is challenging, but doable; it’s hard, but not so hard that having to start over if you fail makes you want to quit. Instead, it just makes you want to try again, and get it right this time. The game does save things like scores and stuff you’ve unlocked. The game has two main modes. The first are standard rail-shooter levels, on railed paths. The second are free-flight arenas, where you have full control of your movements as you fight a boss or dogfight in a limited space. The mixture of styles works well, and both types hold up. Also, the game has branching paths, so that your path through the game depends on your play. Play better, and figure out how to get “Mission Accomplished” intead of “Mission Complete” on each mission, and you’ll be rewarded with the option of turning to the harder level path. There are two different final missions, depending on which path you take to it, and two endings. I love this dynamic branching system, it works very well and is a real advance over the preset paths of the original Star Fox. Also adding to the replay value of this otherwise short game is that if you get enough kills in each mission you’ll earn a medal on the mission. Get all the medals to unlock a harder mode and some extra stuff in multiplayer, and get THOSE medals for the final unlockables, if you can! As for flaws, the graphics are fine for 1997, but the system would do better later. However, the good art design still holds up very well. Also, I never liked this game’s multiplayer battle mode much at all; it’s as much frustrating as it is fun, and overall I’d rather play other games instead of this. Finally, you do need a fair amount of time to play each game, given that there is no saving your progress. But apart from that, Star Fox 64 is truly exceptional, and is right up there with Sega’s best rail shooters (and the Sin & Punishment games) at the peak of the genre. Four player multiplayer, on-cart saving.


Starshot: Space Circus Fever – This is an N64 and PC only 3d platformer. The game is generally disliked, with mediocre to poor reviews, but while I would agree that the game clearly has some design and budget problems, Starshot is also a pretty original, unique game. You simply don’t see things like Starshot anymore, unfortunately. Anyone who likes interesting, unique 5th gen 3d platformers like Rocket or Glover should definitely give Starshot a try. The game’s definitely on the short side, but it’s interesting enough while it lasts to make it worth a play. In Starshot, you play as a member of a futuristic space circus who has to, of course, save the day. You’ll be given a series of missions, across several different planets (with each planet serving as a stage), as you attempt to save the circus and stop the people trying to put you out of business. You don’t just run and jump in this game, missions are more varied than that. The graphics and sound here are average, but decent; they’re good enough, but won’t really impress either. At least the art design’s somewhat interesting. Level designs in Starshot are pretty good. They’re large and spread out, with plenty of floating platforms, tricky jumps, and areas to explore. Levels are big (for the time) and not entirely linear, so on occasion it can be a little hard figuring out where to go next, but it’s not too bad; just explore around, and you’ll figure it out. I think that Starshot’s flaws, like the short length, minor bugs (a few times I had to restart levels because of bugs. Kind of annoying.), occasionally annoying platforming, and sometimes confusing objectives caused many people to write this game off, but I found myself liking this quite a bit. It’s flawed, sure, but it’s interesting and unique, and I like the character, gameplay, and level designs. Starshot’s a better game than its mediocre reviews or forgotten reputation would suggest. One player, on-cart saving.


Star Soldier: Vanishing Earth – One of the only traditonal scrolling shmups on the N64, Star Soldier Vanishing Earth may not have a lot of competition in its field, but even so, it is a pretty good game. A sequel to the classic NES and TG16 Star Soldier games, Vanishing Earth is the final Star Soldier game with a full single player game. The game has a main arcade/story mode, Two and Five minute modes (commonly seen features in Hudson shmups), and some hidden stuff to find too. The game’s a 2.5d shmup with average at best graphics (as in most all of Hudson’s titles), but good gameplay. The voice acting’s cheesy electronic-computer-voice stuff, and can be amusing. As for the gameplay, each level is solidly long and varied. There are three hidden levels to find, too, scattered through the game, if you can figure out how to alter your route to end up at them. The game’s mostly a conventional shmup, though you don’t have multiple weapons here — you choose one of three ships at the start, and each has one weapon. One ship has a laser, another a spread shot, etc. The three have different speeds, too. The game’s fun to play. The gameplay’s a bit more original than the presentation is, though, and has two original gameplay twists that make Vanishing Earth feel unlike most other shmups. First, the game has a timer-based combo system. That is, as long as you keep shooting enemies before the bar empties, your combo will increase. Once you fail to hit anything for a second, you’ll get the bonus and it resets. You don’t have much time to keep the combo going, so high combo scores will need practice and memorization. It’s a pretty cool system, and definitely adds something to the game. Second, the game has a deflection system called Rolling. There are two options here — either you can bounce back bullets for a moment automatically, when you press a button (but there’s a delay, so you can only use this once every few seconds), or you can set a mode where you activate the Rolling shield by quickly turning from right to left (that is, the shield activates when you switch direction while moving). This one has no delay, but will take more practice to get good with. I also find it easier to use with the analog stick than the d-pad, so I usually play this game with the stick, because I prefer the second Rolling option. Oh, you have two different super-shot variants, too, one that shoots forward, and another that shoots everything on screen. Use each as appropriate. Overall, Star Soldier: Vanishing Earth is a good game. Sure, it’s not the best shmup ever, but it is a good game. Hudson was known for consistently making good shmups, and this one is no exception. One player, on-cart saving.


Star Wars: Shadows of the Empire – Shadows of the Empire was an early N64 game, and was one that Nintendo hyped up before the system’s release. It was also on PC, but not other consoles. Shadows of the Empire has several different gameplay styles, from level to level, but it’s essentially one half third person shooter, one half miscelaneous vehicular stages. The vehicular stages include one where you fly a snowspeeder on Hoth, which helped inspire the better Rogue Squadron series, one where you drive through Tatooine on a speeder bike, and some rail-shooter or cockpit-gunner style levels. The vehicular levels are all at least moderately fun, and sometimes are pretty good, but the third person shooter side of the game struggles more. SotE simply is a very early game, and it shows. The controls aren’t very good, first — this is far from Turok’s level of great controls, that’s for sure, and there’s not much that can be done to improve them. The graphics are repetitive, too — most of that first snow base level looks pretty similar. Sure, I’m not a FPS/TPS fan, but I like some of these games for sure… this isn’t one of the better ones. I like it because it’s Star Wars, and for the vehicular stages, but this is the weakest of the N64 Star Wars games for sure (It’s still better than several of the PS1 ones, though!). One player, on-cart saving.


Star Wars: Rogue Squadron – Star Wars: Rogue Squadron was Factor 5’s first Nintendo-platform game since 1995’s Super Turrican 2 on the SNES, and it’s a great one. Also on PC, Rogue Squadron was a big hit when it released in late 1998, and it’s easy to see why. First, the game has pretty good graphics which are even better with an Expansion Pak in. The game looks great. Second, the gameplay is great as well. Rogue Squadron is an arcadey flight combat game, and you fly vehicles throughout. Don’t expect PC Star Wars sim controls here — this is pure arcade handling as you fly around and blast the enemies. Expect challenge, but not complex controls, as always with Factor 5’s flight action games. I like Star Wars sims a lot, even more than I do Rogue Squadron, but still, it’s a good formula that worked well. The story’s pretty simplistic too, basic Star Wars stuff that takes you through some of Luke Skywalker’s missions with Rogue Squadron during the war against the Empire, but it’s good enough to do; this kind of game doesn’t need much plot. What plot there is fully voiced with high quality voice acting, as always with Factor 5’s N64 games. Every mission in the game is well designed, challenging, and fun, with plenty of replay value as you go back and try to get better medals. You will only get a medal once you meet the requirements in every category, so while the main game isn’t too long, trying to get all of the medals as high as you can, and unlocking the hidden levels that will result once you get bronze, silver, or gold medals on all the levels, is quite a steep challenge. Rogue Squadron does have better graphics on the PC than it does here on N64, and also is graphically exceeded by its quasi-sequel Battle for Naboo, but even so, it’s still a pretty good game, and certainly highly recommended. One player, on-cart saving. Expansion Pak enhanced. This was one of the first wave of Expansion Pak enhanced titles to release in late 1998, along with NFL QB Club ’99, Top Gear Overdrive, and Turok 2.


Star Wars: Episode I Racer – Also on PC and Dreamcast, Episode I Racer is probably the most popular and successful game based on the Episode I universe (unless Lego Star Wars beat it out, that is). The game deserves its success, but there are a few issues holding it back from being quite as great as it could have been, and sometimes is. But first, the good. Episode I Racer may not look quite as good as the PC or DC versions, but it’s an absolutely beautiful game, particularly with an expansion pak — this game really is a visual stunner. Some tracks, such as the oens going through an asteroid, complete with zero-g segments, are particularly impressive. There aren’t too many N64 racing games that look much better than this. In addition, the gameplay is well thought out, challenging, and technical. You have good, somewhat realistic control over your pod, and will gain altitude off jumps, need to manage the heat on both engines, and more. There’s even a dual-controller mode where you control one engine with each analog stick, if you want to control it tank-style. Pretty cool. The game’s also solidly long, with plenty of races to try to win, a lot of different podracers to choose from and unlock, and many upgrade parts to buy for your pods. You win money by winning races, and can upgrade pods with those proceeds. All of the racers from the film are here and more, and there are 24-25 tracks, too! And they’re not short, either — Episode I Racer tracks are often as long as several minutes long per lap, in fact, so races often will take a while. That leads to the negatives of the game, however. First and foremost, Episode I Racer is a very hard game. The game is unforgiving, cruel, and brutally tough, with unfair AI that will leave you behind with no hope of catching up if you mess up at all, by later points in the game. With races this long, that’s a lot of chances to mess up, and yes, in many cases one single mistake can doom the entire race. There are no blue shells here to get you out of trouble. I’ve never managed to get past the middle of the third circuit; Grabvine Gateway is my nemesis, or something. This makes the game quite frustrating. Even worse is the second track of the fourth circuit, Abyss… that track is simply insane. The first turn is a twin-layer track. If you fall, or are pushed, off, in this part, on any of the three laps, that’s it — you’re on a much longer course, and have no chance of finishing above 9th or 10th (because there are two or three computers who always hang around you, no matter where you are; I did mention that the AI’s cheating stuff, didn’t I?). Yeah, it’s frustrating to say the least. It’s also kind of too bad that the game is just two player only, not four. Still, this game is probably worth playing despite the occasionally questionable track designs, the AI, and the sometimes too-long laps in some tracks. Ep. I Racer has both good and bad elements, and I both love its good elements, and hate its bad ones. Overall it is a pretty good, and impressive, game, but I do have some qualifications on that. Two player multiplayer, on-cart saving. Expansion Pak enhanced.


Star Wars: Battle for Naboo – Also on PC. Battle for Naboo is Factor 5’s second and last Star Wars flight combat game on the N64, and essentially is the second “Rogue Squadron” game. The game was popular but not quite as successful as the first Rogue Squadron, but Factor 5 showed off all of their ability in N64 graphics and sound here. Indeed, this game makes the first Rogue Squadron look kind of ugly in comparison — the texture work’s among the system’s best, and there’s even more voice acting too. There are even hidden developer commentary tracks on each level, unlockable with a cheatcode! Impressive stuff for sure. The gameplay’s just as good, or better, than the first Rogue Squadron’s is, as well. Once again you fly around in Star Wars vehicles, blowing up enemies and protecting convoys, but this time, in addition to the Episode I setting, you also have a lot of ground missions, where you’re controlling hover-tanks and the like. Some people don’t like these ground vehicle missions, but I think they’re plenty fun, and don’t mind them at all. The game’s similar in length to the first Rogue Squadron, and has just as much replay value as well, as you attempt to get better medals in the missions in order to unlock the hidden levels. As always, beating the game once may not take very long, but mastering the missions and getting good medals will be a serious task. Perhaps because it’s an Episode I game, doesn’t say “Rogue Squadron” in the name, and came out in late 2000 the game was overlooked by some people, but BfN is one worth going back to! Even better than the first Rogue Squadron game, BfN is perhaps the N64’s best flight combat game. One player, on-cart saving. Expansion Pak enhanced.


Super Mario 64 – Super Mario 64 is one of the most imporatant, and best, games of its generation. A true revelation when it released in 1996, Nintendo has made some more great 3d Mario games in more recent years, most notably the Super Mario Galaxy series, but despite that, Super Mario 64 is still a great game, and one of the great 3d platformers. For a long time this was my favorite 3d platformer ever. It may still be, but I do have to admit that Mario Galaxy’s tough competition… I’m not sure which one I like more overall, honestly. Also, while Mario 64 looked absolutely amazing in 1996, and still does hold up well visually, in some ways the game does show its age, for the platform. For instance, something like DK64 has polygonal trees, not sprite-based ones like Mario 64. The game has larger levels, too, as do many later N64 3d platformers (much less newer ones). Even so, don’t under-estimate Mario 64 — the game’s still absolutely brilliant, and a surprisingly solid challenge as well. Mario 64 set many 3d platformer standards, including in game design (such as the star-collecting concept), level design (such as having larger, open level, instead of linear paths), and more, and the game’s still incredibly fun to play throughout. Like most 3d platformers that generation enemies are less common than they were in 2d games in the genre, but while that is kind of too bad, Mario 64 tries to make up for that with great level designs and lots to do, and it succeeds. As with all Mario 3d platformers, and unlike many others, Mario 64 has strict missions — once you go into a stage, you’ve got one specific task to do in order to get that star. You can’t just wander around and get the stars in any order, as you could in, say, a Rare 3d platformer. This focuses you, and I think works well. And as I said, the game is a good challenge, too. All of the 3d Mario games have a solid challenge level to them, but it started off here for sure. With some work it’s not too hard to beat the final boss, but if you want every star, expect to spend quite a bit of time with this one. I never actually did that, I must admit, I’ve never gotten all of them… oh well. Overall though, it’s kind of hard to judge Mario 64 objectively, for me; this game is one that completely blew my mind when I first heard of, and played, it in 1995-1996. Whomp’s Fortress was the first level of the game I ever played, in a store demo, and it’s probably still my favorite. However, while when I finally got my N64 and this game in 1999 I could tell that it’d aged a bit compared to how amazing I’d thought it was a few years earlier (I definitely liked OoT more than Mario 64, and I got both with the system), it’s hard to forget that first impression… and it really is an exceptional game, too; it’s not just nostalgia, it’s still one of the best in the genre. One player, on-cart saving.


Super Smash Bros. – Super Smash Bros. was Nintendo’s first fighting game using its mascot characters, and spawned an ongoing, very successful series, too. Well, the series got off to a great start: SSB is an outstanding 2.5d fighting game. The main problem it has is that compared to SSB Melee, it’s clearly dated and much slower paced… not everyone will want to go back to this, after playing the newer ones. The character selection is also a lot more limited than in either of the later games, too. Still, even if it’s somewhat dated in comparison to its sequels, the first SSB is not without merit. Taken on its own, it’s an outstanding game, with fantastic gameplay, a clever concept, and brilliant design. The idea of making a fighting game that is both accessible to anyone, and also deep for those that wish to spend the time to learn it, was a good idea, and they really pulled it off. Concepts like only reducing enemy lives by ring-outing them, instead of just by draining a health bar, and in not having traditional special moves to memorize, but instead moves that just involve a single direction and button press, give the game unique, fun, and yet deep gameplay. For there is depth here, both in learning the moves, and in learning to use Smashes effectively, and in learning the shield as well. But how much worth playing is this compared to Melee or Brawl? I do think that it’s fun to return to once in a while, because of the very different pacing, but yes, the sequels are overall better games. Even so, this first one’s great too. Four player multiplayer, on-cart saving.


Supercross 2000 (EA Sports) – Note – there is a PSX game with this same name, but the two are different games, and this one got better reviews. Anyway, Supercross 2000 from EA Sports is the N64’s most realistic motorcycle racing game. It’s a supercross game, as the name suggests, so expect to drive around large dirt arenas. The game’s okay, but I find the graphics and gameplay both fairly bland. I much prefer a more “fun” experience, to this more realistic one, and like open-course designs a lot more than motocross or supercross arenas, so I’d rank Excitebike 64 and Top Gear Hyper-Bike well above this game. Still, it is an okay to good game and as good a supercross game as you’ll find on a 5th gen system, I think. Four player multiplayer, controller pak saving (6 pages for the setup file, 23 pages per season).


Tarzan (Disney’s) – Playstation port. This N64 version loses the video clips from the movie, as you’d expect, but otherwise it’s a quite good game. This is a solid, fun 2.5d platformer, with good level designs and plenty of fun. The difficulty level’s probably on the low side, but it’s a good game. This game’s not as well known as it should be; it’s one of the N64’s relatively few sidescrollers, and it’s a solid, fun one. One player, controller pak saving (2 pages).


Tetrisphere – Tetrisphere started out as an Atari Jaguar game, but Nintendo saw the project and decided to buy the rights as an N64 exclusive, and then pasted the Tetris name onto it in order to sell more copies, I assume. Well, I think it worked, because Tetrisphere’s one of the N64’s more popular puzzle games. It deserves to be, as this is a great game. Tetrisphere isn’t much at all like Tetris, but it is original and really fun. In Tetrisphere, your goal is to break through a “sphere” made of blocks in order to reveal the core inside. You play by spinning around the sphere and dropping blocks, which will be destroyed when they’re touching enough of the same shape. Yeah, not much like Tetris at all. What it is, however, is frenetic, sometimes crazy fun. Tetrisphere’s a very good game. The game has a solid number of modes and options, too, so it’ll last a decently long time. (Oh, I put “sphere” in quotes because it’s far from clear the thing’s actually a sphere… it could be something else, just distorted to look like one thanks to the camera.) Two player multiplayer, on-cart saving.


Tigger’s Honey Hunt – Tigger’s Honey Hunt is a 2.5d platformer, and while it is quite easy, it’s actually kind of fun. As the name suggests, in this game you play Tigger, the tiger from Winnie the Pooh. While most Winnie the Pooh games are basic educational games for little kids, though, this one is a real platformer, and yes, it’s alright. The main game is, that is; the minigames are unfortunately horrible. Yeah, do NOT play this for multiplayer. In the main game, Tigger’s Honey Hunt has you bouncing through a somewhat short quest as you, as Tigger, have to find Pooh’s honey (sorry, hunney), since, as always, he messed up and spilled Pooh’s honey. Your goal in each level is collecting enough of the honey to unlock the next stage. Tigger can jump, but also can bounce high on his coil tail. You’ll have to explore each level reasonably well in order to get everything, though this is at its core a linear platformer. There are only nine levels, though, so this is a short game. Still, there’s a little replay value if you don’t manage to find all of the honey on the first try; this generally isn’t that hard, but for the target audience here it’s probably perfect. You also do get a few more abilities during the game that will have you going back to the earlier levels if you want to get all the honey. But even for adults, even if the game is far too short and easy, I found it a fun game. Tigger’s Honey Hunt has decent to good graphics, too. You can tell that this is a multiplatform title and that it doesn’t really push the N64, but still, it looks good. I like the graphics, you couldn’t do 5th gen 3d Pooh characters much better than this. There aren’t many 2d or 2.5d platformers on the N64, so it’s great that this one was released. Unfortunately, the sound is weak. There is no voice acting in the cutscenes, so children will have to be able to read for this one (or have someone read it for them). On PS1 there are voices, but they didn’t want to pay for a larger cartridge to fit them in this release, I presume. Too bad. Also the game is only a few hours long, with somewhat limited replay value. And last, those minigames really are bad. There are only three of them, and they are Simon Says, Rock Paper Scissors, and a really tedious “watch sticks float down a river” game. That’s it — pretty bad! Still, overall, Tigger’s Honey Hunt is a fun little game. If it’s cheap, it’s worth checking out, I think. It won’t take long to play through, and it’s a simple, fun game while it lasts. Four player multiplayer (minigames only; main game is single player only), on-cart saving. Also on PS1.


Tonic Trouble – Also on PC, Tonic Trouble was delayed a bit too long to be popular. That is, the game was originally supposed to come out first, but instead released after Rayman 2. The two games are similar, both 3d platformers with linear-path stage designs and limbless heroes, but Rayman 2 is quite simply the better game. Of course, Rayman 2 is also one of the greatest 3d platformers ever, so being worse than Rayman 2 isn’t TOO much of an insult. And indeed, Tonic Trouble is a good, fun game. The game’s got some definite similarities to Rayman 2, but it’s its own game too, with its own style and gameplay. In the game you play as a robot who needs to recover the parts to his ship, which were lost on the Earth. Unfortunately, it won’t be so simple… you’ll face plenty of opposition as you try to collect them all. The level designss are solid, with a good amount of variety and challenges for your robot to face. I think this game would have been fairly successful had it released before Rayman 2, instead of after it. One player, controller pak saving (15 pages).


Tony Hawk’s Pro Skater 3 – A port of the Playstation version of this multiplatform title, Tony Hawk 3 released nine months after the previous N64 release and is the system’s last game. However, that doesn’t make it one of its best; this is a pretty straight Playstation port, much like the first two N64 Tony Hawk games. It does have voiced rock music for a soundtrack, like only a handful of other N64 games, but yeah, this is a port for sure. The graphics are average at best, and the gameplay’s standard original Tony Hawk stuff — you have a couple of minutes in each stage to do as many tricks as you can. I may love Rush 2049’s stunt mode, but I never got into these skateboarding games when I was younger, so I’m not very good at them at all. As a result, I can’t really get far into these games… Two player, controller pak saving (24 pages per player file, 96 pages per replay). Expansion Pak enhanced.


Top Gear Rally – Top Gear Rally was the first N64 Top Gear game, and it’s probably the most popular one, too. I think that all four games deserve to be pretty popular, because they’re all great games that are among teh N64’s best racing games, but with this first release, teh series certainly was off to a great start. Top Gear Rally is from Boss Games, and it was their first of four N64 racing games. The game’s a lap-based rally racing game. There are about six tracks, and you go through them in many seasons as you progress through the main championship mode. The game gives you a new set of three or so cars each season, each with better stats until you get the best ones late in the game. The game has pretty good graphics, good track designs, and very well thought out controls and handling. The game’s not a sim, and is a fast-paced, fun driving game, but it’s not entirely arcadey either; Boss Games liked having at least somewhat realistic controls in most of their games, and this one does have that. This is one of the generation’s better rally-car games. Two player multiplayer, controller pak saving (The required notes are 1 pages for Options and 2 pages for the Season file. Other optional notes will fill up a card with things such as custom car painting skins. Yes, you can entirely customize your car’s entire skin, if you want to dedicate a memory card to the design.).


Top Gear Overdrive – From Snowblind Studios, Top Gear Overdrive wasn’t as successful or high-prominence as its predecessor, but it’s also a very good game. This is a quite different kind of game from Rally, though. First, you are driving normal cars, on pavement mostly, not rally cars on dirt. The game’s very fast too, with a quick pace and classic Top Gear gameplay. Indeed, of the four N64 Top Gear games, this one is the most like the great SNES games. It is clearly its own thing, but Snowblind took inspiration from those classics, and it worked out very well. The game looks great, too, particularly in the expansion pak required full screen high res mode. Beautiful graphics. All six or so tracks are well designed and have shortcuts. This game has rock music with vocals, too, a rarity in 1998 for this system. The game’s only real downside is that it’s not very long; this game doesn’t have a campaign that’ll last nearly as long as Rally does. Indeed, the game’s over all too soon… but while it lasts it’s great fun. It’s a classic driving game, and it’s a good one. Overdrive is something of a hidden gem, and is one of the best of the N64 Top Gear games. Four player multiplayer, on-cart saving. Expansion Pak enhanced.


Top Gear Rally 2 – The third Top Gear Rally game is from yet another developer; this time it’s from Saffire. Saffire set out to make a rally sim here, and they succeeded. Top Gear Rally 2 is a much more realistic simulation of rally driving than the first Top Gear Rally was. It’s got long, one-way courses, instead of lap tracks like Rally 1; it’s got more realistic handling and car customization options (including parts to buy and such, too); and it’s got some car damage and repair systems, too. Your car really can break and become barely functional, so watch out for rocks! The game controls well, and it’s pretty fun to play. The tracks are interesting, and feel like they’re all pieced together from a bunch of different parts, so every track in each environment is different, but they share many chunks, just in different orders. Obviously that system was done in order to give the game more variety of courses without individually desigining dozens of tracks, and it does work reasonably well, even if it means slightly repetitious graphics. This system is very much like the one used in Cruis’n World and Exotica in their lap, and extended, versions of the tracks. Oh, this game has license tests of a sort, too. Fortunately, they’re not TOO hard and frustrating, and only some are required; the rest are there for if you want to challenge yourself. The game has pretty good graphics as well; it’s definitely a nice looking game for its generation. Overall, a good game worth playing. It’s different from the first Top Gear Rally game, and it’s probably not quite as good on the whole, but even so it is a good game in its own right. Four player multiplayer. controller pak saving (6 pages). Expansion Pak enhanced.


Top Gear Hyper-Bike – Snowblind’s second Top Gear game, Hyper-Bike was somewhat rushed, and had some features cut during development. Originally the game was supposed to have four player support and on-cart saving, but sadly both were axed. Kemco apparently wanted to get the game out as early in 2000 as they could, unfortunately — the first three N64 Top Gear games released late in their years, but Hyper-Bike was a spring title. Even so, despite the cuts, Snowblind did manage to put together a pretty good game here. I came into this game with the lowest expectations I had for any of the four N64 Top Gear games, because of its not quite as good reviews, but this game surprised me — it’s actually a lot of fun! Top Gear Hyper-Bike is a fun motorcycle racing game, where you drive through outdoor environments, and not traditional, less interesting in my opinion, motocross or supercross courses. The game has good graphics, and good, long track designs as well. There’s also a stunt system, as you’d expect, and in some modes you do get points for stunts. The tracks have plenty of shortcuts, some with jumps on them, so you can get some air and try some tricks. Hyper-Bike isn’t quite as good, or as varied, as Excitebike 64, certainly, but it is a pretty good game even so, and is worth playing for sure. Play Excitebike 64 first, but don’t pass on at least trying this one. Two player, controller pak saving (35 pages). Expansion Pak enhanced.


Tsumi to Batsu: Hoshi no Keishousha – Sin and Punishment [Sin and Punishment: Successor to the Earth] (J) – Sin and Punishment is surely the best-known and most popular N64 game that was not released outside of Japan. The game is a rail shooter (of sorts) by Treasure, and it’s a quite good game as well. The game even is fully voice acted in English. The anime-esque story is confusing, and the ending in this N64 version has some text-only Japanese in it, but still, it IS mostly in English. However, some idiots at Nintendo decided that they wouldn’t release the game outside of Japan, despite how badly me and so many other people wanted the game, and that was that. This was the N64 import game I really wanted, but could not have gotten, or afforded, back then; I wouldn’t even have a credit/debit card until the mid ’00s, never mind a way to import games from Japan. So yeah, Nintendo was stupid. I ended up looking up how to play N64 games emulated just to play this game, but always wanted to own the real thing too. Even after I got a Wii, and picked up the US Wii Virtual Console release of the game, I still wanted the actual cartridge. Well, I finally got it, complete in box. It cost about $40 shipped, but that’s what it costs now. I do think that VC release cut the price of the game in half, though, which is good; it used to cost even more. It’s easy to see why when you play the game, though. Sin & Punishment is not a perfect game, though, Most importantly, it’s way too short — there are only three levels, each made up of three stages. That’s not many, and not all of the levels are equally great, either. However, when it’s good it’s very, very good, and that makes up for the flaws. The game also keeps me coming back to try to get better scores. This is a Treasure game, and it’s got some depth to it to make players want to keep playing it, try harder difficulty levels, and get better scores. That’s good, when a game is as short as this one is. Still, the game needed more stages. Only nine, and one of the last ones is a random side-scrolling stage which isn’t quite as great as the rail-shooter levels are? Plus the last stage is just the final boss fight, no more. It’s a long boss fight, but still, all in all the games’ length is disappointing. As for modes, the game has a main story mode (with saving), difficulty selection, some minor hidden options to unlock depending on which difficulty level you beat the game on, a training mode to help you through the controls, and high-score tables for each stage and difficulty. There is multiplayer, if someone hits start on controller two, but it just lets controller two control the cursor and fire, nothing more. Pretty disappointing.

Sin and Punishment is a rail shooter, but it is not a conventional one. Instead of flying a spaceship forward, Star Fox style, instead this is more like Jet Force Gemini bossfights, or perhaps Wild Guns and such on the SNES — you move a character on a 2d plane in front and can run or jump to avoid projectiles, while also moving a cursor around the screen to shoot at enemies. This game isn’t a static-screen game, though; instead, you’re usually moving forward. Sometimes the screen will stick for a while while you fight some tougher enemy, or a boss of course, but usually you’re moving forward, either on the ground somewhere or on some flying platform. So, it is indeed a rail shooter. You use the analog stick to aim, and the C-buttons to move. R jumps, and A switches between lock-on fire (with lower damage) or aimed fire (with higher damage). The controls take getting used to — learning how to use R with the C-buttons and analog stick all at the same time isn’t easy. I honestly find the controls even harder to use on the Gamecube controller (with the Wii VC release), though. X or Y to move left and right, plus R to jump? Argh! Not comfortable. And I like the C-stick even less. So, even though the controls are kind of odd, I do think that the N64 version has the better control setup. It’s easier to use the C-buttons plus R than the various GC or CC options. And yes, jumping is very important. Once you get used to it, the controls do work well, and the gameplay is somewhat unique and plays great. Indeed, the great gameplay is why this game is so good, despite the various issues the game has. As for graphics and sound, the graphics are good, but not really great. This game looks good, but the N64 can do better. Some stages, most notably 2-2, the flying battle against an enemy fleet, look great, but others are less impressive. I’d have liked to see more stages like 2-2. Still, overall the graphics are decently good. The art design is great, as well. I like the box-art quite a bit. Enemy and boss designs also are often pretty good. The music is reasonably good, and it’s cool that the voice acting is in English. You probably won’t remember the music after playing, though.

Returning to the story, in Sin and Punishment you play as two teenage resistance fighters, Saki (a boy) and Airan (a girl). They are led by Achi, a girl with mysterious powers and an unknown agenda. Monsters called “Ruffians” are attacking the Earth, and yet again things are not looking good for Japan. The resistance is fighting Ruffians, while other enemy forces are using Ruffian powers instead. They are a private military corporation here to crush resistance, I believe; I’m not entirely sure. At the beginning of the game, their troops wipe out some other resistance bases, leaving only the three characters to continue their fight. Achi has her own secrets, which you learn later in the game, but the story isn’t really the main draw here; it’s okay, if you like dark anime-esque plots, and when you when you can actually figure out what’s going on, but it’s not great. It would be nice if it made more sense without having to go read online about what was happening, though. Ah well. You play the first and third levels as Saki, and only the second as Airan. No, you cannot choose who you play as, it’s all preset according to the story. That’s too bad; the sequel (Sin & Punishment: Star Successor for Wii) lets you choose either of that games’ two characters during the game. Better. That game has a LOT more content than this one, too, and probably is the better game overall. Still, the first Sin & Punishment is a great game. The game has some flaws, most importantly the short length but also the learning curve on the controls, the lack of good multiplayer, no character selection allowed, etc., but the action is fast and furious, the game design somewhat original, and the game fun and high quality overall. This is a good game, and I don’t regret getting the N64 version. I’ve always wanted it, and now I finally have it. The game definitely is not perfect, but it is good. Two player multiplayer (limited), on-cart saving.


Turok: Dinosaur Hunter – Also on PC. Turok: Dinosaur Hunter was one of the more successful third party N64 games early in its life. The game’s a very high quality, innovative (for consoles, particularly) first person shooter. Turok set the standard in N64 FPSes in many respects, the first being controls. The game uses the analog stick for aiming, and the C-buttons for moving. This system works fantastically well, and in my opinion is one of the best FPS control schemes. I think digital movement works really well, myself, and it’s easy to get used to moving with the left side and moving with the right. Beyond the controls, Turok also had good graphics. The game does have a relatively close draw distance with a lot of fog, as with many games at that point in time on any console, but you can see far enough to see enemies coming at you, and the game has good visuals with huge, detailed levels, lots of dinosaurs and humans to kill, and a lot of different weapons to use too. The game’s a challenge, and the save points are pretty far apart, and you do have limited lives, but it’s a pretty good game. The challenge serves more to make you want to keep trying, instead of to just give up. The levels are mostly set in the jungle or in caves, but there’s enough variety that the game keeps looking interesting. There are jumping puzzles in this game, too — get used to jumping in first person, you’re going to need to be good at it. Failure is punished harshly in this game. It’s not too bad, but it does take some getting used to. Turok was quite a game in 1997, and while it has many sequels, and FPSes have changed a lot since then, the game’s still a great game. One player, controller pak saving (16 pages).


Turok 2: Seeds of Evil – Also on PC. Turok 2 was highly anticipated at the time, and it’s a huge, epic game that goes beyond the scope of the first game. Turok 2 has better graphics, more content, more variety, futuristic and alien settings, a four player multiplayer mode, and more. However, that doesn’t mean it’s a better game than the first one. Turok 2 has a few issues that hold it back. This is a very, very good game, but it does have flaws. So, the game has huge, huge levels, with somewhat less fog than the first game, too. This is good. The weapons are even crazier too, and some are fairly gory (Cerebral Bore…). However, the game still has save-point-only saving, and limited lives, so it’s a very steep challenge. The save points are far apart, and the sheer number of enemies, puzzles, areas to explore, and jumping puzzles in between one and the next makes the game probably too hard for me. Essentially, in this category, the game’s high points are also its weak points, depending on who you ask. The huge, expansive levels heavy on exploration are great… but it can be frustrating if you don’t know where to go next or how to solve the puzzles in the area, or if you’re very low on health and have far too far to go to get more, or to find the next checkpoint. Turok 2 is not forgiving. I like the exploration and puzzle elements of the game for sure, but wish it had a more forgiving save system, essentially. In addition, while the graphics are fantastic, particularly in high res mode, the framerate does suffer. Turok 2 in high res doesn’t have that good of a framerate. You do get used to it, but it is an issue. Also, many people disliked that the game changed from a “fighting dinosaurs in the jungle” theme to fighting cyber-dinos in futuristic bases; the setting’s not quite as original. Still, despite the problems, Turok 2 is a great game… just be prepared for a challenge. Oh, and you’ll need a lot of controller pak space for this one, too. As for the multiplayer, it’s okay to good, but not the game’s high point, the single player is. Four player multiplayer, controller pak saving (90 pages!!! What in the world, Acclaim… There is NO excuse for this!). Expansion Pak enhanced.


Turok: Rage Wars – Turok: Rage Wars is Acclaim’s attempt at an answer to games like Quake III and Unreal Tournament. Like those PC games, Rage Wars is an arena combat only multiplayer-focused game. The single player game is a tournament mode, where you play through a succession of arenas with your chosen character. Many characters have somewhat different paths, so while each character’s game isn’t too long, the game encourages replay in order to see everything. There’s a decent amount of single player content here, I think. The levels are solidly designed multiplayer FPS stages, as well. This is the best N64 Turok game for multiplayer play, so if you want to play some multiplayer Turok, or a good multiplayer-focused N64 FPS, get Rage Wars. Four player multiplayer, controller pak saving (7 pages). Expansion Pak enhanced.


Turok 3: Shadow of Oblivion – Turok 3, from fall 2000, was Acclaim’s last N64 game. Well, they went out with a bang — Turok 3 is a fantastic game, easily one of the best in the franchise. First, the graphics are great, of course, and probably with a bit better framerate in high res mode than you’ll find in Turok 2, too. Indeed, when designing this game, Acclaim was apparently listening to complaints like the ones I had above about Turok 2, because this game gets rid of almost all of the worst elements of that game (setting excepted; this one’s mostly in a slightly futuristic city). It’s also clear that the designers had been playing Half-Life, because that game’s influence shows strongly here. Turok 3 is an FPS of course, but the game’s more linear than Turok 2 for sure. Instead of Turok 2’s huge, expansive levels and endless expanses between save points (and remember those limited lives!), Turok 3 has a stage-based design, where you can save at any point, and if you die, or load, will start from the beginning of the stage. The stages are reasonable lengths each, so you won’t have to replay too much if you lose. Stages are large, and often open, enough to have a good amount of exploration, and there are still puzzles and some jumping, but this is a different game from Turoks 1 or 2. That’s both good and bad, really; on the one hand, it’s a great game, but on the other, it is fairly different from the original. Taking it on its own though, this is a quite good Half Life-inspired FPS, that keeps you moving through a story through many different areas. The game has some cool level designs and set-pieces along the way, too. From skyscapers to sewers to subway trains, there’s a lot of variety here, and it’s fun to go through. There’s plenty of good stuff here to find. There is some exploration as well, in many of the stages, so you’re not just running through cooridors like you would in a modern FPS. Also, you start each stage with the health and ammo you started it with, you don’t get reset. It works well. This game has two playable characters, too, each with an ability the other doesn’t — the female character is larger and stronger, while the male character (a younger boy) can fit into small spaces. This time, you need to get revenge for your father’s death and save the world at the same time. It has another okay multiplayer mode too. Any N64 FPS fan should definitely play Turok 3. Four player multiplayer, controller pak saving (16 pages per save file). Expansion Pak enhanced.


Twisted Edge Extreme Snowboarding – Boss Games’ attempt at a snowboarding game unfortunately didn’t work out quite as well as their three N64 racing games all did. This isn’t actually a bad game, but it’s just not as good as other snowboarding games on the system like 1080 or Big Mountain, either. Boss was trying to make a fairly realistic snowboarding game here, and it is for its time, but it isn’t that fun. The graphics are decently good, and there’s a fair amount of content here, but it’s just not compelling enough to get me to come back and keep playing. Two player multiplayer, controller pak saving (5 pages for main game file, 75 pages per ghost if you wish to save one.).


Vigilante 8 – A Playstation port, but it’s a good one (note the sequel’s also on Dreamcast, but not this one). Vigilante 8 is a vehicular combat game, where you drive around a somewhat arena-like stage blowing up other cars for fun. This means it has a heavy multiplayer focus, of course, but there is a decent single player campaign as well. The graphics are alright, but not great; the N64 can certainly do better. I never loved these car combat games, like Twisted Metal, Interstate ’66, etc., and this is no exception. I don’t know, somehow the theme just doesn’t grab me much at all. I like larger stages more than these glorified arenas, too. Still, for its genre, this is a fine game. I know there’s a sequel, but I haven’t played that one. Four player multiplayer, controller pak saving (1 page). Expansion Pak enhanced.


V-Rally Edition ’99 – V-Rally is a European rally racing game that started on the PS1. While the PS1 game had the Need for Speed license put on it in the US, it wasn’t originally a NFS game, and this N64 port doesn’t have the license either. V-Rally Edition ’99 is a late N64 port of the first V-Rally game. This port released not far off from when V-Rally 2, the much-improved sequel, released on PS1, but this has none of the second games’ features, sadly. Instead, players will have to make do with all of the signs of a shoddy port; this may have released long after the PS1 version, but it sure doesn’t look like the developers knew how to get much out of the system. V-Rally has some of the most “Playstation-like” graphics I’ve seen on the N64, with some pretty ugly polygon models and even attempts at PS1 pixelization; this game has some of the most pixelated N64 graphics I’ve ever seen, I don’t know how they managed to make it look so bad. Impressive work there, I guess. There is also heavy fogging, since apparently these poor graphics somehow were all they could manage. Really, this game looks bad visually. As for music, there is none during races, something “simmish” rally racers do sometimes, to their detriment. The menu music isn’t very good, but something would have been better than nothing, in-race. The gameplay is only slightly better. The game has 50 tracks, all one-way courses, just like the original had, but the gameplay is bland and unexciting, and as there are only seven actual environments for those tracks, the tracks blend together and feel similar. Great fun gameplay could make up for that, but this game doesn’t have that, for sure. This is a common problem in more “realistic” rally racing games, but it does get repetitive. Car controls and physics are even worse, unsurprisingly. At first you’ll skid on every turn, and the AI opponents are tough and those crash physics frustratingly floaty and definitely nothing approaching realistic. That’s okay, since I prefer arcade racing games to sims, so I probably like this game more than I would a hardcore sim on a subjective level, but objectively it’s no good, for sure. Try not to hit things or spin out on turns. It’s not easy to learn how to control the cars in this game well, and it’s absolutely not worth the effort either. If you want to play a great N64 rally racing game, play Rally Challenge 2000 or the two Top Gear Rally games; this one probably isn’t worth it. You can do worse, but you can also do a lot better. Test Drive V-Rally (aka V-Rally 2 in Europe; this is no more Test Drive game than it is NFS), the Dreamcast port of V-Rally 2, is much better, for example; play that one. This game, however, has awful graphics and plays poorly too. There are worse N64 racing games than this, and it’s arcadey enough that it can be okay once in a while, but there aren’t really any good reasons to get this game for people who aren’t trying to own every N64 racing game, as I am. Two player multiplayer, on-cart saving. Also on PS1.


War Gods – War Gods is probably one of the worst N64 games I own. The game’s an early attempt at a 3d fighting game, and clearly looks like Midway trying out some of the tactics they’d use later on in MK4, just in something not with that license so people wouldn’t care quite as much if it wasn’t good. Well, this isn’t good. First, the characters are just awful. They’re a pitiful assortment of terribly designed characters. Like the 2d MK games this game uses live actors in costumes, but these costumes sure are silly, even by Midway standards. The gameplay’s no better than the costumes are, either. The game is 3d, so you can move around the arena, and it is pretty fast-paced too — this clearly was designed as 2d Mortal Kombat gone 3d. I was never more than a pretty casual Mortal Kombat fan, though, and prefer a somewhat slower paced fighting game, so I at least don’t think that makes it better. And this isn’t as good as 2d MK games, either, that’s for sure. It’s uglier, doesn’t play as well, and isn’t as fun. About the only thing this is good for is entertainment value; this can be amusingly bad in multiplayer mode, as you laugh at how ridiculous it is. Two players, no saving.


Wave Race 64 – Wave Race 64 is one of the N64’s early releases from Nintendo, and like some others like Mario 64, it stands out as one of the system’s best. There are a lot of racing games on the N64, and I don’t think Wave Race 64 is the system’s very best racing game, but it is an extremely, extremely good game, the best water racing game of its generation, and still one of the greats of the field. While the character models are only average, the environments are top class. Indeed, Wave Race 64 has beautiful environments to race through on your jetskis, and the waves, wave effects, and changing water (and in some tracks even water level) from lap to lap is extremely impressive for the time; indeed, even many much newer jetski games don’t compare in water effects or wave physics. Every track in this game is memorable and so well thought through compared to most other racing games of the time. The game’s music is good, fitting stuff as well, and each track has audio that fits its nature well. The game is somewhat short, but what it lacks in length it makes up for with great gameplay and fun. This is one you’ll return to, and is not just the generation’s best jetski racing game, it’s arguably the best one ever. Two player multiplayer, on-cart saving. Can back up your save file to a controller pak.


Wayne Gretzky’s 3D Hockey – Arcade port. This was one of the N64’s first sports games, and it got things off to a good start. As with all Midway sports games of the time, Wayne Gretzky’s 3D Hockey is a very arcadey game with almost no rules and constant action. The graphics are very rough early N64 stuff, but if you can ignore that and look at the gameplay, this game still shines. Indeed, this game is one of Midway’s best ever hockey games, as far as the gameplay is concerned. The hockey action is fast and furious, as your small teams skate back and forth on the ice and score goal after goal. You can beat the other players up too, of course, and it has a turbo meter as usual as well. I don’t like this game quite as much as my favorite Midway sports title, NBA Jam T.E., but it’s one of Midway’s better sports games for sure. Oh, and yes, it does have all the real teams and real players. Four player multiplayer, controller pak saving (7 pages).


Wayne Gretzky’s 3D Hockey ’98 – Also on Playstation. Unfortunately, with this sequel, Midway decided to make things a bit more simmish. It was a bad decision, and the result is a weaker game than its predecessor; I’d recommend the first Wayne Gretzky’s 3D Hockey to anyone who likes arcade-style sports games, but this one’s a much tougher sell. First and foremost, this sequel makes scoring goals much more difficult than it was in the first game. That means you’ll have to work a lot harder for your points, and winning games will be more challenging as well. It’s just not nearly as fun as the first game. I guess the graphics have been slightly improved, and the game does save a lot more stats than the first version (as you can tell from the increased file size), but Midway sports games are at their best when they’re arcadey fun, not when they’re arcade/sim hybrids like this one is. Stick with the first Wayne Gretzky 3D Hockey game. Oh, there is a third Midway hockey game on the N64, Olympic Hockey ’98. Apparently it’s essentially this game, reskinned with the Olympic teams instead of the NHL, and with virtually no other changes. I don’t have it. Four player multiplayer, controller pak saving (61 pages).


WCW/NWO Revenge – I never liked wrestling at all, either on TV or in videogames, and only have this because I got it for free. I remember playing one N64 wrestling game once, one of the better ones like this one (I mean, better as in wrestling game fans like these Aki ones the best, not that I have an opinion on the matter), but I don’t know if it was this or another game. I guess it’s good for its genre, but I don’t want to play this kind of game. It’s just not fun. The closest I want to get to a wrestling game is probably King of the Monsters… Four player multiplayer, on-cart saving.


Wetrix – Later had upgraded ports/sequels on Dreamcast and PS2, as Wetrix+ on DC and AquaAqua on PS2. They’re both just enhanced versions of this game, though. Wetrix is an intresting and original Tetris-inspired puzzle game. In the game, you have to keep water from leaking out of a board. You keep the water in by building walls out of Tetris-style blocks to form lakes. The challenge is to build up good lakes with the selection of wall pieces you’re given, as the water keeps coming down. It’s a fun, challenging puzzle game, and is well worth a try. Two player multiplayer, controller pak saving (5 pages).


WipEout 64 – Wipeout 64, Psygnosis’ one and only N64 game, is an interesting game — I mean, this is an N64 game from a studio owned by Sony. Sony killed Psygnosis’ independence, and their N64, Saturn, and PC releases, shortly after this game was released, but at least they got this one out, and later two last PC games before the final end. Wipeout 64 is an outstanding, outstanding game, and one of the system’s best racing games as well. Based on the first two PS1 Wipeout games, Wipeout 64 mixes and matches elements from tracks from both previous games to create a new, better set of circuits. Indeed, these are the best designed tracks in the series that generation. The game system around them is perfected, as well. The game’s as technical and challenging as ever — using your hovercars, you need to race through futuristic courses, trying to master them and figure out the best way to get through each track. You have two airbrakes as always, for sharp turns. First, you have very good analog controls, better than the various analog options in the PS1 games. Annoyances from the first Wipeout game like the height ceiling (that reset you down to the track, causing you to lose a LOT of time, if you flew up too high) are of course gone. The circuit setup from the first two games, the cause of so much of the frustration, is gone too — this time you can save after every race, instead of having to play five or six or seven tracks with limited continues and no saving, as with both of the first two PS1 games. That works in Mario Kart, but Wipeout is harder than that. At least the third PS1 game did continue with this, but though it’s good, it made some other questionable decisions. It’s also far more difficult than this game. Now, Wipeout 64 is a pretty hard game. It’s a serious challenge for sure, and some parts of the game, the timetrial challenges particularly, are really hard. But… it’s not quite as brutal as Wipeout 3, and I think that’s a good thing. They got the difficulty balance just right, here. I do kind of wish it had some kind of circuit mode (with saving, preferably, like in Wipeout 3), and I also wish that there were some single player mode races that use the seventh, unlockable track; it’s quite odd that it’s unused outside of single race mode, once you unlock it. Apart from that though, this is a fantastic game. It’s also the one and only Wipeout game with a single-screen four player splitscreen mode. The three and four player modes do remove trackside graphics, so they are limited, but the two player game is great, with a full 16-car field. Cool. Four player multiplayer, controller pak saving (6 pages).


Worms Armageddon – Worms Armageddon is the only N64 Worms game, and it’s a somewhat rare game too. It’s unfortunate that this game is as expensive as it is, though, because as usual in the Worms series, Worms Armageddon is a great game. This game has most of the content from the original PC Worms Armageddon game, downsized to the N64. Obviously a gamepad doesn’t give you quite as good control as keyboard and mouse have, but actually it works pretty well, overall — the controls are pretty good, as good as they could be. The game’s fantastic fun in multiplayer too, of course. Naturally it’s missing the online play you’ll find on the PC, but if you have some people to play with, this game’s great. The single player mode’s good too of course, but Worms always shines in multiplayer. That classic Worms gameplay, of side-scrolling 2d turn-based strategy with cute worms blowing eachother up with various over-the-top weapons, is here strong. There wouldn’t be another 2d Worms game on a Nintendo home console until the Wii, but at least this one is great! Four player multiplayer, on-cart saving.


Xena: Warrior Princess: The Talisman of Fate – Xena for the N64 is a somewhat beat ’em up-inspired 3d fighting game based on the popular Xena TV show. The show was initially a spinoff of Hercules, except with a female lead, and like Hercules it’s got very little to do with its supposed Greek/Roman-era setting, design-wise. Sorry, but as a history major, this stuff bugs me. But yes, as with Hercules, I barely ever watched this show, so I’m not really familiar with the source material outside of what I’ve heard about it. In the game you can play as eleven different characters from the series, including Xena, Gabrielle, and various others (no, not Hercules). This game is a full 3d fighting game, and you move around the arena with the stick (or dpad, but the stick probably gives better control). The four C buttons are your attacks, two punch/kick and two weapon attacks. Each character has a couple of baisc combos (two to four hits) and a few special moves, though not many. R and Z jump and crouch, which are useful since most distance attacks cannot hit crouching characters. Fire breath can, but not stuff like thrown weapons. You can also block while standing or moving backwards. A changes targets in multiplayer matches with three or four players. The game is simplistic, but winning in the later fights, or Hard difficulty, will require a bit of thought — enemies will block, and you’ll have to time your attacks well in order to get through the block. This can be frustrating at times, as the AI blocks constantly and then hits you the moment you try to attack sometimes, but I did get used to it after a little while. The game also has balance issues, and the moves and characters are not at all evenly balanced, unfortunately. It also can be difficult to tell exactly whether you can hit someone before you swing, because of the 3d arenas and how the characters are constantly circling around eachother, while the camera always stays in one static position in front of the arena. When the enemy is between you and the camera, it can get annoying. So yeah, the gameplay here is definitely nothing better than average, and probably is below average. Run around, whack at the enemy, try to time your hits right, hit the button a few times to do a short combo, rinse, and repeat. That’s about all there is to the game.

The graphics and sound are okay, though. The characters are okay looking and do look like the characters from the show, and the audio is alright. The arenas are bland looking, though; there aren’t any obstacles in them, and they aren’t very large either since each one has to fit on a single screen. However, yes, this game has four player matches! It’s pretty cool… except for the critical design flaw that the game only allows one AI opponent in any match, so it’s impossible to play with more than two characters on screen in single player. That’s very disappointing and is a real problem with the game. The game would be more fun with four-player single player matches. That is only one of the signs that this game was made on a tight budget. Another one is that after you win matches in the main tournament (“Quest”) mode, there isn’t any kind of victory screen, score screen, or anything. The announcer says that you win, and then it’s straight to the next match with no interruption. It’s kind of odd, I’m not sure if I’ve ever seen a fighting game quite like that. Also, in the tournament you fight all 11 characters, so it takes longer to get through than most fighting games, since in these games you usually only have 7 or 8 characters per tournament. Once you’re done, though, replay value isn’t that high, as far as the single player goes; this isn’t a fighting game many people will keep returning to on their own. At least each character does have a (very short) custom ending, so there is that at least. Other than Quest mode, your only other options are single match (vs. 1 CPU or up to three humans), training mode, and options. On normal the game isn’t that hard, but it’s not a complete pushover either, which is good. You also unlock the ability to play as the boss after beating the game once, and there are a bunch of entertaining cheat codes too, such as a big-head mode for instance. Overall though, Xena: The Talisman of Fate is a very mediocre game, and is below average overall. It’s somewhere between bad and mediocre, I think. It’s probably much more fun in multiplayer (with three or four people particularly!) than it is in single player, though, so keep that in mind. Four player multiplayer, Controller Pak saving (1 block).


Yoshi’s Story – Yoshi’s story is a 2d platformer. The game’s super, ultra cute graphics and collection-themed gameplay have made this game controversial ever since its release — many people were expecting something like Yoshi’s Island, which this game simply is not. And yes, Yoshi’s Island is the better game. Even so, Yoshi’s Story isn’t actually a bad game. It has several things going for it, actually. First, the graphics are great. This game really shows off how beautiful you can make a 2d game look on the N64. The game really looks like a storybook come to life. People who dislike cute graphics will certainly hate this game, but I think it looks and plays great. The game has a pretty good variety of stages, too. The game is structured like a storybook, and you go through six pages (levels) from the beginning to end. That may sound short, and it is, but there are four different stages to choose from on each page, and they’re all entirely different, so there are actually 24 stages. In addition, you can’t just choose any at will, but some will be unlocked based on prior stage choices and your performance in the game. Also, while it may seem like you can’t save a game in progress, you actually can — if you turn off the system while playing, you’ll be given the choice to restart the level you are currently on. In addition to saving your progress for later, this is an invaluable feature for anyone wanting to collect everything in each stage but has messed up; you don’t need to restart the whole game, just the stage through a restart. That said though, the game’s almost exclusive focus on collecting is an issue for sure. Instead of trying to get to the end of the stage, your goal in each level is to collect 20 fruits. Once you have twenty, you’ll win and move on. You cannot die, either, not really. That doesn’t mean that the game is easy, though; many fruits are well hidden, particularly if you want to get the best path by getting 20 melons, and melons only, in each level. If you want all the melons, this game becomes a frustratingly hard game only fun if you use a walkthrough, I’d say — melons are often very well hidden, including in random places on the ground you’ll probably never guess. I at least don’t find trying for all the melons too fun. Overall though, the game’s okay. The graphics and gameplay are good, but the collecting focus is as much of a downside as it is a strength. One player, on-cart saving.

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System and Game Opinion Summaries: Atari 7800 (& 2600 Games): 3rd-Gen Console, 2nd-Gen Games?

The Atari 7800: My Thoughts & System Overview

I’d never owned an Atari system before, and had barely ever played one, but that changed when I got an Atari 7800 back in April. It’s an interesting system to have… and yes, I do like some of the games. The Atari 2600 is a true classic, certainly one of the most important videogame consoles ever. The games are generally EXTREMELY simple, as was true in all consoles up until about 1984. Think basic cellphone-game level stuff, only often with even less variety. Prices are similar too, though… most 2600 games cost between $0.50 and $5 for the slightly pricier ones. More than that is only for the true rarities. 7800 games cost a bit more; it’s maybe $3-5 for the cheaper games, $30-50 for the rarer ones. There are hundreds of 2600 games, but only about 65 for the 7800, which is about the same number as the system Atari had in between those two, the Atari 5200.

On that note, Wikipedia and GameFAQs may call the 5200 a “second gen” console, but the non-NES new systems of 1982-1983, including the 5200, Colecovision, Sega SG-1000, and Vectrex, came 2 1/2 to 3 years after the last system released, and were called “next-gen” at the time. They clearly should be considered third generation, along with the NES, 7800, and Sega Master System. Yes, Sega and Atari both had multiple third gen consoles, one early and the other later. Atari did that because of the crash, Sega because they liked releasing new hardware at an unhealthily steady pace.

The Atari 2600 was one of the most important consoles ever. Released in 1977, the system was the first console to be a huge hit, and it won its generation (the second) by a huge margin. I didn’t play the 2600 during its life, though; the NES was the first console I knew. It actually wasn’t until I bought this system that I owned an Atari console. I had played some emulated Atari games before, but that’s not like the real thing, and I had spent almost no time with 2600 games, even there. So yeah, a lot of this is new to me. The first 2nd gen console I got was the Odyssey 2, which I got last year. See my thread on that system for my thoughts on that console; I like it. O2 graphics are in some ways better than the 2600, but they are more limited. The 2600 can be pushed in all kinds of crazy ways, while the O2 runs faster and more smoothly, but with extremely limited graphical variety (I don’t know if it can even do curves at all, for example, beyond round sprites and the like…). It’s interesting to compare the two; the 2600 can put more colors on screen and has been hacked to the base of the hardware in many ways, while the O2 is much less alterable (in addition to being pretty much all lines for environments, you also see the same sprites a lot across games, and can’t really do behind-the-character/vehicle games either), but is faster and doesn’t flicker, which can be a major problem in many 2600 games. I like 2600 games which do stuff like bright shaded color palettes, because that stuff looks great.

Unfortunately, my 7800 doesn’t display properly on my HD television. I have to use the system on my SD CRT TV. The O2 works on the HDTV; colors are slightly off, but it’s entirely playable. The 7800, though? Nope. Not playable at all. Ah well. The 2600 has several kinds of controllers, including regular joysticks, which have a stick and a single button (I have several of these), paddle controllers, which are a rotating dial with a button, and have two on each wire so that you can play four players on a single system with these (I have one pair of paddles, which do work), the racing controller, which is similar to the paddle but spins all the way around (and works only with one game; I don’t have this), and the keypad, which is used by Star Raiders and a few other things (I don’t have this either yet). The paddle controller is fantastic; it’s really too bad that newer systems have nothing like it! The regular controllers, or 7800 controllers, are stiff digital sticks, but the paddles give you extremely smooth analog control. It really needs to be experienced to be understood; I’d heard before about how much Atari fans like paddle controllers, but until I actually used it myself, in a game, I didn’t get it. Well, now I do. Paddle controllers are really great.

Atari 7800 Box

The Atari 7800 was originally designed in 1984, as the 5200, and the rest of the industry, collapsed. The system has solid graphics for the time, which are better than the NES in some respects and worse in others, but very poor audio; it only has the 2600’s audio chip for sound. The excuse was that games would have sound chips in the carts, but that was a questionable idea. GCC, who designed the system, should have designed it better — the audio is simply awful. Only two games ended up using that audio chip. The graphics are solid, though. Games generally are small, for reasons explained below (almost no games make use of anything beyond the smallest cart sizes available), but look decent enough for their size. As with the Sega Master System, the system is poorly designed and has the Pause button on the console, instead of on the controllers. That was a terrible idea on both systems; I know the 2600 had the access buttons on the system, but the 5200 had had a pause button on the controller! Dropping that was stupid. At least it really is only used for pausing here; it’s not like the SMS, where some games use it as an essential options selection button.

The Atari 7800 system feels a bit cheap. Buttons are squishy. It does still work, but this isn’t exactly the best build quality externally. It also doesn’t have a color/B&W switch, so some 2600 games are not properly playable, and is incompatible with a few 2600 games (including one I have). Some 7800s work better than others, compatibility-wise; there’s really no way to know if you have a good one or not without trying the games. Weird. Some have an expansion port on the side, others don’t. Mine does have the port. It’s not used by any official accessories, though some homebrew ones that use it may be coming.

I’ve mostly been playing everything with the regular US 7800 controllers. They are two button joysticks, with a long and narrow design, two buttons, one on each side, and a stick in the middle. I know 2600 games, and 1-button 7800 games, can work with Genesis controllers, and I tried that too, but the 7800 stick’s not so awful that I want to switch controllers all the time just to use a better one (since 2-button 7800 games require 7800 controllers, Genesis controllers only work with 1-button games or 2600 games). Maybe sometime I’ll get one of those gamepad-style controllers they released in Europe. The US stick 7800 controllers are moderately uncomfortable, and the buttons are squishy, but there’s worse out there. At least they work.

Atari built some and test-marketed them in one city, with a handful of games (~9), all arcade ports. Releasing a new system just two years after their last one was a stupid idea, but Atari was going to do it. However, Warner Bros., who owned Atari at the time, decided to get out as the crash got worse, and the system went into legal limbo. Finally, Jack Tramiel bought Atari Consumer in late 1984. Atari Games, the arcade branch, was separated out into an independent studio. Atari Games would go on to form Tengen as their home division, would get bought by Warner again, and then got sold to Midway (before getting shut down in 2004, some time after which Warner once again bought up those rights by buying Midway’s remnants.). Tramiel got the home computer and console side of the company, which lasted until its shutdown in early 1996. Tramiel was focused on making a profit more than anything; Atari was losing a lot of money when he bought it in 1984, and he turned things around by being incredibly cheap. Tramiel’s Atari never had much in the way of internal game development, quite unlike the Atari of old. He also couldn’t get the rights to many of the major arcade games, because of course Nintendo had their illegal monopoly going. He eventually sued Nintendo and won, but that didn’t help sell systems. Anyway, 7800 games were mostly all outsourced. Many are from different studios, as Tramiel always searched around for the lowest bidder. Few push the system well; the 7800 graphically actually is as good or better than the NES, but few games show that off. Blame that on Tramiel’s cheapness in not allowing larger cartridge sizes, spending to build up internal development teams or fund enough development in a timely manner, those onboard audio chips, and also not releasing the system’s high score backup passthrough cartridge that GCC had designed (nice idea!).

Overall, the Atari 7800 is an okay system hamstrung by poor decisions. The system could have been interesting, but instead, it’s a system with a small library heavy on last-gen ports. The popular 7800 games are mostly ports of old arcade games like Ms. Pac-Man, Galaga, Donkey Kong (since Atari had DK, DK Jr., and Mario Bros. rights, they did 7800 versions), and the like. The system has some later titles which push it more, such as Commando or Ninja Golf, but few were released; Atari didn’t seem to get significant resources aimed at the system until 1989, and then stopped developing for it by the beginning of 1991. It really was a failure of leadership, I think. I mean, there was a legal battle over the 7800’s rights that delayed Tramiel from starting plans to release it until May 1985, but after that, what did he do? Well, he released the system sometime in 1986, with those games that had been made back in 1984 by GCC available at launch. But as for new games… those took quite a while. The original 1984 games were re-released again in 1987, this time with cheaper cartridges (the sliding cartridge pin connector that the 1986 editions have was removed; I have only one 1986-edition cart, Galaga) and 1987 license dates, but as for new games… uh, wait for 1987, it took that long until new games started appearing. Why didn’t he immediately start developing games for it as soon as he had the system rights in May 1985? Pure cheapness, I assume, but trying to run a console without putting any money into making first party studios was a very bad idea. Atari may have managed to succeed despite that with the 7800, but the Lynx and Jaguar’s failures were in large part to the paucity of first-party output, as well as Atari’s consistent failure to get many third parties on board, even after the Nintendo monopoly was broken down. If you can spend less for something Tramiel may not have really cared about about as a core element of his business anyway, why not do it? He seems to have thought of the 7800 as a system to make a cheap buck off of, not as something that should be a great videogame console. Too bad. And so, the 7800 was aimed at the budget market, for people who wanted to spend less to get a console. For people who wanted to spend more, Atari later released a THIRD third-gen console, the Atari XE, which is a consolized Atari 8-bit (Atari 400/800) computer. Yeah, that’s way, way too much competing against yourself there. Choose one system, and stick to it.

Despite the dated, thin library, though, the Atari 7800 sold decently in the US and Europe. The system sold 3.9 million systems in the US, and is said to have sold that much or better in Europe. Not bad, considering all its limitations. I’m not sure if it deserved that level of success or not, but I will admit that it does have some pretty solid ports of classics. However, so does the NES… they just weren’t focused on as much as they were on the 7800. Atari almost completely missed most of the stuff that made the NES a hit, such as Super Mario Bros., only edging into making some slightly larger games in 1989-1990. There is only one true Super Mario-esque platformer on the system, for example, Scrapyard Dog, and it was a late release. As some people have said before, where was, for example, the Bentley Bear (Crystal Castles) platformer, earlier on in the system’s life? That kind of thing could have sold more consoles. Their sales show that some people were interested in this more 2nd-gen-esque game selection, though, so it worked out. Despite the tiny budgets, the 7800 was profitable for Atari. That would not continue with their next two systems, the Lynx and Jaguar, though, of course; both bombed hard at retail, and also had very little software. What had worked on the 7800 didn’t continue to, and once again, Atari’s failure to build up a better first party studio, and make third party relationships, hurt it badly.

Still though, yeah, the 7800 is a decent system. It’s a single system that plays both the 7800 games, which are interesting to see, and also most 2600 games, and that 2600 has a massive library. It’s worth having, I think, though probably more so for the 2600 than the 7800 part, though the 7800 has a few good exclusives, anyway. Just make sure to keep a notebook handy, because 2600 and 7800 games are very frequently score-focused games where the only thing that matters is how many points you got, because you can’t actually win. Since the games don’t keep track of your score, you will have to do so yourself, at least when you get a good score, or else there isn’t much point to playing.

I have not had the system long enough yet to say for sure what a top 5 or top 10 or something are, but I will list some games that I particularly like here (in no order).

Atari 7800

Desert Falcon
Galaga
Pole Position II

Honorable Mentions: Centipede, Asteroids

Atari 2600

Buck Rogers: Planet of Zoom!
Enduro
Megamania
Dodger Cars (Dodge ’em)
Warlords

Honorable Mentions: Dragonfire, Amidar, Astroblast, Commando Raid, Pheonix, Demon Attack, Space Invaders, Demons to Diamonds, Moonsweeper, Kangaroo, Turmoil

The Games: Table of Contents

Atari 7800 Games

Asteroids
Centipede (7800)
Choplifter
Desert Falcon
Dig-Dug
Galaga
One-On-One Basketball with Larry Bird and Dr. J
Pole Position II
RealSports Baseball

Atari 2600 Games

Air Raiders
Air-Sea Batttle
Amidar
Astroblast
Atlantis
Berzerk
Buck Rogers: Planet of Zoom!
Casino
Centipede (2600)
Circus Atari
Combat
Commando Raid
Cosmic Ark
Crystal Castles
Defender
Demon Attack
Demons to Diamonds
Dodger Cars (aka Dodge ’em)
Enduro
Freeway
Grand Prix
Haunted House
Joust
Kangaroo
Lock ‘n Chase
Maze Craze: A Game of Cops and Robbers
Megamania
Midnight Magic
Missile Command
Moonsweeper
Night Driver
Outlaw
Pac-Man
Phoenix
Raiders of the Lost Ark
Riddle of the Sphinx
River Raid
Robot Tank
Othello
Space Invaders
Space Jockey
Street Racer
Super Breakout
Target Fun
Towering Inferno
Turmoil
Vanguard
Video Olympics (aka Pong Sports)
Video Pinball
Warlords
Warplock
Yar’s Revenge

Here I will say a little bit about each 2600 and 7800 game that I have. I say how many players each game supports, and for 7800 games, if they support the save cart.

Atari 7800 games frequently have four difficulty settings, and have an ingame menu to choose the options. There’s a pause button on the console, as in the Sega Master System. It only works with 7800 games, not 2600, and, well, pauses the game. The other buttons on the system are generally not used by 7800 games; they’re usually for the 2600, though a few 7800 games do use the difficulty switches.

Atari 7800


Asteroids – 1-2 player simultaneous or alternating, supports score save cart. Asteroids on the 7800, part of the original 1984 library, is an enhanced remake of Atari’s classic single-screen rock-shooting game. The game has a graphical overhaul and looks pretty nice. The gameplay is the same as ever, as it’s still an endless game you just play for score. The controls work well, and one button fires while the other warps you to a random point on the screen. As ever, the controls are momentum-based, so you’ll keep moving in the direction you’re pointing; there’s no gravity in space, after all. To slow down you have to turn and move in another direction. Left and right rotate, and up turns on the thrusters. Asteroids’ controls take a lot of getting used to, and I’ve never liked them all that much; it’s fine while you aren’t moving, but once you start moving, it gets difficult. It works with practice, but isn’t natural. This version has several exclusive multiplayer modes, including a versus mode where the two players shoot at eachother while also dodging asteroids, and another where the two players work cooperatively to see how far they can get. Pretty cool stuff, those modes make this version worth owning for sure. The game also has four difficulty levels to choose from, a common theme in 7800 games from Atari. Overall, I may be a bit of a skeptic of Asteroids, but I will admit that this is a quite good version of the game. I like the colorful graphics, and the gameplay is about as good as it gets for Asteroids. They probably should have added some kind of campaign game with an ending, in addition to the endless main game, but this is pretty good as it is. Nice added content.


Centipede (7800) – 1-2 player simultaneous or alternating, supports score save cart. As with Asteroids, Centipede is a part of the original 1984 library, and it’s a nicely enhanced remake of a true Atari classic. The arcade game of Centipede used a trackball, but here you have to make do with a digital pad. It works decently well, though it’s not quite trackball smooth. It’s unfortunate that the 7800 never got a version of Millipede, but it did get this game, and it’s a great version of this great classic shooter. The game has co-op and versus modes, and is a quite good port of Centipede all around. Centipede is a classic single-screen shooter where you can move around the bottom part of the screen, while shooting up at mushrooms, centipedes which break apart as you shoot their segments (which then sometimes turn into mushrooms after being shot), and tricky-moving spiders. Yes, the bugs are out to get you! Shoot them down. It’s a good version of an addictive, very good game. Oh, and yes, there are four difficulty levels, on top of the very cool exclusive co-op and versus modes. This is a game to definitely play.


Choplifter – 1 player. Choplifter is a mediocre port of an Apple II classic. The game is a scrolling shooting/rescue game, where you control a helicopter and have to rescue people taken prisoner in some bases. You can shoot angled at the ground, or straight down to hit tanks, which can’t be hit with the angled fire. Your goal is to rescue as many of the hostages and get back alive. It’s a fun game with solid controls, mediocre graphics (seriously, the tanks look pretty bad…), and poor audio. Despite those issues, Choplifter is a fun game, and series, so this is fun to play. However, the game has a crippling flaw. As with most versions of Choplifter, this game is based on the Apple II original. That means that it has only one level, period. So, win or lose, Choplifter will be over in minutes. Very disappointing. Sega expanded on the game in Choplifter for the Master System, which is a fantastic game, but this game pales badly in comparison. I like Choplifter a lot, which is why I got this game anyway, but overall, I can’t recommend it; just get the great Master System game. Also on Apple II, other computers, Atari 5200, etc. etc.


Desert Falcon box

Desert Falcon gameplay

1-2 player alternating. In Desert Falcon, you play as a falcon soaring over the Egyptian landscape. There are a bunch of different enemy types to shoot, obstacles such as obelisks and pyramids to avoid, and at the end of each level, a sphinx boss to defeat. After each level, there’s a short bonus area where you collect powerups, and then the screen theme color changes for the next stage. Levels are long and get tough, and there are no continues of course, so I don’t know if the game has an ending or not; it gets very difficult. It goes on for a while, at least. Desert Falcon’s development was started in 1984, but says 1987 on the title screen, so they must have added something to it later. Unlike the other 1984 games, this one’s an original game. The game was inspired by Sega’s classic arcade hit Zaxxon, and is an isometric shooter with depth which plays very similarly to that classic, but it has its own unique elements, and is a quite good game overall. This and Galaga are my favorite 7800 games so far for sure. Once I got the 7800 I knew I had to have this game — I mean, it’s a game where you play as a falcon! Come on. My username may refer to the legos, but falcons, the birds, are awesome too. This falcon is kind of cute, too. If you land on the ground, it hops along (aww!), and you have to press for each hop (or stroke through the water); in the air, however, you automatically fly forward. Good stuff. You’ll want to land for a few reasons. First, it’s much easier to actually hit things on the ground (in the air, lining up shots is hard), second, some obstacles are hard to avoid while flying, and last, you can only collect the powerups if you land. On that note, the powerup system is maybe the game’s most unique element, other than playing as a falcon — that’s rare in games! On the ground, there are various hieroglyph tiles. If you land and walk over tiles, the tile will appear in part of the status bar on the bottom of the screen. Once you get three tiles, something happens. Each different hieroglyph combination does a different thing, so if you don’t want it to all just be guesswork, either get a complete copy or print out the list of combinations from a scan of the manual (on AtariAge, for instance); knowing what the hieroglyphic combinations are makes the game more fun for sure. The game is fun even without paying attention to that, but paying attention to the combinations does make the game better and more interesting. Desert Falcon is, as with most 7800 games, a simple game. It has little variety, and hitting enemies in the air can be tricky, due to perspective issues. But the great graphical style, good gameplay, and interesting powerup system carry it through. Recommended, if you have a 7800 anyway. I just wonder if it has an ending or not…


Dig-Dug – 1 player, supports score save cart. Dig-Dug is another one of the 1984-original 7800 games. It’s a port of Namco’s popular game Dig-Dug, the game where you go around a side-view underground screen shooting enemies with this odd pump weapon. You have to inflate and then pop all of the enemies. Once only one is left it’ll try to run away, so you’ll have to be positioned to be able to cut it off. Simple concept, and the port is good. However, while Dig-Dug is an okay game, I find it gets boring quickly. The game just doesn’t have enough variety, and it kind of wastes its underground setting since you rarely have to make many tunnels. I think that Mr. Do (Colecovision/Arcade/SNES) is a much improved version of a similar concept. It’s too bad that that game isn’t on 7800, or NES either for that matter. Dig-Dug’s just a bit too repetitive and simplistic; all you do is kill the enemies, there’s nothing to collect or anything. You can dig around underground, but the only reason to do so is to get to enemies. It’s okay, but is kind of boring compared to Mr. Do!. Also in the arcades, on the Atari 2600, and on many, many other platforms. The game has sequels as well, including Dig-Dug 2 (NES) and Mr. Driller (franchise).


Galaga – 1 player. Galaga is another one of the early 7800 games, and it’s a very good port of a true arcade classic. Galaga is a single-screen shooter from Namco. The game was clearly inspired by Space Invaders, but has some unique elements like how you can get two ships (by letting one get captured and then rescuing it); at the time, that kind of firepower enhancement was revolutionary, and even now it adds a strong risk-reward element to the game. Do you go for the two ships, knowing that if one gets hit you lose a life, or do you stick with one, and not risk that life, but have a harder time shooting the enemies? The enemy patterns, which zoom into the screen, are fun to look at and shoot, too. This game has four difficulties, as expected, but I recommend the highest one; the other three run slowly, but on the top speed, this game is fast and challenging, just like the arcade game. The music is good for the system, and the spritework is good too. Galaga is also on the NES, and many collections, but still, this is one of the best 7800 games that I have, and is fun to play. This really is a great, classic shooter, one of the best single-screen shooters ever. Also in the arcades, on NES, and in many Namco Museum collections, though the difficulty level choices are 7800-exclusive.


One-On-One Basketball with Larry Bird and Dr. J – 1-2 player simultaneous. This is a port of a PC game that also had been on Colecovision. The game is a half-court 1-on-1 basketball game, and the two players in the title are the only two you can play as. Audio is awful as expected, but the graphics are good and gameplay okay. It’s a decent game for its time and genre. I don’t know how interesting it is today though; this doesn’t hold my interest for long. Still, it could be worse. The players look decent as they run around the court, and you can shoot easily. It’s better than some basketball games, for sure. Also on computers and Colecovision.


Pole Position II

Pole Position II – 1 player. Pole Position II was the 7800’s packin title. It is a port of Namco’s racing game of the same name, and it’s pretty good! I like this game for sure. As with the first Pole Position, this is a behind-the-car racing game. The fake scaling is competently done, the engine noise is about as “good” as you could expect from the 2600 sound chip (even if Pole Position 1 for the 5200 does sound a lot nicer, since that system has a better sound chip in it, at least this one has better graphics), and the graphics look pretty good. There are four tracks in this game, as in the arcade version. First you choose a track. Then, you run a qualifying lap. If you do well enough to qualify, you then race a full 4-lap race. You have a tight timer running, which is extended after each lap with just enough time to get around if you have no mistakes, so you’ll only finish races if you run very cleanly, with few mistakes. Remember, as a Pole Position here, the timer is the real enemy; you may start in a starting grid, but there are no actual cars to race against, and the only thing you get at the end is a finishing time. It’d have been nice to see a mode where you race against other cars, I think. Ah well, it’s still a good game. The game is quite challenging, but fun. I like this game quite a bit. It’s also too bad that it has only single races and doesn’t have a championship mode (even just with going through the four tracks would be a real challenge…), but what it has it does well. I like this game more than any behind-the-car style racing games I’ve played on the NES; honestly, as much as some people like it, Rad Racer is no match for Pole Position II. Console-exclusive at the time, but later the game has been in many Namco Museum collections.


RealSports Baseball – 1-2 player simultaneous. RealSports Baseball is a pretty terrible baseball game. This game is an “enhanced” port of a gmae also available on the Atari 2600 and 5200, but going by reviews, the 5200 version is actually better! Ouch. That version had better field graphics and speech, which of course is absent here. As with the previous versions, RealSports Baseball is a single-screen baseball game with small, poor graphics, a very abstract style, poor controls, and questionable fun value. This game was probably fine in 1982 or 1983, but in 1988, when this released, it was unacceptable. At least the game has AI to play against, unlike most 2600 sports games, but the 2600 and 5200 versions of this game had that as well. In a game like Hardball III being able to see to the outfield on a single screen (well, several screens, for left/center/right view, but there was no scrolling around) worked well, and I’ve never liked the “way zoomed in top-down” view most NES and SNES baseball games that aren’t Hardball games use, but this game, with such a tiny little single-screen field, it just feels cramped and dated. The game has extremely limited options, too. The teams are made up of course, and thre isn’t any kind of season mode either. Disappointing. People must have expected better than this pretty awful effort. The controls are confusing and hard to get used to, as throwing the ball and swinging the bat are not nearly as simple as you’d think they would be. Even just pitching the ball is kind of a chore. And after the ball is hit, the game automatically selects the player nearest the ball, without any control on your part. This is frustrating and very hard to get used to; the computer will get a lot of hits in this one, I think. If you actually keep playing, that is. I’d recommend against it. There were only two 7800 baseball games, and I did only pay $2 for this… but even so, it’s bad. Baseball is my favorite sport, but this is not a good baseball game. Also on Atari 2600 and Atari 5200.


Atari 2600

A few notes:

-Unless I say otherwise, games use the standard joystick controller.

-I do not list when games are in modern collections. Some games are in various retro collections or download services for the PS2, Gamecube, Xbox, PS3, Xbox 360, PC, PSP, and others. Maybe I’ll specify exactly which eventually.

-If I don’t say who the publisher was, it’s almost certainly Atari.

-If you’re buying loose Atari games, look up the manuals on Atari Age. Atari 2600 games almost always put vital information you must know in the manual, such as what the game variations do or, in more complex games, how to play, period.

-The Atari 7800, and 2600, have several buttons on it. There’s Pause, which is for 7800 games only, and for 2600 games, Reset, Select, and A-B difficulty (and, on 2600s, Color/B&W TV). Select changes game mode selection, and Reset, in most games, starts the game with the selected mode. Yeah, it’s kind of odd. Some games, mostly third party, allow you to start with the stick or button, but most require you to push a button on the system every time. It’s kind of annoying. The difficulty switch is odd too; “B” is easy, and “A” hard. B is the usual setting, A is for if you want to make games harder, usually. I won’t mention what the difficulty switch does, usually, but it works in almost all games, giving you an easier or harder option. I’ve mostly played with it on side “B”.


Air Raiders – 1 player. Air Raiders is a first person flight combat game from Mattel. The graphics are basic of course, and the game has no variety, but 2600 games almost never do. In the game, you fly around and shoot enemies until you run out of ammo. At that point, you can try to land and refill your ammo. Otherwise, you’ll get shot down. It’s an alright game, but the game doesn’t hold my interest much. The 2600 isn’t powerful enough to do a great flying game, it just isn’t. There are a bunch of games sort of like this on the 2600, but I haven’t bought any of the others yet.


Air-Sea Battle – 2 players required. Air-Sea Battle is one of the two player only versus games, so I haven’t played it because I haven’t played any 2600 multiplayer yet. The game has quite a few game modes, including plane v. plane, plane v. ship, and ship/sub v. ship/sub.


Amidar – 1 player. Amidar is an interesting maze game which created a small subgenre. The game was somewhat inspired by Pac-Man, in that you move around a maze dodging enemies, but instead of grabbing dots, in Amidar you have to walk over all territory in each level in order to move on to the next one. There is only one maze, unfortunately, but there are two different graphical modes, which alternate between levels. In one you play as a gorilla, and in the other as a paint roller. Yeah, it’s random stuff. I like this kind of silly setting, 2600 games had some great game concepts. The game is very slow paced and is quite challenging, but I like it. Some later games that use this same concept, including Crush Roller, Amazing Penguin, and Zoom!, are better than this game, but it’s quite interesting to see what I think is the first game to work on this concept. The slow pace can make enemies hard to avoid, but you can “jump” several times per level by pressing the button, which makes you invincible for a few seconds. It’s important to strategically use each one of those. Overall, Amidar is an interesting piece of history, and I do enjoy playing it once in a while, but the game has been exceeded by later titles in its subgenre. Arcade port.


Astroblast – 1 player, Paddle Controller supported as well as the regular Joystick. Destroy the falling asteroids! Astroblast is a Mattel game, and it’s similar to Astrosmash on the Intellivision. While the graphics of this version aren’t as good of course, the gameplay holds up well, particularly with the paddle controller. This game is really good with the paddle controller, that much is for sure. You move left and right along the ground by rotating the paddle, and shoot up at the descending rocks with the button. Every rock that hits the ground reduces your score, so the game has a classic 2600-style risk-reward design, where you want to get in the way of those rocks to shoot them, but someimes that will lead to you losing a life. You get ~9 lives per game, but you can lose them quickly. Yeah, it’s a fairly frenetic game. The game is alright with the joysticks, but the paddles are the real reason to get the 2600 version of this game. Atari paddle controllers are awesome, and this is a good paddle controller game. The graphics are basic, with rocks that break apart into smaller rocks and a simple ground and vehicle, but they’re enough, and the extremely fast pace of the action keeps games short but exciting (if frustrating, but that happens in these games).


Atlantis – 1 player. Atlantis is a popular game from Imagic, which was a popular developer of Atari games that sadly only lasted a few years before being taken down by the video game crash. Imagic the Atari developer has no relation to the later PC strategy game developer Interactive Magic, which also sometimes was called imagic. Imagic games have cool silver cartridges, though they do seem to be a bit harder to fit into the 7800’s cartridge port than the other games I have. They do fit, though, just not all that well. Atlantis is a game where you control some bases on the ground and shoot up at descending aliens, so it’s sort of like Space Invaders crossed with Missile Command. Atlantis isn’t as complex a game as those in some ways, though. The graphics are great, with a highly detailed underwater city to defend made up of many levels and bases, but all you do is fire three cannons, each of which has a preset firing angle. One fires diagonally left from one side, the second diagonally right from the other side, and in the center there’s a cannon which shoots straight up, but can be destroyed by enemy fire (the side cannons cannot). You can’t win of course, as usual in 2nd gen games that last more than a couple of minutes. You can just try to keep poor doomed Atlantis alive for a few minutes more. Who knew that it was actually aliens who took out Atlantis? There are various types of enemy ships, and each one moves at different speeds and patterns. There are several modes, including some with the center cannon removed (for greater challenge). The game gets tough quickly, but is quite fun for a few plays at a time. Once you lose a small ship escapes from Atlantis; this was one of the first games with an “ending scene” like that. That set up for the games’ sequel, Cosmic Ark (below). Overall, I can see why Atlantis was popular. It’s a very simple game, as was often true with Imagic, and I do wish that it had more depth or variety (again often true with Imagic…), but what’s here is great, and anyway, depth and variety, from the 2600? Yeah, that’s uncommon. Good game for sure. Atlantis had ports on many platforms, including the Intellivision and Odyssey 2, but each is slightly different; the O2 has only two cannons for instance, and a much more basic city, while the Intellivision lets you fly around in the air in a little ship, shooting at the baddies, as well as controlling the cannons. I don’t have those versions; sadly the O2 version is pricey, and I don’t have an Intellivision (yet).


Berzerk – 1 player. Berzerk is an extremely popular game that Atari fans usually seem to absolutely love. The game is a topdown shooting game. This is another endless game; you are trying to escape from a planet full of killer robots, but sadly you are doomed. The game has a bunch of game modes that vary the difficulty and settings. I wish you could win this game, I think it would help it. I also wish that the game had twinstick shooting controls, but those hadn’t been invented yet when Berzerk came around. Still, by 1981-1982 games like UFO! and then Robotron came up with better ways than this game, which merely allows you to fire in the direction that you are facing. It’s kind of an issue at times; it’s easy to die because of only being able to shoot forwards. Both you, and the robots, die if you touch any walls, so you can sometimes lure them into walls, which is interesting. There’s also a bouncing smilie face which chases you around. In some game modes he’s invincible, while in others you can kill him, until he comes back of course. You can avoid him by going into any exit. There isn’t any kind of maze here, though, so it doesn’t matter which route you take; all just send you through a pretty much random assortment of screens. Later, more complex games like Robotron in some ways, or Shamus in others, make things more interesting, but this game is one of the orignators of the genre. Still though, this game does not hold my interest. It’s just not all that fun to play; I’d much rather play something newer that has better controls and an actual objective. Make it into an actual maze, for example! Even so, Berzerk is alright. The game is an arcade port and has a Colecovision/Arcade-exclusive sequel, Frenzy.


Buck Rogers: Planet of Zoom!

Buck Rogers: Planet of Zoom! – 1 player. Buck Rogers: Planet of Zoom!, by Sega, is a port of the Sega arcade game of the same name, known in Japan as Zoom 909. The game was Sega’s first-ever scaler arcade game, so it is a very important game. The game is a space shooter, as you fly a ship through various different scenes, shooting baddies. It’s a rail shooter, essentially. There’s a great article on Hardcore Gaming 101 about the game. Go and read it, now! This version of the game is the most simplistic one that exists, but it still tries to look “3d” at least in style. As with many console ports there are only a few different environments, including flying through gates over planets, flying through gates while also shooting at enemies, and shooting waves of enemies that fly out on a curving path on a black screen. There’s a boss at the end of each round, though it’s just another wave of enemies, essentially; you have to shoot both halves of the boss ship before it leaves the screen, that’s it. You have to finish each planet before your fuel gauge runs out, or you lose a life and have to start it over. Unlike all of the other versions, 2600 Buck Rogers is a flat, 2d-plane game. All you can do is move left and right and fire; there is no height component. This simplification makes hitting the enemies easier, and considering the hardwares’ limited power, was surely a good decision. Buck Rogers is a fast-paced, fun game. The game has little variety, of course, but it’s got a soundtrack of sorts, with this pulsing noise that it makes while you’re playing, and the shooting action is lots of fun. I really like this game, actually; it’s one of my favorite 2600 games so far. I really wanted to play some of Sega’s 2600 games, and this is the first one that I have. It’s the most expensive 2600 game I have (I paid $6.50 for it), but it was worth it; this game is pretty good. Sega’s 2600 carts are pretty cool, too — they have the word “SEGA” embossed into the plastic on the back. Pretty nice. Buck Rogers is a simple game, but I, at least, think it’s a good simple game. Move back and forth, go through the gates, get better a t your aim, and try to get farther each time! I love that music too; it’s this weird, simple pulsing beeping noise with a grindey engine sound running over it, but it’s great. The solid tone that plays over the title screen is strange as well, as is the odd layout of that screen. What happened there… Oh, and I don’t know if epileptics should play this game. Beyond the fact that pretty much every sprite is flickering at all times while it’s on screen (that software scaling takes hardware power to pull off after all!), the screen also flashes for quite a while after you beat each boss. Yeah. It was the 2nd gen, they did stuff like that. This game has versions on many platforms, though this one is a bit different from the others. The best home console version is the Colecovision release, apparently. This one is unique and great, though.


Casino – 1-4 players, requires Paddle controllers. Casino is a card game collection. It’s got Blackjack, Poker, and one other game. The game has four player play with the paddle controllers, which is surely why it uses them. Controls are simple; rotate the paddle to select an option, and click the button to choose the current choice. I’m no good at poker, but blackjack here is fun enough. The game does have AI to oppose you if you don’t have humans to play against, which is good. That was not a given in the second generation. This is a simple game, but it’s probably the card game to get on the 2600. There’s also a standalone Blackjack cartridge, but if you have this, there’s little reason to get that one.


Centipede (2600) – 1 player. Centipede is a port of one of Atari’s great classic arcade games. While in the arcades the game used a trackball, the 2600 doesn’t have a trackball (well, there is one, but it’s actually just a dpad replacement; the 2600 “trackball” actually does not support analog proportional controls, oddly enough), so this game is digital. The controls do work. The graphics here are basic, of course. The game is a single-screen shooter, where you control a ship at the bottom part of the screen (you can move around, but only in the bottom area; still, it’s not a left/right only game), shooting at a giant centipede descending down at you. The screen is full of mushrooms, though here they just look like squares. There are also spiders to try to avoid or shoot. Centipede sections turn into mushrooms after you shoot them. Centipede is a true classic, and this is a fine version of the game for its time. There is no real reason to play this on a 7800, as the 7800 version of Centipede looks and plays better and even has some exclusive multiplayer modes, but still, this game is extremely cheap and common, and is fun, so it’s worth a look anyway. Versions of Centipede are in innumerable platforms.


Circus Atari – 1-2 player alternating, requires Paddle controllers. Circus Atari is Atari’s version of the Exidy arcade game Circus. It’s essentially Breakout, except you have a teeter-totter for a “paddle”. Basically, it’s the Atari game that Magnavox based Acrobats! on the O2 on. I liked that game quite a bit (see my review in my O2 article), and paddle controllers are awesome, so I was hoping that this game would also be good. Well, it is, but I think I might actually like the O2 game more, paddles or no. Circus Atari is a great game, though. Anyone with paddles should consider this a must have. In the game, you have to bounce two guys off of the swinging board at the bottom in order to try to break three rows of square “balloons” up on the top of the screen. One guy is on one end, so you have to have the falling person land on the free side. The “paddle” is much larger than that in Acrobats, so the game is in some ways a bit more forgiving, but still, this is a very hard game, and you get fewer lives than you do in Acrobats, too. There are also a lot more blocks on screen, and they feel a bit farther away than the balloons in Acrobats, which can be frustrating because that means you have to hit closer to the edge of the teeter-totter in order to reach the blocks. This means greater risk. Still, at least the guys to bounce off of the blocks that they hit, which is fantastic; 2600 Breakout and Super Breakout are sleep-inducingly boring because of how the ball can only bounce off of one block each time, then must hit the paddle or a wall before it can hit another one. That’s just awful design, but Circus Atari does not share it. Best Breakout-style game on the 2600? Well, no, Warlords is better, but this is probably second. Anyway, in both Circus Atari and Acrobats!, sometimes you’ll get situations where the only blocks left are very hard to reach. At least in this game you can switch the direction of the paddle by pressing the button — that is, you reverse the free side. This is a really, really nice feature, because it allows you to bounce a guy the other way, for when you’re kind of stuck on the other side. Very nice. In Acrobats you only have one guy, and have to bounce off of the indicated side each time, so you can get “stuck” in one part of the screen at times. The paddle controls are extremely precise, but the guys are small, so missing them, and losing a life, is very easy. This is a hard game. Hitting the ball up to the top row of blocks can be tricky, too, and requires either luck (with the guy bouncing around up in the air) or a hit right off the end of the paddle. As in Acrobats, when a row is destroyed, it respawns, so the game keeps going until you lose. The balls jitter around a bit in this game, unlike that one, so they’re not exactly static. Circus Atari has eight variations, including some with shields, which in this game are a row of moving shields right under the bottom row of balloons, so it works differently from the shield in Acrobats. Keeping the guy bouncing around in the air is hard, but with great controls — paddle controllers really are fantastic — and decent gameplay, Circus Atari is a fairly good game. The graphics are ugly, though, and it’s unfortunate that the balloons aren’t round. The game also can have a high frustration factor as you just miss the falling guy yet again. Still, this is a pretty good game overall, well worth playing. It’s challenging, fun, and well designed. The rough graphics and tough gameplay hold it back a bit, but still, play it. Arcade port.


Combat – 2 players required. Combat is one of the most common Atari games; it seems to show up with several copies per system sold, for whatever reason. The game is a two player game where you control various vehicles, most commonly tanks, shooting at eachother. I haven’t played it, as I haven’t played 2600 multiplayer yet. The game does have a bunch of different modes and stuff, which is cool. All are single-screen two-things-shooting-at-eachother variants, of course. Based on an arcade game.


Commando Raid

Commando Raid – 1 player. Commando Raid is a game from US Games somewhat inspired by Missile Command, but with its own twist. The early ’90s DOS PC game Night Raid is very much like an improved version of this game; I liked that game quite a bit as a kid, so once I got the 7800 and heard about this game, I wanted it, and found a copy around here. In the game, you control a turret in the center of the screen, and have to shoot down an endless stream of helicopters and parachute soldiers, as well as the occasional bomber and bomb. You only get one life in this game; if a bomb hits you, or if too many paratroopers land, you lose. The paratroopers fall in four specific paths, so it’s not random; Night Raid has more variety on that front. In this game, they only drop over the four buildings that they are trying to capture. If you shoot helicopters before they drop people, you’ll get a moment of breathing room. Unfortunately the helicopters don’t fall to the ground and take out paratroopers either in the air or on the ground, unlike Night Raid, but ah well; it’s still fun. This game has an interesting element, in that a certain number can be allowed to be missed on each of the four paths, but once each one of those four buildings have been fully captured, further paratroopers landing on those spots make permanent tunnels in the ground under your base. Once those tunnels get under the turret, a guy goes down and blows you up, and it’s game over. At certain score intervals you will get your most-damaged building restored, but the tunnels cannot be filled in. Commando Raid is a simple game, and US Games has a poor reputation, but I quite like this game. The game has some good graphics, with a very colorful background and fun action. This is a pretty good turret-shooting game. Try it. Also try Night Raid for DOS.


Cosmic Ark – 1 player. Cosmic Ark is, story-wise, the sequel to Atlantis. In terms of gameplay, though, it’s completely different; this is not a target shooting game, but instead is its own thing. Cosmic Ark has two gameplay styles, each on a static screen. In one screen you are in space, and have to shoot down asteroids coming at your ship, the Cosmic Ark (alien abduction ship!). The asteroids, conveniently, only approach you from the four cardinal directions. Press the direction plus fire to shoot. It’s sort of like the ’70s arcade/Bally Astrocade game Star Castle, I think. This is simple, but in the later, faster sequences, it can get tough. In the second screen, you hover over a planet, and have to abduct some … specimens. You control a small flying saucer which descends out of the large mothership. By pressing the button, a beam goes down to the surface. This tractor beam will pull up the required people, animals, whatever. Once you have two captured, return to your ship and move on to the next asteroid screen. The game stars out very easy, but gets tougher once the planets have laser towers to avoid, and the asteroids get fast. Cosmic Ark is an okay game, but I don’t love it; I haven’t played it much since getting it. The space mode is too simple, and the planet part, while fun, isn’t the best. Still, it’s a good enough game, well worth getting considering its low price and somewhat fun gameplay. It’s probably not one of Imagic’s best, but it’s solid. It would be better with more variety and challenge.


Crystal Castles – 1 player. Crystal Castles, from Atari, is essentially an isometric 3d take on Pac-Man. As you might expect, the transition to the 2600 is… rough. Isometric 3d, on the 2600? Yes, Crystal Castles technically pulls it off, but I don’t know if it SHOULD have. This game has incredibly blocky graphics and frustrating gameplay; I’d recommend playing something better instead of this. It is interesting to see how an isometric 3d game works on the 2600, but… yeah. This is one of those “it’s ambitious, but the hardware just isn’t good enough to do this well” titles. There are three or four screens, which is nice; more than average on the 2600, particularly with how each one really is very different. As in Pac-Man, you have to collect all of the items on each screen. In this game you’re Bentley Bear, and have to collect all the honey, of course. The “honey” blocks can be frustrating to pick up, as they’re kind of small and are easy to walk past while you go around the screen. Pac-Man-like railed paths have some definite advantages. The arcade version had a trackball, apparently, but no luck here. There are also multiple levels, and you can get between them with stairs or elevator platforms, depending on the stage. I like the stage layouts, and after you get used to the controls and graphics this game is alright and is quite playable, but still, this really is something which needs better hardware than the 2600. There have been many comments about how Bentley Bear should have had a platformer series, on the 7800 and such, as Atari’s answer to Mario; I agree, that would have been a good idea for sure. He was finally brought back as the only classic Atari character in Atari Karts for the Jaguar, but that was far too late to make a difference. Crystal Castles also has an arcade version, and there’s a cancelled, but leaked and complete, 5200 version. It was also on some computers.


Defender – 1 player. Defender is a remake of Williams’ exceptional classic arcade game of the same name. The arcade game Defender was Eugene Jarvis’s first game, and Williams’ first arcade game (they did pinball only before Defender), and it’s one of the greatest games ever made, no question. Jarvis would go on to make Robotron, Cruis’n USA, Smash TV, and more, but his first game might be his best. This Atari version of the game isn’t by Eugene Jarvis, though; it was done by Atari. The game redesigns the concept, and is quite different from arcade Defender. Instead of being in space, this game is set on land, over a city. You still fly both directions, trying to save the people from aliens who are trying to abduct them to power up their ships, but it’s all blockier and simplified. The blocky buildings are easier for the 2600 to draw than that angular space-ground design was in the arcade game. Enemies are much blockier too, of course. The arcade version also used a button to reverse direction, instead of a two-way stick; here; you have to turn around by pushing the stick the other way. It’s a bit odd, compared to ports of the arcade machine (the arcade game had a two-way joystick and 5 buttons, fitting it onto the 1-button-and-4-way-stick 2600 took modification). There is still a radar on top of the screen, because this game does still scroll. The radar shows all enemy locations in the level, though there’s not as much to it as the arcade game. This 2600 version of Defender is decently fun, but I can’t help but think that I’d rather play the arcade game… arcade Defender really is one of the greatest all-time classic games. For the time this was surely a quite good game… but it’s not quite on arcade Defender’s level. The worse graphics, simpler controls, less interesting gameplay, and more all take their toll. 2600 Defender is probably worth having, for a dollar or two, but don’t go in expecting something the equal of the arcade game. It isn’t; it’s decent, but it isn’t DEFENDER.


Demon Attack – 1 player. Demon Attack is a popular Imagic single-screen shooter. The game was somewhat inspired by Atari’s Phoenix, and actually Atari sued Imagic and Imagic settled. The games aren’t the same, though. They have definite similarities, but aren’t identical. Demon Attack is a very simple shooter. You move left and right, and shoot at the flying “demons” as they appear in waves of three. The graphics are quite nice, and the effects as the demons come onto the screen look great. Very cool effect there. Demons have a central part and, sometimes, two wings. You can shoot the wings off, but they will regrow; to kill them, you have to shoot them in the center. Some waves have only wingless demons, but the actual target is the same size; those wings don’t get you anything if you hit them. Demon Attack apparently crashes after wave 84 or something, but I haven’t gotten nearly that far. This is a very simple game, but it’s fun. The visuals are good, and the gameplay simplistic but solid. Demon Attack was ported to a bunch of other platforms, but the 2600 version came first.


Demons to Diamonds – 1-2 player simultaneous, Paddle Controller required. Demons to Diamonds is a fairly ugly looking, but decently playing, shooter. In the game, you move left and right with the paddle, and fire your beam with the button. Instead of shooting bullets, you shoot a solid beam which extends into the field. In one player you’re on the bottom, but in two player there’s also a player on the top of the screen. Enemies appear in the middle, passing from one side to the other along several paths. Enemies come in two colors, white and red. You want to avoid the red ones, though; shoot them and they turn into turrets which shoot at you. Enemies can change color after passing across and moving to another level of the field. You can’t kill turrets and just have to wait until they time out and disappear. After shooting a white enemy, it turns into a diamond which will then quickly fly across the screen to the other side. Shooting the diamonds gives you bonus points. So, as the name suggests, in this game you shoot demons, turn them into diamonds, and then shoot the diamonds. Yeah, the name is silly, but it’s descriptive… 🙂 Demons to Diamonds has basic, early-looking graphics, but the controls are good (the paddle is good for shooting games!), and the gameplay is quite good too. Fun game.


Dodger Cars (Dodge ’em) – 1-2 player simultaneous. Dodge ’em, or Dodger Cars in this Sears Tele-Games release, is a single screen maze/chase game. The game has basic graphics, but they’re enough. As in Pac-Man, you have to collect all the dots on screen. However, you can’t stop in this game; you move quickly at all times. You can go even faster by pressing the button, though. Also, the screen is broken into several different lanes, with passing areas on the top, bottom, left, and right. If you run into the computer car, you lose a life and have to try the stage over. Yeah, it’s a tough, tough game. You have to try to predict where the computer is going to go in order to succeed. Even beating the first screen is tough. In the two player game, both try to collect the dots, while avoiding each other of course. Dodge ’em is a tough, fun game, and I like it. Games are very short, but fast and somewhat exciting while they last. Simple fun. Apparently this game crashes after only a few screens, but it’s tough to get even that far.


Dragonfire – 1 player. Dragonfire is another Imagic game. The game has a pretty cool cover with a dragon on it. The game is, as expected, simple but good looking, as usual from Imagic. You play as a guy (a prince I think?) who’s trying to retake treasures from dragons who have occupied the castle. Dragonfire has two screens. In the first, you run across the screen, dodging fireballs. You can duck and jump, and fireballs can come high or low. You’ll only have to dodge a few each screen, but still, it can be a bit tricky. It’s too bad that the platformer element of this game wasn’t expanded on; it’s good, but extremely limited. In the second screen, it’s now top-down and you can run anywhere on the screen. Here you have to collect all of the treasures on screen while dodging fireballs from the dragon on the bottom of the screen. There are several different colors of dragons, and they get harder over time. You can’t win the game, of course, so your quest for treasure is ultimately doomed. The game quickly gets frenetic, as you try to dodge the fireballs in each screen type while collecting those treasures. This is a popular game, and after playing it I can see why — the game’s got a great pick-up-and-play style, and is fun to play and tense. You can’t fight back, so all you can do is dodge and collect. Good stuff.


Enduro

Enduro – 1 player. Enduro is a behind-the-car-style racing game, and it’s a very good one. This is by far the best racing game I’ve played on 2600, and from what I’ve read, is one of the best for the platform overall as well. Really, the only big problem with Enduro is that after playing this game, going back to other 2600 racing games isn’t easy. Ah well, that just shows how good this game is. Enduro is a very good looking game, and plays just as great as it looks. In the game, you have to pass a certain number of cars each day in order to keep driving. The first day has a low, easy-to-reach target, but after that the number goes up to 300 per day, and it will require skill and some luck to keep going. There is only one environment, and the cars that you have to dodge appear randomly, but you can control your speed, and there are four different parts of each day. First, there’s daytime. This is the easiest part. Then, it gets cold, and the road ices over. Controls are slippery here. In the third part, it’s night, and all you can see of the other cars is their taillights. And last, early morning fog rolls in and you’ll have to slow down if you want to avoid crashing, as your view distance gets QUITE short. All four parts of each day look different, and it keeps the game interesting even if each day has the same four parts. The background graphics are bright and colorful, though cars are only one color each. Still, it works. The game has some nice sound too; the car engine noise has a nice grinding sound to it. Enduro doesn’t really have variants, but surviving in this game for more than a couple of days is tough, and the game keeps me coming back wanting to get farther the next time. This is a fantastic game. It’s fast, fun, challenging, and there’s some nice variety in each day with the four different sections. Overall, Enduro is certainly one of the best 2600 games I’ve played.


Freeway – 2 players. Freeway, from Activision, is an extremely basic game based off of the first half of Frogger, except for two people. In the game, you run across a highway made up of 8+ lanes. You cannot move left or right in this game, only forward or back as you try to dodge the cars. You get a point each time you get across the screen. There’s no AI, so there’s no point to this game in single player, which is disappointing. This game is too simplistic, and needed more depth, both in single player, and in at least allowing you to move around the screen. Regardless though, even if Freeway is two player, just stick to Frogger. It’s a much better, more varied game.


Grand Prix – 1 player. Grand Prix is a very basic racing game from Activision. The game has good, large graphics, but limited gameplay. This is a side-scrolling racing game — you drive to the left, starting from the right. There are four courses, but all go left only, and each one is pretty much identical to the last, except longer. Essentially the course has four segments, and you can choose to not play all of them if you want. A narrow section separates each segment. Each one takes maybe a minute at most to get through, so this is a very short game — once you reach the end, that’s it, write down your time if you like it but otherwise it’s over. The replay value is from trying to get a better time, as there are cars to dodge which affect your time. Still, this is an extremely bland game. This kind of “dodge the cars” racing game is common in the 2nd gen, and can be fun, but though the graphics are quite nice, and the cars look much more like cars than usual for 2600 games, the game just doesn’t have enough to it to keep me playing for more than a few minutes. The cars are a bit too large on the screen, the game’s too easy, and getting a good time is simple and won’t take long at all. Games like Enduro or Speedway! keep me coming back, but so far this one doesn’t at all. It’s just too easy and simple. I think that they focused mostly on the graphics here, and not the gameplay, and it shows.


Haunted House – 1 player. Haunted House is an action-adventure game. In the game, you have to find some pieces of an urn scattered around a dark house at night. All you can see of your character is a pair of eyes, which you move around. You can’t see the urn pieces, though, so you have to hold down the button in order to light a match, which lights up the area around you. If an enemy is near, the light will go out, so you have to dodge the enemies. You can’t fight back in this game, so the enemies have to be avoided. You can see the enemies, at least, if not the things you’re looking for. You can also pick up an item which wards away enemies, but you automatically put down any urn pieces you’ve gotten when you pick it up. Once the urn is together, go back to the lower right entrance on the first (blue) floor to exit and win the game. There are four main variations, and in three of them the walls are invisible too unless you have a match lit. Only the first one has walls visible all the time. The house has four floors, which all have the same layout, but some passages can have moving doors in them in higher difficulties, and there are of course the enemies. It’s basically a proto-survival horror game. The fact that you can’t see the items you’re looking for is kind of frustrating, but if you could see them this extremely short game would be even shorter, and the light mechanic is central anyway. Yes, as usual in Atari games that you can actually beat, this game takes just a couple of minuites to complete. There’s a little replay value, in trying the harder difficulties where the walls are invisible and there are more enemies, but still, this is a very, very short game. That may have been okay in the 2nd generation, but we have higher standards now, and have since the NES. Also, you have nine lives, which takes away a bit from the suspense; you can take a good number of hits and still keep going, for all the agonized sound it makes after you get hit. Still, for what it is, this game is decent. The atmosphere is solid, as you try to dodge the enemies and systematically search every room for the urn. This game is very much a product of its time, but it’s an interesting piece of history.


Joust – 1-2 player simultaneous. Joust is a port of the Williams arcade game of the same name. This game was ported to many platforms, and has shown up in many Williams and Midway collections besides, so there are much better versions of the game that you can play than this one, but still, for the platform, Joust works impressively well. Joust is a single-screen sidescrolling action-flying game. You play as a jousting flying ostrich rider. You knock out the other flying ostrich knights by hitting them from above; get hit from above yourself, and you lose instead. Yes, the concept is awesome. The game was very successful, and has been cloned by games such as Nintendo’s Balloon Fight, but I’ve honestly never loved it. I remember playing Joust back in the early ’90s, but it never held my interest, unlike other Williams titles such as Robotron 2084 or Defender. Still, it is a decent game, and isn’t too bad. This port is fairly impressive considering the hardware. Of course the graphics aren’t nearly arcade quality, but for the 2600, it’s about as much as you could hope for. The characters move around the screen quickly, and the game plays pretty well. I’d still rather play Defender or Robotron, but this is a pretty good game. Joust is on many platforms.


Kangaroo – 1 player. Kangaroo is a single-screen side-scrolling platformer. Basically, Atari wanted to make something sort of like Donkey Kong, and so they did. This game has 3 screens, so it’s got more than Donkey Kong for the 2600. The graphics are simple, but the game plays pretty well. In the game, you play as a female kangaroo who’s trying to save her child, who has been captured by villains. So, you have to jump and punch your way around, as you get to the top of each screen. Enemies at the top drop stuff down on you, and enemies also come from the right side, either to hit you, or to shoot at you. The game is unforgiving, as any fall of pretty much any height means instant death. Every jump is a deathtrap. Even so, I like platformers, and this game is fun to play, so I like it. The game is simple and yet fun, and there’s plenty of challenge for sure. Kangaroo isn’t original, but is good and solidly designed. Arcade port, also on Atari 5200.


Lock ‘n Chase – 1 player. Lock n Chase is a Pac-Man clone. That’s really about all this game is. In this game, you’re a robber trying to take stuff. So, you go around the maze, collecting everything in each screen. Collect everything and the door at the top will open; go there to get to the next, identical, screen. The graphics are extremely basic, and your character looks really patheticly drawn; the enemies look okay, but not your guy. Environments couldn’t be more simplistic. At least there’s no flicker, though, unlike Pac-Man. The maze is fairly wide open, but the game has one original mechanic, that you can create walls by pressing the button. Unfortunately these walls only can appear as horizontal bars, so you can’t wall off horizontal paths, only vertical ones. I wish you could do both, that would make the game more interesting. As it is, though, this is an extremely simple, and extremely derivitive, game. It’s not very interesting, but it’s not awful either; it’s just bland, and a knockoff of course. The wall-dropping mechanic is a little interesting, but isn’t enough to keep me playing for all that long. This game is from Mattel, based on a Data East arcade game and other versions are on the arcades, Intellivision, and Game Boy.


Maze Craze: A Game of Cops and Robbers – 2 players simultaneous. Maze Craze is a top-down single-screen maze game. The graphics are about as basic as can come, with a very simple maze, tiny little guys moving around in it, and squares as enemies, in game modes with enemies in it. In the game, you have to get through a maze. It’s a two player game, so if you’re playing with only one person the only modes worth playing are the ones with the enemies to avoid; the game doesn’t keep track of your time, so the only goal is just to get to the end of each maze. In the modes with enemies, there are two squares which move around the maze, starting from the end point. They can be tricky to avoid at times, and even in 1 player the game can be a bit of fun with them to get around. Still, this game is mostly designed for two people. With only one person there’s not much to do. For what it is it’s good though. Very basic, but decent. You move around the maze at a decent speed, at least; the mazes are a bit on the small side, but don’t take too long to navigate, unlike, say, Snail Maze on the Master System (that game is glacially paced! At least it comes free on the system…).


Megamania

Megamania – 1 player. Megamania is a single-screen shooter from Activision, and it’s one of my favorites for the system. Megamania is obviously inspired by Space Invaders, but it has its own take on this genre. First, the enemies you are shooting are a random assortment of crazy things, from rings to cheese wheels. The games’ story is that you are in a dream, fighting an endless space battle against random stuff in that dream, and the enemies fit the somewhat silly theme of the game. In addition, in this game the enemies move back and forth on the screen, loop around from one side to the other in their sideways patterns, and move towards you as well. They’ll wrap around to above the top of the screen after leaving from the bottom. In some stages, the start is key — there’s one where you need to shoot at least one enemy in all three lines of enemies if you don’t want to have to die in order to get through without dying, for example. The game isn’t one of the hardest shooters around, as it’s fairly easy to loop through it the first time at least, but it’s a lot of fun. The way the enemies move around, left and right across the screen, makes the game more interesting than many shooters of its time, and I like the comical theme as well. One other mechanism is the timer. You’ve got a timer on each stage, and if it runs out before you kill all the enemies, you lose a life. Overall, Megamania is a great game. It doesn’t have any alternate modes of note (only straight or aimed shots), but it’s a very fun game I quite like; it’s weird, interesting, and fun, something I enjoy (see: I like Jeff Minter games). The only real negative is that there’s also an Atari 5200 version which is the same, except with better graphics. On 2600 you can’t really tell what many of the enemies are, but on 5200, they are detailed enough that you can make them all out. If I ever get a 5200 I’ll have to get it. This version will do in the meantime, though, for sure, and it probably controls better. Also on Atari 5200.


Midnight Magic – 1 player. Midnight Magic is a pinball game from 1987. See Video Pinball, below, for my thoughts on Atari’s first pinball game for the 2600. This game came many years later, and is much, much better. Midnight Magic has impressive graphics for the 2600, and this pinball table really looks like a pinball table, or at least as close to one as the 2600 can. Not bad. However, it still has very poor “physics”. The ball bounces around crazily, just like it did in Video Pinball. Yeah. There are also very few targets on the board. There are two little paths on the sides, five targets on the top center, a couple of bouncers in the middle with a spinner between them, and that’s about it. There are two sets of paddles on each side, two on the bottom and two in the middle, but there isn’t much to do other than try to hit the other stuff, or get all five targets on the top center. Throughout it all the ball bounces around somewhat randomly. There’s a small bar below the paddles in the well, but the ball will often bounce off of it and well back into the playfield, so draining doesn’t always mean losing a ball. For the 2600 this is probably about as good as a pinball game could get, and it visually looks good, but with the awful physics and lacking amount of stuff to actually do, I think that this game shows that 2nd gen consoles just weren’t good enough to do good pinball games, something you also see with other 2nd gen pinball games like Video Pinball (2600) or Thunderball! (O2).


Missile Command – 1 player. Missile Command is a port of one of the great early ’80s arcade games. In the game, you’re on a doomed mission to save some cities from an endless barrage of nuclear missiles. You have three bases to shoot missiles from, and a limited supply. Missile Command is a true classic, and it was a great, great arcade game. The 2600 version isn’t quite the match of the arcade version, of course, but they do what they can. The arcade game had a trackball controller, with three buttons for the three cannons. However, on the 2600, you have only one missile base, and of course have to use a digital joystick to move the cursor around with. It doesn’t control anywhere near as well as the arcade game, that’s for sure, and it’s not quite as hard with only one base (and more missiles). Still, you WILL lose eventually, of course, as in any endless game. The goal is to get a high score by blowing up as many missiles as you can. They come in waves, and your missiles are replenished between rounds. Once you lose a city, it’s pretty much gone. Missile Command is a simple game, and a great one. Play it, or the original version at least. This version definitely isn’t a system seller today, but if you have a 2600, play it for sure; it’s a good version of a classic. Other versions of Missile Command are on many, many platforms.


Moonsweeper – 1 player. Moonsweeper is an Imagic game. This game is quite visually impressive; it’s from 1983, and looks very good. As with some other Imagic games, Moonsweeper has two different sections to the game. First, you’re in space. Your ship flies forward into the screen. There’s a sun in the distance, but you never can reach it; it’s just there for looks. Your goal here is to avoid the asteroids and comets which approach diagonally from the lower sides of the screen, while touching planets, which come from the same places to go down to the surface. It’s an endless game, so you keep going until you lose. The challenge of avoiding things which will hurt you, but touching planets, works well. You can also turn on a shield in space by holding down, which works for as long as you hold the button, but you can’t move, fire, or interact with anything (including planets) when you use it. Once you go down to a planet, the game changes. It’s still a forward-flying game, but now you’re passing over a planet, isometric-style. The planet graphics look great. There are several different planet color schemes, so there’s some variety. On planets, your goal is to pick up five kidnapped people, and then touch four warp gates in a row to get back to space, while avoiding the towers that are all over the planets’ surface, and fire from enemy ships that fly around. By pressing the button here, you can shoot at towers, though they look similar to people from a distance, so you can easily kill the people you have to rescue by accident. Luckily towers won’t shoot at you, though the enemies which do can be annoying. Larger enemy ships pass by in space overhead. You can shoot at them by holding down while pressing the button; this will fire up into space, though these shots won’t hit ground enemies. The large enemy ships sometimes send down a ship to the surface, which will fly around and shoot at you. Try to kill it if you can, but this can be a pain. Once you’ve collected enough people, it can be tricky on some planets to get back into space; in some planets the warp gates are in a straight line, but in others they’re at an angle so you’ll have to try to line up with them while moving quickly. Then you’re in space, and repeat the process until you run out of lives or get bored. Overall, this is a good game, though it could be better. The graphics are great, but gameplay is repetitive, and the space scene could use a bit of work. It’s kind of annoying that you never actually get anywhere despite flying towards that sun, and while the diagonally approaching obstacles and planets can be tricky to touch or avoid, I wish that sometimes stuff would actually come from ahead of you too. And on the planets, there is only one kind of tower, so on the ground there are only ever two things, towers or guys to pick up. There is some variety of spaceships in the air, but the little ship they send down only has one type too. So, Moonsweeper is lacking in variety, and does get boring after a while. Still, it’s a great game to play a game of or two here and there. The visuals are good, and it’s fun for a while for sure. Also on 5200, Colecovison, and some computers.


Night Driver – 1 player, requires Paddle controller. Night Driver is a behind-the-car driving game, based off of Atari’s early mechanical driving game of the same name. Apparently in the arcade you had a physical cutout that you moved left and right to avoid posts which actually moved towards it, but this 2600 game is a standard videogame. In the game, you still control a car, very crudely drawn, which has to stay between lines of white rectangles which form a road. The road twists rapidly, so staying on the road is quite challenging, particularly if you speed up much. Fortunately you do have speed control. The game has a good number of different game modes, which is nice, but generally, your goal is to see how far you can get in a set time limit. There are cars to avoid, occasionally, but the biggest challenge is just from staying on the road itself. The graphics are very basic, with just a black screen and the various things I’ve mentioned, plus the occasional house off the road that you pass by. I’d recommend not going full speed, so that you don’t crash constantly. Night Driver is an okay game, and I love the idea of a racing game that controls with the paddle controller, but this is a pretty basic game; it’s got nothing on Enduro, either in graphics or gameplay, that’s for sure. This feels like a very early game. It’s worth a try, but don’t expect too much. Just be prepared to spend a little time with it until you get used to the controls; it does get a bit better with some practice. Arcade port.


Outlaw – 1-2 player simultaneous. Outlaw may claim to be for 1 or 2 players, but really, this is a two player only game. The one player mode is a very basic “shoot the targets” game which won’t keep anyone entertained for more than a minute or two. The real game requires to people. Outlaw is Atari’s knockoff of the mid ’70s Midway arcade hit, Gun Fight. Outlaw is basically the same thing as Gun Fight, so it’s fortunate that Midway didn’t sue… :p (Yes, I still think it’s absurd that Atari actually won over KC Munchkin. That game is not identical to Pac-Man.) The game is, as the name suggests, an Old West gunfight showdown game. One player stands on each side of the screen, and can move around and shoot at the other one. The game has various game modes, some of which have obstacles, some static or some moving, in the middle of the screen to shoot around. The game probably would be a pretty decent two player game, but with only one person isn’t worth playing at all. Still, it’s a solid clone of a very early, and very simple, but not too bad, arcade game.


Pac-Man – 1 player. Pac-Man is one of the Atari 2600’s most infamous games. The game is a maze game based on the arcade Pac-Man game, of course. Move around the maze, eat the dots, avoid the ghosts, and grab power pellets to eat ghosts. This version of Pac-Man is widely hated, but it’s not THAT terrible. It is subpar, and the ghosts flicker very badly; Lock n Chase doesn’t have any flicker, at least, even if the game is incredibly bland. The maze looks nothing like the arcade maze, of course, but that’s to be expected. Pac-Man for the 2600 is a serviceable game. It’s playable, and does work. The graphics are poor, and it flickers a lot, but still, this isn’t an utter disaster or something, like you sometimes hear. Sure, though, the 2600 can do better than this, and has. Even so, 2600 Pac-Man can be a fun game to play for a little while. It’s okay. Other versions of Pac-Man are on probably dozens of platforms.


Phoenix

Phoenix – 1 player. Phoenix is a single-screen shooter, again in the Space Invaders vein. The game is by Atari, though it’s a port of an arcade game by Centuri. In this game, you again play as a base on the ground, shooting at enemies in the air. The game has several different types of enemy waves, and they loop each time you beat the boss. Yes, Phoenix has a boss; uncommon on the 2600! Phoenix also has well-drawn graphics, music, and more variety in its shooting than some 2600 games have. You also have a shield; press back on the stick to use it. While the shield is on you can’t move or fire, but are impervious from incoming fire, which will save you at times if used carefully. Some enemy waves in Pheonix are, as I mentioned earlier, the ones that inspired Demon Attack. In these, the enemy phoenixes fly around. You can shoot off their wings, but the wings regrow, so you have to hit them in the center in order to actually kill them. Other waves have just the birds without wings. The target is the same size, but because there are no wings it can feel harder. As you go you defeat waves of winged and wingless phoenixes, some of which stay far away and others which dive down, come in close, and fire at you from close to the ground, so there’s variety. After you get through several the other waves, you’ll fight the boss. Of course the game loops, gradually getting harder, after that, but still, the boss is interesting to fight, and makes the game better for sure. The boss is a large ship which fills the screen, and you have to shoot out its lower hull/shield below first, then its rotating middle shield bar which loops from end to end, all while avoiding the ships’ constant fire. Your goal is to hit the center core. As usual on 2600, one shot will blow it up; the challenge is breaking through the shield without getting hit. Phoenix is a fairly good game, with good graphics, some variety, bosses, and not too bad music either. This game isn’t one of the great single-screen shooters, but it is a good one well worth playing. Arcade port.


Raiders of the Lost Ark – 1 player. Two joystick controllers required to play. Yes, you need to plug in two joysticks for this one. Raiders is a top-down adventure game. This game is fairly complex for an Atari 2600 title, as there are puzzles to figure out, an inventory to manage, and more. That’s why it takes two joysticks, one is for movement and the other is for inventory. Of course though, with such simple graphics, the puzzles are extremely obtuse. This game is extremely short once you figure it out, as usual for 2600 games you can actually beat, but it will take a little time to get through. The graphics are fairly simple for a 1982 release, but the gameplay is better than the graphics are, and it doesn’t look that bad really. You can hold up to six items, and of course where you use those items is pretty random stuff. Yeah, this is the kind of adventure game which annoys me… one where it’s more about luck, or using a guide, than skill. Figuring out what to do based purely on deduction is unlikely. Still, it’s nice to see this kind of game on the 2600, a console mostly full of arcade action games. But overall, this game is for people who don’t mind very frustrating “puzzles”, which sometimes are puzzles, and other times are just ‘figure out where to randomly use this item where it’ll actually work’. That’s probably about all that you could do on the 2600, but it’s the kind of design I’ve always found kind of annoying. Still though, this is probably good for the time.


Riddle of the Sphinx – 1 player, requires two joysticks. Riddle of the Sphinx is a somewhat complex vertically-scrolling action game from Imagic set in ancient Egypt. The setting is good, but I have mixed feelings about the game. The game seems simple at first, but the game has some obtuse elements to it. It’s also not entirely playable on the Atari 7800, unfortunately; the game uses the black&white/color switch to switch the information displayed at the bottom, but the 7800 doesn’t have that switch, so you can’t view your health and thirst level. Anyway though, in this game, you walk up through an oddly white desert. This game has somewhat bland graphics for an Imagic game. There are several different types of enemies which appear, and a few characters that you can’t attack… including one which attacks you, but is invincible. How nice. You can kill the bandits and scorpions, but don’t attack merchants! You need to trade with them instead. Inventory manipulation, as in Raiders, requires a second joystick plugged in to use, and as I suggested earlier, the color/B&W and difficulty switches are used ingame to display how long you have been playing, your inner strength score, and if you have a 2600, your health and thirst. How annoying. Your water refills at oasises, and you have to figure out which item to leave at each temple as well, and in a specific (and unspecified, unless you use a walkthrough of course, order), so the controls are complex and not intuitive or fun to use (no, I do NOT want to have to switch switches on the system in order to display vital information!). This game really requires either the manual or a guide, and preferably both, to understand; you need to know what the items, buildings, and characters all are. This game is in one part basic action game, but it’s also an adventure game. I don’t know if the hybrid design really works all that well, though. This game doesn’t interest me enough to make me want to play it enough to get good at it. The game is okay, but the game just isn’t as fun as the other Imagic games I have for the 2600. I don’t mind some depth, but the game is a bit obtuse. Of course it’s easy to find out what to do online, and once you do this game makes sense, but there’s more to read up on for this game than most 2600 games, and this hardware isn’t powerful enough to do depth well. That’s really an issue with the 2600 — games are often either too simplistic, or have complexity but on hardware that can’t do much other than annoyingly obtuse hiding-game-elements-from-you stuff that I don’t like. Some games manage to thread that needle, but the 2600’s idea of an adventure game isn’t exactly my favorite kind, the Lucasarts adventures of the ’90s is. Riddle of the Sphinx may be different from other 2600 games, and it does have an interesting theme, but that doesn’t make it fun.


River Raid – 1 player. River Raid is an extremely popular shmup from Activision. This is a simple shooter; you fly up the screen, shoot the enemies, destroy the bridges, rinse, and repeat. The dams serve as checkpoints, but aren’t really bosses, because they just blow up with one hit and can’t defend themselves. The challenge is, of course, that you have a fuel meter. Fly through fuel powerups and your fuel recovers; the rest of the time, it depletes quickly. River Raid is a good game, but I don’t like it quite as much as many Atari fans seem to. The 2600 just isn’t good enough hardware to do a good shmup… all three scrolling shooters I have for the system are pretty flawed compared to the static-screen ones. This game is probably the best of the three, though, so there is that. The game has decent graphics, obstacles to avoid because the river is broken up into dividing paths, various different types of enemies, and more, so there is some nice variety here. The controls and shooting works well, too. I also like that you actually have to fly through fuel, and don’t refill fuel by shooting fuel tanks, as you do in some games (that idea is so silly, shoot the fuel to get it! :p). Shooting fuel tanks gets you points, but not fuel. Still, this is a repetitive game without much variety. You just fly up through an endless succession of paths and dams. There isn’t any variety to the game, and that gets old after a little while. I haven’t gone back to this game very often. Still, it’s a solidly decent game, worth a dollar for sure anyway.


Robot Tank – 1 player. This game is sort of like Battlezone, except from Activision. Unfortunately, I have one of those 7800s which is incompatible with Robot Tank, so I can’t play the game. I’d definitely like to try it sometime, though. It’ll have to wait.


Othello – 1-2 player boardgame. Othello is a solid conversion of the board game of the same name, also known as Reversi. I’ve always quite liked Reversi, so I wanted to pick up this version. The game has three difficulties of computer AI, or a two player match, so there are a good number of options. The game is a bit slow, but good. There isn’t a lot of reason to play this over other versions of Reversi, of course, but still, it’s a fine version of the game. Also, unlike NES Othello, the AI isn’t broken; in that game it’s crazy hard even on the “easiest” setting, but here it scales up nicely. Of course higher settings take longer to make a move, but otherwise, yeah, this is a good Reversi game.


Space Invaders – 1-2 players simultaneous. Space Invaders was one of the system sellers for the 2600, and for good reason — it’s a good rendition of this super-popular arcade shooter that helped create the space shooting genre, and the static shooter genre as well. Kill all the aliens before they reach the surface! The graphics in 2600 Space Invaders are fairly odd, as these invaders look nothing like the familiar ones from the arcade game and instead are these odd … things …, but otherwise, this is a great package. This is worth buying even for people who own many other versions of Space Invaders because the game has a lot of different game modes. There’s a lot of stuff here, including modes with moving shields, zigzagging enemy shots, fast shots, and invisible invaders, as well as single player, two player alternating, two player competitive, 2 player competitive with alternating shots, 2 player cooperative where one player moves and the other shoots, two player cooperative with the two players alternating control of one fighter (when you shoot, or after a certain amount of time, it switches players), and two player cooperative where one player can move right and the other left. There are options for each one of those multiplayer modes with each one of the four game rule variations, which adds up to 112 game modes in all. Only 16 are for one player, of course (based on the four rules options), and not all of the modes work equally well, but still, there’s lots of stuff here. Space Invaders for the 2600 is a definite must-have. Space Invaders is a classic game, and this version has some unique options you won’t find anywhere else.


Space Jockey – 1 player. Space Jockey is a pretty basic shmup from US Games. US Games has a fairly poor reputation, and this game is indeed quite basic. You just fly to the right, shooting enemies as they appear. Enemies appear from several different lines, and cannot move up or down — they just move straight ahead on the path they appear on. So, you can basically choose whether you want to fight the enemies or avoid them. You can also destroy things on the ground for points, though they don’t shoot back. The super-scary things you can blow up on the ground include houses and treehouses. Yeah. Enemies are planes and helicopters. Oh, yes, even though the name is “Space Jockey”, this game is indeed entirely planet-bound. The game has various modes which increase the difficulty, so this game isn’t always easy, but the basic setting is extremely simple and you can keep playing for some time. Still, the visuals are pretty decent, with nice use of color, and the game is moderately fun in short bursts. It was worth the dollar or two I paid, I think, even if it’s nothing particularly special.


Street Racer – 2-4 player simultaneous, requires Paddle controllers. Street Racer is a very basic, early top-down racing game. You drive forward, up the screen, towards the end line. The game has very ugly graphics and mediocre gameplay, though it does support up to four players in some variations, which is pretty cool. However, the single player game is pointless; the game has one player on each side of the screen (or two on each side, for 3-4 players), and the goal is to complete each race, or challenge, before the other human. In addition to standard races, the game has a lot of alternate modes, with various different vehicle types and race variations. In some you have to get to the end, while in others you’re trying to dodge oncoming things. There’s also a mode in aircraft, still top-down of course, where you’re trying to shoot oncoming enemies. There’s also a ski race mode. There’s also an odd mode where you collect numbers in order to add up specific numbers. But without another person to race against, there’s no real point to the game. Still, for the multiplayer, if you have two sets of paddles, pick it up.


Super Breakout – 1-2 player alternating. Super Breakout is the second version of Breakout for the 2600. I haven’t played the first version, but this game is so bland that I don’t know if I want it. Apparently this game has several new modes that one doesn’t, but does cut a few things too. Now, I love the genre that Breakout created. Arkanoid is an arcade favorite of mine, and I like many home console Arkanoid-style games too, including Alleyway and Kirby’s Block Ball. Warlords and Circus Atari on the 2600 are fun too, as well as Blockout! Breakdown! and Acrobats! on the O2. But Super Breakout? Well, the controls are outstanding of course. Paddles give you a precise level of control that would be impossible with other kinds of controllers, and makes it possible to play this game even considering that the paddle is very small. With a d-pad this game would be near-imposssible, but with paddles, it can be done. However, Super Breakout, and 2600 Breakout before it from what I’ve seen, has one critical flaw that for me pretty much ruins the game: When the ball hits a block, it can only hit ONE block before it must bounce off of a wall or the paddle, then it can go back, hit one more, etc. This means that it is impossible to bounce the ball off of one block, have it ricochet off another, and such. Instead, the ball will simply pass through those other blocks. Blockout! Breakdown! didn’t have the ball bouncing off of other blocks, but at least the other blocks a ball passing down went through would be destroyed too. In this game, however, it just warps through them without destroying them. It’s just infuriatingly annoying, and makes games of Breakout EXTREMELY long, slow, and tedious. There are a LOT of blocks on the screen, and even once the ball speeds up, which it eventually does, clearing a screen takes a long time. And of course, there are no powerups here to speed up the process of hitting that one last block that you’re having problems getting. Clearing even a single screen of Super Breakout is quite a task. This game does have several modes, including multiple balls, multiple paddles (both on the bottom), and more, but it’s just not much of any fun thanks to the design. Play better breakout-style games instead, or for a 2600 game, play Warlords. Arcade port, other versions of the game are on many newer platforms.


Target Fun – 2 player simultaneous. Target Fun is a target-shooting game, and as like too many multiplayer 2600 games, this game really is multiplayer only. You can play the game with one person, but there’s no point to it because the only goal is beating the other players’ score. As for the game, this is a shooting gallery game, essentially. The players control guns at the bottom of the screen, and can fire up at various targets that pass by above. You can turn your gun left and right and fire, and that’s about it. There are a bunch of variations with different things to shoot at, plus some modes where instead of a shooting gallery, you have ships and planes shooting each other, sort of as in Air-Sea Battle. Regardless, all modes are once again multiplayer only. You can shoot in the gallery for score, but without someone to compete against it’s kind of pointless. The game is extremely basic and simple, too. This game is alright, but very straightforward. It’s not interesting for long; even with two people, after a while you’ll probably want to move on to something else.


Towering Inferno – 1-2 players alternating. Towering Inferno is from US Games. In the game, you are a firefighter and have to rescue people from a burning building. First you see a picture of the building from the outside, but this is not interactive; the only interactive screen is inside the building. You see a helicopter, which you are on, taking you to each floor of a burning building. Still, it’s cool to see a “cutscene” of your progress while you go, as you see the building as you clear each floor, with the fire retreating. So, the game is topdown. Your goal is to get to the white block on the other side of the screen, which represents the group of people you’re trying to rescue. Flames block the way to them, so you’ll have to use your water gun to get rid of the fire. Conveniently, you have infinite water. The fires come in small and large sizes, though when you shoot the big ones they break into several smaller fires. The fire moves around horizontally, but not vertically. If you take too long, some of the people you have to rescue will die, one every few seconds. So, if you want the best score, get to the white block as quickly as you can, but without getting hit by some fire yourself of course. Then, get out by the door you entered in to take the helicopter up to the next floor. This game has some decent risk-reward gameplay. Plus, it actually ends; clear the building and you win. Of course, your score varies based on how many people you managed to rescue and how many flames you shot (you get 1 point per fire put out). You can also clear a floor by putting out all of the fires, but that’s unlikely to happen before some survivors die. Towering Inferno is a fairly simple game, and isn’t great, but it is alright for a few minutes anyway. This isn’t one of the better 2600 games I’ve played, I think, but it is okay. The fire’s not too bad looking for the 2600, and it does have a nice mix between making you hurry, but putting obstacles in your way that could cause you to lose a life (if you try to run past some fire but get hit). On the default setting the game is quite easy to beat, though. The challenge is just trying to get a better score. As for game variations, setting the difficulty switch to A makes fires invisible within walls. The one player variations are the standard one, several where you repeat a floor if you die instead of continuing from where you were (until game over of course), and some two player alternating modes, alternating turns by floor several ways. Any way you play though, the game is over once you’ve cleared all floors in the building, so this is a short game with only average at best challenge. So, overall, average game I think.


Turmoil – 1 player. Turmoil is from Fox Games, and it’s a fast-paced and frenetic action game. In the game, you move up and down in the middle of a screen made of numerous rows. In each row, enemies approach from both sides, and you need to shoot them. Note that you can autofire by holding down the button, which is very handy. The enemies are a fairly weird variety of things, which is fun. You need to shoot most of them, but the flashing yellow thing is a prize you need to collect; miss it and an invincible enemy will spawn. Normally you just want to move up and down, but you need to move down a path in order to get prizes. The ingame graphics are quite basic, but there is a quite colorful between-level flashing screen which looks great, and very, very early ’80s. There are also invisible maps, but you can see the enemies, so it’s not any harder than the regular ones; just move up and down and fire, as usual. This is a fast game, as you move up and down and shoot the enemies, but there is some strategy in the action, as some enemies draw you in towards them, and others have shields on one side, so you’ll have to wait until they pass by before shooting them in the back. Turmoil has fairly simple graphics, but the gameplay’s pretty good. After getting a couple levels in the action gets kind of crazy. It’s simple but fun stuff, and this game is definitely recommended. Pretty good game.


Vanguard – 1 player. Vanguard is a shmup, ported to the 2600 based off of a SNK arcade game. Naturally the 2600 version doesn’t look nearly as good as the arcade original, but they did what they could. The game has various different stage types, including horizontal-scrolling areas, diagonally-scrolling ones, and vertically-scrolling ones. You can fire in all four cardinal directions, but not diagonals. The first stage has numerous invincibility powerups, but don’t expect to keep seeing those later in the level. Diagonal scrolling screens can be tricky, as you have less room to maneuver around in, and enemies come from all sides. At the end, there’s a boss core to destroy, which, like usual on 2600, dies in one hit, once you get through its shield. Vanguard is a slow, plodding game, and clearly shows the limits of what the programmer could do on the 2600; the arcade game moves faster, for sure. On the 2600, though, this game is an interesting piece of history, as one of the very early scrolling shooters (shmups) on a console, but it’s not quite as fun as I was hoping. The game is just way too slow, and gets boring after a level or two. It is interesting that each level changes the route map, so the game isn’t exactly the same in each loop, but there are only a handful of base game types, and all have slow, overly-deliberate gameplay. Even just dodging walls can be tricky sometimes, with how slow your ship moves. Overall, Vanguard was good for its time, but hasn’t aged quite as well as River Raid, I would say. Still, the different directions (horizontal, vertical, diagonal) do keep things at least a bit interesting. The arcade original, or the Atari 5200 version if you have a good controller, are definitely better though. Or play a newer shmup. Arcade port, also on Atari 5200.


Video Olympics – 2-4 players simultaneous, requires Paddle controllers. Video Olympics, aka Pong Sports, is, well, Pong on the Atari 2600. The game has many different modes, as the name “Olympics” suggests, but tragically, there is no single mode in this game. Warlords has AI opponents, so there’s really no excuse for this. I’m sure they could have managed an AI to move the other paddle around. It’s really too bad that they didn’t, and indeed never did correct that problem by releasing another 2600 (or even 5200 or 7800) Pong game with AI to compete against. If you have a person to play against, though, Video Olympics has lots of variety in its Pong variants. Not all are good — Pong Basketball is quite strange, though might be worth a try once or twice for the novelty. Basically, you control paddles in the bottom, and can “jump” up to “shoot” the ball at some suspended “baskets”. It kind of works, but not quite. Pong Soccer and Hockey are more standard variants seen in many 1st gen Pong standalone machines, as are of course standard Pong, Pong Doubles (the 3-4 player mode, with two players on each side), and such. So yeah, it’s Pong, on the 2600, with a few new odd game types added in, but still with no AI. This version is 2600 exclusive, but many of the modes in this are in Pong and Pong clones for numerous platforms.


Video Pinball – 1 player. Video Pinball was Atari’s first attempt at a console pinball game that I know of, and it’s … basic. This game is almost charming its extreme simplicity, and in how little it resembles pinball, but like other ’70s pinball games like Thunderball! on the O2, this is a pretty awful game from a gameplay standpoint. Basically, you launch the ball, and then watch it crazily bounce around the screen. You can hit it with the paddles, but don’t really need to a lot of the time; it’ll bounce so much off of stationary… well, anything… that it doesn’t need the extra boost. There are only a handful of targets to shoot at, and you only have limited control of the ball, and the graphics are quite terrible, so yeah, this game is pretty limited in a lot of ways. Still, it could be worse, I guess. It does technically function, and a few people manage to have fun with this game. I’m not one of them, myself.


Warlords

Warlords – 1-4 players, requires Paddle controllers. Warlords is a four player Breakout variety that’s far, far better than either of Atari’s 2600 versions of Breakout. In this game, four lords, in four “castles” in the four corners of the screen, are competing for dominance of the nation. You play as one, and try to defeat the other lords. There’s actually a crazy sci-fi story behind that basic concept, but that’s best left for the game manual — and you will want to read it. In the game, you play as a paddle, the yellow one in the upper left in one player mode, protecting your corner of the screen, You move in a L shape around the blocks on your side. The ball moves fast on the default setting, and can be hard to get used to at first, but in the default setting you can also grab the ball by holding down the button, to throw it where you want. You can disable the “catch” and slow down the ball, if you want, in alternate game modes. This is an absolutely fantastic game, and it’s really, really great that it has AI and thus a single-player mode. Unfortunately there aren’t any difficulty levels, and the AI isn’t the best so ideally you want some people to play against, but still, it’s enough to present some challenge. The game is more than fun enough to be worth playing against the AI for a while, at least. If the ball breaks through a players’ wall of blocks, and then hits the thing behind it which represents the ruler, that player is eliminated. Each round continues until only one player is left, and the winner is the first player to win five rounds. This is a really great game, easily among the best I’ve played for the 2600. An absolute must have. Play Warlords and come to love paddle controllers. Arcade port.


Warplock – 1 player, requires Paddle controller. Warplock is a decent game from Data Age. Data Age is a quite disliked Atari third party, but Warplock, at least, is alright. This game is a somewhat original single-screen shooter. In the game, you control a ship that’s near, but not at, the bottom of the screen. You move back and forth with the paddle, so control is very smooth, and fire with the button. Waves of enemies appear, and you have to shoot them. However, you only need to hit one enemy in each group of up to five in order to destroy the whole group. Once you destroy a group, the next enemy, or enemy group, will appear. Enemies will shoot at you, of course. That is this game’s unique element, along with the fact that enemies fly around, fly behind you, and generally do not just stay in static “back an forth” movements at the top of the screen. Fortunately, enemies don’t shoot when they’re behind you. This is a very simple, straightforward game, and it’s not one of the best 2600 single-screen shooters, but it is an interesting paddle title absolutely worth picking up for cheap. The unique design of enemy waves which have a bunch of ships but you only have to hit one, and which fly around behind you for moments of pause in the action (and to make their motions a bit less predictable!) is cool. Warplock is decently good.


Yars’ Revenge – 1-2 player alternating. Yar’s Revenge is an extremely popular game from Atari, and it’s a 2600 original. Yar’s Revenge is a single-screen shooter, but it’s a pretty unique one. In the game, you play as the Yar, a bug person descended from mutated house flies who live on alien worlds. You’re in space now, naturally, and are fighting against your enemies, the Qotile, who destroyed one of the Yars’ planets. The Qotile are unseen in the game, manual, and comic book which came with the game. Whoever they are, you’re off for revenge. On the screen, you can move around freely. The Qotile base is on the right, and if you go off the top of the screen, you wrap to the bottom. there’s a distorted area in the middle that is the “neutral zone”. You cannot fire here, but can’t get hit by regular enemies either. The enemy base can also shoot out a shot at you. The main regular enemy is a homing missle, always tracking you around the screen. Your goal is to break down the shield protecting the enemy base with your shots, after which you can call in an attack from the Zorlon Cannon, a cannon back on the Yars’ homeworld, which will destroy the Qotile base, provided that the shield is down and you aim right (bounce against the left side of the screen to call the cannon). You need to call it in but then dodge it, as it will destroy you too if it hits you. The first stage has a basic enemy shield, but later stages have moving enemy shields and more, to mix things up a bit.The game has several variations, including one where the Zorlon Cannon bounces off of the shield if it hits it, and faster speeds for the enemy missile and shots, but those don’t change the base game. There is one mode which does, though, Ultimate Yars mode. Here you have to collect five “Trons”, items you get by eating pieces of the shield, touching the Qotile, or catching a Zorlon Cannon shot after it bounces off the shield (not lethal in Ultimate mode), before you can fire a Zorlon Cannon blast. Still, as with most Atari games, Yars’ Revenge is a simple, repetitive game. Do I love it? Eh… it’s interesting, but honestly, overall I’d rather play something else. The game has fairly basic graphics, and the game gets repetitive fast. Still, it’s definitely a somewhat original shooter, and if I play it more, I might come to like it more, and this is one I will play more. The concept of playing AS the bug-people, instead of against them, definitely is unique, too. This is a decent game, worth playing long enough to figure out and see if you like it for sure at least. I don’t know, I just find teh invincible homing missile that chases you pretty annoying… still though, yeah, it’s a good game overall. This game has a couple of sequels, though they came much later — first was a GBC game called “Yar’s Revenge” (it’s not a port though, but a new game with 250 levels and an ending instead of endless gameplay like on the 2600), and second a Xbox 360/PC game also of the same name, which apparently is a fairly bland 3d flying shooter. Your character is an anime-esque girl with a mecha-bug suit on, so even that’s more generic. Probably stick with the original.

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Game Opinion Summaries: Super Nintendo (SNES)

In the ’90s, I only had PC and Game Boy/GB Color for gaming, until I got an N64 in late ’99. I later got a GC, but I’d missed a lot, and eventually I wanted to go back and get those systems. The Super Nintendo was the first “classic” console that I bought — that is, the first system that I got that wasn’t currently on shelves when I got it. I’d gotten into classic gaming first through emulation, but what the emulators really did was make me want the real thing… so, after a while, I did. I got the system in summer 2005. The system still works fine. Overall, the SNES is of course a great, great console, and it’s one of my favorites; the N64 is my favorite console, and the SNES and Genesis are tied for second.

For accessories, I do have a Super Multitap, but I don’t have a Super Scope, so I can’t review the lightgun games. I have a SNES Mouse with mousepad, though.

Top 10 (of games I own only)

1. Super Mario World
2. F-Zero
3. Super Turrican
4. Gradius III
5. Illusion of Gaia
6. Donkey Kong Country 3: Dixie’s Double Trouble
7. Space Megaforce
8. Super Castlevania IV
9. Top Gear
10. The Legend of Zelda: A Link to the Past

Honorable Mentions (no order): Donkey Kong Country 2, Super Metroid, BlaZeon, Top Gear 3000, Jim Power: The Lost Dimension in 3D, Super Mario World 2: Yoshi’s Island, Kirby’s Dream Course, GunForce, Street Racer, Tiny Toon Adventures: Wacky Sports Challenge, TMNT IV: Turtles in Time, Super Street Fighter II, TMNT: Tournament Fighters, Super Return of the Jedi, Mega Man X, Operation Logic Bomb, Uniracers, Super Nova

The two launch titles are my two favorite SNES games? Heh… but it’s true.

List of Titles

ActRaiser
The Addams Family Values
Aero the Acro-Bat
Aladdin
Arkanoid: Doh It Again
Axelay
Battle Cars
BlaZeon
Breath of Fire
Bugs Bunny: Rabbit Rampage
Cacoma Knight in BizyLand
California Games II
Cannondale Cup
Carrier Aces
Choplifter III
The Combatribes
Cybernator
Daffy Duck: The Marvin Missions
Darius Twin
Super Nova
D-Force
Donkey Kong Country
Donkey Kong Country 2: Diddy’s Kong Quest
Donkey Kong Country 3: Dixie Kong’s Double Trouble
Doom
Drakkhen
Faceball 2000
Fatal Fury 2
FIFA Soccer ’97
Final Fight 2
Final Fight 3
First Samurai
Full Throttle: All-American Racing
F-Zero
Gemfire (covered in brief only)
Gods
Goof Troop
Gradius III
GunForce: Battle Fire Engulfed Terror Island
Hal’s Hole in One Golf
Hyper Zone
Illusion of Gaia
The Incredible Crash Dummies
Indiana Jones’ Greatest Adventures
Inspector Gadget
Jim Power: The Lost Dimension in 3D
Joe & Mac: Caveman Ninja
Jurassic Park
Jurassic Park 2: The Chaos Continues
Justice League Task Force
Ka-Blooey
Kawasaki Carribean Challenge
Killer Instinct
King of the Monsters 2
Kirby Super Star
Kirby’s Dream Course
Kirby’s Dream Land 3 (covered in brief only)
Knights of the Round
Kyle Petty’s No Fear Racing
Lagoon
Lamborghini American Challenge
Legend of the Mystical Ninja
The Legend of Zelda: A Link to the Past
The Lion King
Magic Sword
The Magical Quest starring Mickey Mouse
The Great Circus Mystery starring Mickey & Minnie
Mario Paint
MechWarrior 3050
Mega Man X
Mohawk and Headphone Jack
NBA Jam: Tournament Edition
Newmann Haas’ Indy Car featuring Nigel Mansell
NHL ’96 (covered in brief only)
The Ninja Warriors
Operation Logic Bomb
Out To Lunch
Outlander
Pac-Man 2: The New Adventures
Paperboy 2
The Peace Keepers
Phalanx
Phantom 2040
Pilotwings
Pinocchio
Populous (covered in brief only)
Porky Pig’s Haunted Holiday
Power Piggs of the Dark Age
Power Rangers Zeo: Battle Racers
Prehistorik Man
Raiden Trad
Road Runner: Death Valley Rally
Robotrek
Rock ‘n Roll Racing
Roger Clemens’ MVP Baseball
Secret of Mana
Shadowrun (covered in brief only)
Skiing and Snowboarding: Tommy Moe’s Winter Extreme
Skuljagger
Smartball
Space Invaders
Space Megaforce
Spanky’s Quest
Speedy Gonzales: Los Gatos Banditos
Star Fox
Street Racer
Stunt Race FX
Sunset Riders
Super Adventure Island
Super Battletank 2
Super Bomberman
Super Bonk
Super Castlevania IV
Super Chase H.Q.
Super E.D.F.: Earth Defense Force
Super Ghouls ‘N Ghosts
Super Mario All-Stars
Super Mario Kart
Super Mario World
Super Mario World 2: Yoshi’s Island
Super Metroid
Super Nova
Super R-Type
Super Star Wars
Super Star Wars: The Empire Strikes Back
Super Star Wars: Return of the Jedi
Super Street Fighter II: The New Challengers
Super Turrican
Super Valis IV
Suzuka 8 hours
T2: The Arcade Game
Taz-Mania
Teenage Mutant Ninja Turtles IV: Turtles in Time
Teenage Mutant Ninja Turtles: Tournament Fighters
Tetris 2
Tetris Attack
Thunder Spirits
Tinstar
Tiny Toon Adventures: Buster Busts Loose
Tiny Toon Adventures: Wacky Sports Challenge
Top Gear
Top Gear II
Top Gear 3000
The Twisted Tales of Spike McFang
U.N. Squadron
Uniracers
Utopia: Creation of a Nation (covered in brief only)
Vortex
Wario’s Woods
Warlock
Whizz
Wing Commander: The Secret Missions
Winter Olympic Games: Lillehammer ’94
World Heroes 2
Yoshi’s Cookie
Ys III: Wanderers from Ys
Zoop

Games in the above list that I cover below, but really have not played enough to say too much about: Gemfire, Kirby’s Dream Land 3, NHL ’96, Populous, Shadowrun, Utopia

[Games not in the above list I do mention in brief because I have them in other formats (modern remakes or rom collections), but not in their original SNES releases:
Final Fantasy IV, V, and VI
Mega Man X2, X3, 7, and Mega Man & Bass
Super Turrican 2

I start each game’s listing with mentions of how many players the game supports, whether it supports saving (password or battery), and whether it supports any special controllers (mouse, Super Scope lightgun). Games are SNES exclusive unless noted (at the end of the review). I wrote something for every game, whether or not I’ve played it much. The following games are games I’ve barely played, so the below summary should not be considered to be anything other than very early impressions: FIFA ’97, HAL’s Hole in One Golf, Populous, NHL ’96, Utopia: The Creation of a Nation. I also decided to italicize game names for titles I’ve finished in some way — that is to say, gotten to the end and presumably seen the credits. I know that this is unfair, because a fighting game can be “finished” in half an hour while RPGs can take dozens of hours, but I’m going to do it anyway.

The Reviews

ActRaiser One player, battery save. ActRaiser is a hybrid platform-action and building sim game where you play as a god’s avatar, sent down to the planet to save it from evil monsters and raise up the people’s civilization. Yeah, the game has a good concept, and it’s executed well. A popular classic, ActRaiser well deserves its good reputation, and is indeed a good game. I’ll address each part separately. Most of your time in ActRaiser will be spent in the platformer game. Indeed, the harder second quest only includes the action parts, unfortunately (the same is true for ActRaiser 2). The game is a good but not great platformer, with early-gen graphics and extremely stiff controls, but some solid level designs and game design. The controls definitely take some getting used to and could be better for sure, but still, the game looks nice enough and does play well once you get used to it. The difficulty level is balanced decently; the game is challenging, but not too hard. In between action levels, you play a basic sim game. Here, you have to build a town in each area. You can build housing blocks, send people to fight monsters, and more, as you fill each area with civilization. Unfortunately the sim part of the game is extremely easy and basic, so don’t expect much of any challenge here. Still, it’s fun, and it gives you a nice break between the action parts. It’s too bad that they didn’t put a tougher sim mode in the second quest. Also on Wii Virtual Console.


The Addams Family ValuesOne player, password save. The Addams Family Values is a top-down action-adventure game starring Fester of the Addams Family. It’s based off of the movie of the same name. I’ve never watched the Addams Family movies, and didn’t watch the TV show either really, but I know they were popular back in the early ’90s. I got this game because I’d heard it was an action-adventure game, which sounded more interesting than the generic platformers that make up most of the movie-license library out there. It feels a bit like a Zelda game, which is cool. The game’s not as good as Zelda, of course, but it’s alright. You talk to people, get items, explore dungeons, fight monsters, etc. There are puzzles to deal with as well, of course. The game is unoriginal, but plays reasonably well. The cartoony art style is reminiscent of Link to the Past, crossed with The Addams Family of course. You attack with lightning, but as your health goes down your range decreases. Yeah, this game is hard, as you might expect from Ocean. Other than that attack system, it’s also very easy to get lost with no idea what to do next; consider using a walkthrough with this game. It does have pretty good music, as expected from Ocean. This is one of Ocean’s better games, though, and it even has password save! Amazing, why couldn’t they have put that in Jurassic Park and JP: The Chaos Continues… they badly needed it. At least this game has it, though. The feeling that this is an LttP knockoff never fades, as the graphics and gameplay make it clear that that is exactly what it is, but at least it’s a decently good knockoff. Try it if you like the genre. Also on Sega Genesis.


Aero the Acro-BatOne player, password save. Aero the Acro-Bat is a fairly generic mascot platformer from Sunsoft. The first of a three game series, this one is the only one of the three that’s common, while the last one, Zero, is somewhat rare. This game’s not too remarkable, though, and doesn’t stand out from the crowd. Still, Sunsoft could make some pretty good games, and this one is okay at least. You play as an anthropomorphic bat, so yes, this is one of the Sonic-inspired games that were so common in the 4th generation. The game starts in a circus, as the name suggests. I don’t find this game particularly interesting, but there are much worse games out there too. Run, jump, float, make your way through the levels, etc. Also on Genesis and Wii Virtual Console.


AladdinOne player, password save. This is the Capcom Aladdin platformer, not the Sega one. Unlike that game, this one wasn’t made with art by real Disney animators as Sega’s game was. I think that the Genesis game is quite a lot better than this one, but still, this is a decent, fun platformer. The game has good graphics and sound, as usual from Capcom. Aladdin doesn’t do anything original, but it does have solid, standard platformer gameplay. You defeat enemies by jumping on them or throwing apples at them. There is no sword here, unlike Sega’s game. It is odd how both games have apples as the main ranged weapon. I do like that this one has password save; Sega’s doesn’t save, and has limited continues too. This allows them to make this game a bit longer than the Genesis game, though the difficulty level is a lot lower. However, the main problem I have with this game is that while it’s decent fun, it’s slow-paced. It’s just not nearly as original, or great, as the Genesis game is, and while I love Aladdin the movie, and do like this game, it’s far behind as far as Aladdin games go. Also on Game Boy Advance.


Arkanoid: Doh It Again One player, password save, has SNES Mouse support. Arkanoid: Doh it Again is, as you’d expect, a sequel to the classic arcade blockbreaking game Arkanoid. While early games in this genre like the original Breakout bore me, the original Arkanoid was a favorite arcade game of mine, and I’ve always loved the genre that it created as well. Arkanoid was an outstanding game — it took Breakout’s concept, but added in so many badly needed features, like vastly improved ball and block-hitting physics, enemies, powerups, better graphics, and more. This game is essentially more of the same, but with graphics a lot more like the arcade original’s visuals than the NES version of the first game was. Unlike that game, however, there isn’t a paddle controller (on the NES in the US, it’s called the “Vaus Controller”; it’s rare, but awesome). However, the game does have mouse support, and it’s really good — I highly recommend playing this game with the mouse! With the mouse, you get good, smooth control, and the game plays great. This game is not particularly original; really, it’s more Arkanoid, but with SNES-level visuals; but still, it’s a great game. Plus, it does have passwords, so you don’t need to play the whole thing at once. This was a very late release in the US (1997), but it did get here, and I’m happy that it did. Anyone who likes this genre should consider this game a must have for the SNES, along with a mouse of course.


AxelayOne player. Axelay is a shmup, and it was the second and last SNES Konami shmup released in the US, along with Gradius III. In Japan they released four other titles, including one Twinbee game and three Parodius games, and Europe got two of those four games, but the US got none at all, sadly. Instead, we only got the two traditional space shooters, not any of the cute-styled ones. Unfortunate. Anyway though, Axelay is a pretty good shmup. It isn’t one of my favorite SNES shmups, as I think the game has a bit more focus on its visuals than it does its gameplay, but still, it is a very good game overall. Axelay has six levels. Three are vertical-scrolling, and three horizontal. The vertical levels are visually amazing, with a really impressive “3d” effect that makes it look like the screen is curving upwards. Really impressive stuff. The scaling is well done as well. However, the side-view levels just aren’t quite as interesting, and while they look good, they aren’t amazingly impressive as the vertical ones are. More vertical levels in this game would have been great. As for weapons, in Axelay you have three weapons. They behave differently in the two different level types, but essentially you are working with these three guns. My favorite is the one with two streams of fire that you can sort of adjust (they go up the screen as you hold down the button, and back down as you let go). When you take a hit, instead of dying you lose your current weapon. Once all three are down and you’re down to just the basic shot, the next hit will lose a life. Of course, crashing into things will lose a life instantly. The system works well. But with only maybe half as many levels as Gradius III, and levels that are similar in length to that game’s levels or shorter, and with side-view levels that just aren’t as good as either the other half of this game, or anything in Gradius III, Axelay disappoints me a bit. Even the vertical scrolling levels could have better level designs; they’re great, but there are better vertical shooters on the system. Still, I like that there are obstacles in this game — far too many vertical shooters have nothing you can run into other than enemies. This game has walls, rock faces, and more, which is great. Still though, overall, Axelay is a very good game, and the vertical levels are a real visual showcase, but the gameplay doesn’t quite live up to the graphics.


Battle CarsTwo player simultaneous. I made a review thread for Battle Cars after playing it, and for good reason: this is a good, and very little-known, futuristic Mode 7 racing game. The game was made by a Namco of America internal team, and was a US-exclusive release. And yes, it’s one of the SNES’s few games that clearly was inspired by F-Zero crossed with Rock n Roll Racing, though that game actually released after this one. Though the visuals are good and highly reminiscent of F-Zero, the game’s not the same as F-Zero in gameplay — this game is combat-focused. You have weapons in Battle Cars, and shooting at the other cars is one of the major focuses of the action. The game has no saving, so you need to play 20+ races in one sitting (or without turning the system off, because you do get infinite continues), which is a pain, but I found it more than fun enough to be worth it! There’s even a co-op campaign, which is awesome. You get a better ending for each difficulty level from Easy to Hard, too. One player mode is fullscreen, two player splitscreen. There are two races on each of the ten planets, the first a cross-country race where your goal is to get to the end within the time limit, and the second a boss race where you must beat the boss to the finish line. You can also buy items and weapons for the three different weapon types in the shop accessible between races. Oddly enough you buy car upgrades with money from kills, and weapon upgrades with credits from finishing with extra time on the clock — the two are not pooled. Odd. The game can be difficult, but the fun factor is high. The game has some flaws, including the uneven difficulty level, odd double money system, and the sometimes high challenge, but is pretty fun overall, and I highly recommend it for anyone with any interest in the genre, or SNES racing games. For more see my thread http://www.neogaf.com/forum/showthread.php?t=469374 ; I recommend that you do, because this game is a forgotten classic of the futuristic racing genre. It has some issues, but it’s a great game overall. (One final note: This game had both Chris Senn, later of Sega’s STI, and Ken Lobb, later at Nintendo and then Microsoft, working on it. Huh.)


BlaZeon One player. BlaZeon is a shmup from Atlus. While the game is generally regarded as average at best, I love BlaZeon, and in fact it’s one of my favorite SNES shmups. BlaZeon has an incredible soundtrack that is one of the system’s standouts, decent to good graphics, and little slowdown. Sure, that last one is because it’s very slow paced, but still, it doesn’t have much slowdown. The game also has some cool features like partially destructible ships — many enemies have a couple of break points, so if you hit one on the lower part you’ll knock out the lower gun first. But the biggest criticism that the game gets is that it is slow, and this is true; Blazeon is at times a glacially slow-paced game, and there are parts where a full 30 seconds can go by without a single enemy appearing on screen, but don’t mistake this for an easy game; while Blazeon isn’t one of the hardest SNES shmups, it’s a tough game that will present a good challenge. The game is pattern-based, and enemies come at you in pretty much the same way each time, so there’s plenty to learn and think about. The core mechanic in Blazeon is that while there are no traditional powerups, instead your secondary gun can disable certain types of enemy robots (“Bio-Cyborgs”, as the manual calls them) and if you then fly over that enemy, you will take over that ship. Each of the seven types of hijackable robots have a different weapon type, each with its own strengths and weaknesses. They also give you extra hits, as your main ship dies in one hit, but these can take several before they’ll blow up, and even then your ship will survive, until it gets hit afterwards of course. Bio-Cyborgs start out at full attack power, but if you get hit once, it’ll go to half strength. Some are better than others at this point, so be careful, and try to avoid damage! The ship you have will carry over from level to level, so if you want to keep one of the rarer ones, don’t get hit, and you will. On that note, yes, some, weaker, Bio-Cyborgs are more common, while some of the better ones are rare. There’s one that appears only once in the game, for instance. It’s well worth the effort to take though, those mines are really useful. BlaZeon’s levels are long, and most levels have several bosses. If you die, you will be sent back a long way. Sometimes it’s a long, long way, with how long the levels are and how slowly you travel through them. Apart from the last level, which is VERY long and extremely tough to finish, I don’t mind this at all; the slow pace just gives me more time to listen to the great music. The levels mostly use familiar themes, such as an attacking giant battleship, a dump, asteroids in space, and more, but it’s all well done and the game holds my interest, beginning to end. This is a game I keep going back to, as much for the quite good, somewhat strategic gameplay, and partially for the music. Recommended. Arcade port. Apart from those rare bits of slowdown, the only major change in the SNES version is that the arcade version’s nice ending was cut out and replaced with a … very basic … one. Yeah, the arcade version is more satisfying to finish for sure. Still, otherwise it’s a very accurate port of this great game.


Breath of FireOne player, battery save. Breath of Fire is the first of a series of five RPGs from Capcom in a series that lasted from the SNES to the PS2. There’s also a GBA remake of this game out there, though I haven’t played it myself. This game is one of only a couple traditional, menu-based JRPGs that I own for the SNES, and I wasn’t sure if I’d like it at all, given my frequent issues with the genre; I just do not like the constant, tedious grind that is your average JRPG. I’d rather actually be challenged (and not just by “will my store of healing items survive the flood of random battles”), and I much prefer strategic combat as well. Still, this game’s okay; I got a ways into it, and was actually enjoying myself. It’s a simplistic game, with a very simple combat system and nothing particularly original about the basic design, but the graphics are decent, the story a slightly original version of the average, and the battles straightforward. Things like the bird-people are cool too, you don’t always see that. The gameplay is standard, as you wander around, explore the world and dungeons, and follow the story, but it works. Unfortunately this is one of a bunch of SNES games which now has a dead battery in the cart, but I would like to play it again sometime. Also on Game Boy Advance.


Bugs Bunny: Rabbit RampageOne player. This game is a somewhat disappointing platformer from Sunsoft. For some reason, Sunsoft’s Game Boy Looney Tunes games were almost all really good, but their SNES ones are much more mixed in quality. This game is one of the negative examples that shows that fact. The visuals are great in this game, but unfortunately, the gameplay is too flawed for me to have much fun here. But I should start with the positives. Bugs Bunny: Rabbit Rampage has pretty good graphics, nice animations, and a good amount of variety. There’s plenty of classic Looney Tunes humor in this game too, which is great. The game and level designs are mostly standard stuff, with enemies to kill, platforms to jump between, etc. However, this game has large levels, and it can be a pain to explore them with the too-short draw distance; you just can’t see far enough ahead to be able to really deal with the enemies. Your attacks have a short range too, and the hit detection has some issues. The overall results are annoying and not fun. The lack of saving is bad too, passwords would be great. This game is okay, I think, but certainly nothing more than that. I don’t think it’s really worth playing, even for a Looney Tunes fan like me. There are plenty of good 4th gen Looney Tunes games out there; weaker ones like this aren’t worth the frustration.


Cacoma Knight in BizyLand Two player alternating. Cacoma Knight in BizyLand is a not-too-well-known Qix clone, essentially. Like the classic ’80s arcade game Qix, in Cacoma Knight you move around the edges of a single-screen-per-level playfield, while enemies move around inside. If you hold down the button, you can move across the field, cutting off a section and revealing the land underneath. You can only move on the edge, and can’t be hurt when on the edge, but when moving through the field (while holding the button), if either you or the line you’re leaving behind that still is only touching the edge on one side comes in contact with an enemy, you’ll lose a life. You beat the level when a high enough percentage Yeah, it’s Qix. The game also has some powerups and items to find, though in this game, they are hidden — you’ll only find them if you happen to take the correct parts of the screen where the items are you’ll get them, otherwise tough luck. I wish that the items weren’t so randomly placed. The game has a silly little fantasy story; you play as either a girl or a boy traveling through a fantasy kingdom, trying to get their wish granted by rescuing the princess that has been kidnapped by the badguys, or something like that. This game feels like it was made for kids in tone, title, and graphics, and isn’t one of the harder Qix games for sure, but Qix fans should play it anyway, because it’s something a little different, and is fun to play even if it isn’t that hard most of the time. The game does get tougher farther in, and the last levels will take some practice to win, but overall Cacoma Knight is easy for a Qix-style game. Recommended, but you’ll beat it quickly. Consider this Qix-lite.


California Games IITwo players. This is a somewhat mediocre sequel to the popular-at-the-time extreme sports compilation title California Games. I heard a lot about California Games, but rarely actually played it myself as a kid, so I don’t have the advantage of much nostalgia here, and the games are a mixture of frustration and average or bad. There are four games in this collection. They tried to use the hardware here, so several of the games have “3d”-esque elements. Unfortunately, the results are mixed. The box shows four characters, each dressed for one of the activities, but you’re stuck in that character in that mode — there is no character choice, you just play as each character in their activity. Kind of lame. Some of the games are okay, but others aren’t so good. There’s hang-gliding (boring and short), skateboard racing down fake-3d tracks (decent, but tough), jetski racing against the clock with Mode 7 tracks (it’s okay), and snowboard racing/half-pipe (not that great). Even the better ones aren’t above average, and none are fun enough to make me want to play them enough to get good, or sometimes even to the end of the event. The jetski part is probably the best thing here, but there are much better Mode 7 games on the SNES. Play those instead of this disappointment.


Cannondale Cup One player, battery save. Cannondale Cup is an odd, original, unique, and flawed bicycle racing game. The game uses Mode 7 with some interesting effects that make the game look like it has hills and slopes, instead of being all flat like Mode 7 usually looks. Unfortunately, this comes at a cost: the game runs slowly. Yeah, the framerate here is poor. But yes, even though it sort of doesn’t look it, this game is indeed Mode 7. The battery will save your stats, progress, times, etc. too, which is great. This game is tough, though — I find it very, very hard to do any good at all beyond the first race or two, so the game gets really frustrating, really fast. There’s obviously more strategy to this game than I’ve had the patience to figure out. Course designs are challenging, too. The game does have a decent number of tracks though, and the unique style is worth a look. The high difficulty makes this game tough to get into, though; finishing last or next to last over and over doesn’t make me want to keep playing… still, somewhat interesting game. It is ambitious, but it doesn’t quite live up to that ambition; the concept is cool, but the framerate and difficulty hold it back.


Carrier Aces Two player simultaneous. Carrier Aces is a forced-splitscreen 3d flight combat game. In the game, either two humans, or a human and a computer, take control of planes and shoot at eachother. There’s a training mode and seven battles to choose from, though you can play them in any order; there’s no saving or progression here. The focus is on the flying and the dogfighting combat. While this game isn’t overly remarkable, it is decently well made, and is somewhat fun to play. Of course, it’s better in multiplayer than single player; multiplayer was the obvious focus of design. Still, there is computer AI there to oppose you, if you have no one to play against, as I usually don’t. The game has no map, but shows your speed, altitude, and fuel on screen, along with a compass heading and speed. The graphics are decent but somewhat choppy, and the fake scaling is about on par for the system. Since the game is 3d hitting the other planes can be challenging, so it’s satisfying when you hit. This is an okay game, and somewhat unique for the system, but newer consoles can do this kind of game better.


Choplifter IIIOne player, password save. Choplifter is a classic series of helicopter action/shooting games. In the series, you control a helicopter, and have to rescue prisoners and bring them back to your base. But be careful, if you get shot down with prisoners on board, those are lost and you’ll have to find others to rescue. If too few remain to meet your quota for the level, or if you run out of lives, you lose. Choplifter III is the second-to-last game in the ChopLifter series; after this, the only one is the current-gen Choplifter HD (PC/PS3/360 download title). The game plays like Choplifter, except with SNES-quality graphics, password save, some perhaps too-hard bosses, and nice variety. The graphics are good, and I like the various environments and weapons you have to use. As I said the game does get a bit too difficult, to the point of being quite frustrating at some points. The password systems relieves some of the frustration, but still, it’s a tough game. Still though, it’s fun and well designed. The level designs are classic Chopflifter, with reasonably large side-scrolling levels to explore, lots of planes, helicopters, tanks, gun turrets, and soldiers to shoot at, and prisoners to rescue. Learning the levels will take time, as you try to learn how to avoid enemy fire and maneuver through teh sometimes tight spaces you have to fly through, but it’s worth it. Overall, Choplifter III isn’t for everyone, but shmup, side-scrolling action, and Choplifter fans should definitely check it out. It’s more flawed than Sega’s SMS Choplifter game, but it does have more content and saving, so it’s well worth playing. (As a note, the GB/GG Choplifter III game actually is entirely different from this one; the only thing the two games really have in common is the name, and that they are decently good.)


The Combatribes – Two player simultaneous. Main game has no saving, but you get passwords to use the other teams in versus mode as you progress. The Combatribes is a beat ’em up from Technos. As such, it plays somewhat like other Technos beat ’em ups like Renegade or River City Ransom. The game is very short, with six three-screen levels making up the whole thing. Yes, each level plays in a single three-screen arena, and there are only six beginning to end. In each level you fight a large wave of enemies, then, once you beat them all, a boss. The game tosses a lot of enemies at you at once at the beginning of each stage. A few more are added once you beat some, but still, the game doesn’t use a standard fighting game setup, for sure. The game has a nice variety of moves, with both punch and kick buttons and also some moves you can do like spins, throws, and more. There are three characters to choose from, though all three are quite similar , and all are male; no female characters (only a female main villain, naturally). The game is set in a futuristic, or alternate-world, New York City. In this version of New York it’s still the ’90s, it seems, but cyborgs exist. Your characters, and the main villains, are all apparently cyborgs. The game doesn’t do too much with this outside of the storyline, though, so there’s no character deformation as you take damage, revealing the cyborg parts under the “skin”, as you see in, say, The Ninja Warriors. The graphics are decent, with average art design and graphics. At least it does have two player simultaneous, and a 1 or 2 player fighting versus mode too. There are some short story scenes between levels as well. The story’s basic and not very good, but it’s the amusing kind of not very good, and a game like this doesn’t really need anything more. Overall The Combatribes is a fun, but short and simple, game. I wish it was a bit more substantial, but still, for what it is, it’s okay. (Oh, the game defaults to Mono sound. Make sure to set it to Stereo in the options each time!) Arcade port.


CybernatorOne player. Cybernator is a cult classic, and was moderately popular. This game is the sequel, or side-quel, or something, to Target Earth on the Genesis. In Japan, both games are part of the Assault Suits series. This game was cut for its US release — a large percentage of the conversation text was stripped out — but the amount left still leaves this game with more talking than most action games on the SNES. That’s fine, but I do find it disappointing that they cut it. There is a fan patch that fixed the issue, but obviously you can’t use that with an official cart copy. Anyway, as for the actual gameplay, it’s okay, but I like other games better. Cybernator does have very good graphics, and visually is hugely improved over Target Earth, but for gameplay, I think I like that game more… I don’t know, this is a good game, but I don’t think it’s a great game. I know this is just opinion, but somehow the controls and game design just feel a bit off, for me, and I don’t enjoy myself enough to keep playing after a couple of missions. I think Target Earth has better controls. And though the graphics are a lot worse, I do like that you can see farther; Cybernator’s beautiful big sprites come at a cost of short viewing distance. Still, this game is worth trying at least; it’s popular for a reason. But I don’t like it quite as much as some people.


Daffy Duck: The Marvin Missions One player, password save. This game is another okay-but-not-great Looney Tunes game from Sunsoft. As usual, while I love their Game Boy Daffy Duck: The Marvin Missions game, I’m much less enamored of this SNES game. It’s just not nearly as fun, and it’s a whole lot more frustrating too. The two games are quite different — that one’s a linear, somewhat short but tough platformer with a jetpack and some really hard jumps, while this is a longer, free-roaming platformer with a jetpack and a too-high frustration level — but while this game may be longer, it’s not as good. In each level, you wander around looking for where to go; it’s not made clear. The viewing distance and controls are average, as with several other of the Looney Tunes games Sunsoft published on the SNES. I wanted to like this game, as I love the Looney Tunes and think the Duck Dodgers/The Marvin Missions stuff is really great, but… this game is kind of frustrating to play, thanks to the controls and level designs. Still, at least it does have passwords; that’s nice. But overall, I recommend Sunsoft’s GB Looney Tunes games.


Darius Twin Two player simultaneous. Darius Twin is the first SNES Darius game, and like Darius Force/Super Nova below, it’s a SNES exclusive, not a port of the Darius arcade games. Darius Twin is a somewhat bland game with average early-SNES graphics and sound, okay but unexciting level designs, and decent gameplay. Darius games always have mechanical-sea-life bosses, and this game is no exception. The bosses have nice designs, as usual from Darius. The rest of the graphics are average, though, the music is quite bland, and the level designs are repetitive and dull. The two player co-op mode is definitely the highlight here; otherwise, it’s not particularly exciting. Also, unfortunately, the game has only one ending. Most Darius games have multiple endings, but this one is an unfortunate exception. Even so, it is an okay shmup with a fair amount of challenge, branching paths along the way, and more. The game is playable, controls decently well, and is a decent game, but gets repetitive, and I lose interest after a few levels. The level designs, graphics, and music just are not engaging most of the time. The sequel, below, is a much more fun game, even if it drops the two player mode. Darius Twin does have some slowdown as well, though it’s not as bad as the most slowdown-affected SNES shmups, I think. Overall, Darius Twin is about average, I think. Play it for another two-player shmup option on the SNES, but otherwise, stick to the sequel.


Super NovaOne player. Super Nova, known as Darius Force in Japan, is the second and final SNES Darius game. It plays like Darius at its core, so the ship, weapon, powerup, and enemy systems and designs all are quite similar to other games in the series. You get powerups by killing all the enemies in certain waves of enemies. Make sure to get every one, they are badly needed. Darius isn’t one of my favorite shmup series, but this is one of the better Darius games, along with Darius II (aka Sagaia) and Darius Gaiden. The game has very good graphics and music, a high difficulty level, fast play, a decent story with multiple routes and endings (as expected in the series), and more; this is a great SNES shmup. The game does unfortunately not have the two player co-op mode that the first SNES Darius game, Darius Twin, has, but otherwise is much improved over that title — it’s too bad about the multiplayer, but the graphics, sound, and level designs are much better and more interesting this time. For some reason though, this game is a bit under-appreciated. It’s much cheaper than some of the other better SNES shmups, and has some okay-to-good-but-not-great reviews, too. Well, the game isn’t perfect, but I do think it’s pretty good. Other than the multiplayer, I really have only one complaint, and that’s about how hard this game is. Seriously, Super Nova is HARD! The game is fast, there isn’t much slowdown, and there’s plenty of bullets to avoid, and you get only two continues and are sent back a long ways when you die, so the challenge here is quite high. This is a tough game, and even on “Easy” I can’t get more than three stages into the game so far. I’ll manage to do okay for a while, but one death and you’re doomed… starting over, with no powerups, will lead to rapid deaths. This game can be frustrating. Oddly though, the early bosses aren’t too hard; it’s the levels where I keep dying. The game rewards memorization, and with time you learn the stages and obstacles and get better. The good graphics, graphical effects like the warping backgrounds, how the screen rotates at some points in some levels, or bosses which fly in from the background, are pretty cool, and the good music helps as well. Overall, Super Nova’s tough but great. This is a very good game, and it’s much better than I was expecting! Highly recommended.


D-ForceOne player. D-Force is a shmup, and it is widely hated by the shmup community. Indeed, it’d be near the top of the list of worst SNES shmups on many shmup fans’ lists. I do agree that it isn’t that good of a game, but I don’t completely hate it; while the game is subpar, there are worse games out there, and the game has a few interesting features. First, the visuals. D-Force has fairly bland graphics. The most unique thing here is that it can zoom in and out, so the ground is somewhat pixelated because of whatever technique they used for the zooming. However, in the main levels, you can’t change levels at will. Instead, you’ll simply be higher in the sky initially, then you’ll go in low for the later part of the stage. It’s disappointing, it’d have been cool if you could switch anytime. Every couple of levels there is a bonus-ish stage which does allow you to change between high and low, and these levels are by far the best in the game. There’s actually a main menu option which plays only these levels. There aren’t enough of them and they’re definitely on the easy side, but still, this is the most fun part of this game. As for the main game though, expect average shooting. There are some powerups, generic-looking enemies to shoot at, the works. There’s nothing too interesting here apart from the height-change mechanic which, again, they take away from you most of the time. But that’s really how I see this: bland and generic, not actively awful.


Donkey Kong CountryTwo player (alternating or simultaneous), battery save. DKC is one of the SNES’s most important, and best-known, games. I don’t know if I really need to say too much about this one — released by Rare in 1994, this game was a massive hit, an instant classic, and became one of the system’s best-selling games. The game also helped create the fad for scanned-in computer-rendered graphics. It is a bit more controversial today, as some people insist that this whole series is bad, but I do like it. I don’t think that it’s the best DKC game (in that I actually differ from the consensus; DKC3 is my favorite, not 2), though, for several reasons. Essentially, DKC1 is a simple game. You play as Donkey and Diddy Kongs, who have to rescue Donkey’s stolen banana hoard from the evil Kremlings. Donkey is large, Diddy small, and this matters in the gameplay. This game is a straightforward platformer most of the time. The graphics are great, though not quite as good as its sequels, but the level designs are mostly straightforward. There are a few levels which toss new ideas at you, like the mine-cart stages and the stoplight level, but most are much more straightforward than anything from either sequel. There’s also much less to find in this game — while DKC2 and DKC3 have you collecting quite a few different things, in this game, apart from actually beating the levels ofcourse, there is only one thing that affects your completion percentage: Whether you’ve found all of the hidden bonus areas in each level. There are several to find per stage, and they are often well-hidden, so finding all of them without using a guide would be a quite impressive feat. Also, the difficulty level is uneven, because the hardest parts of this game are often the beginning of each world: once you enter a world you’re stuck there, and can’t save right away but only after you reach a save point, so the challenge level of getting to the first save point or warp (so you can fly to a different level and save there) can be quite tough at times. I was stuck for a while at the snow world because of this, but once I got to the save point, the rest was easy. Still though, that’s all there is to it. DKC1 is a great game, but I like the additional depth and variety the sequels added to its formula. The first game feels somewhat barebones in comparison to its sequels. Still though, this really is a must-play game, and it’s one of the better platformers around. DKC has ports on the GBC and GBA, and the SNES version was on the Wii Virtual Console; the game was delisted in late 2012 for unknown reasons, but people who have it can still play it.


Donkey Kong Country 2: Diddy’s Kong QuestTwo player (alternating or simultaneous), battery save. DKC2 is the most popular game in the DKC trilogy. It isn’t my favorite of them, as I like the third best, but it is a great, great game, and a definite classic. DKC2 has more content, more collectables, more secrets, better graphics, and more level variety than the first game has. The graphics here really are outstanding, and show off how impressive Rare’s “ACM” technique could look. This time you play as Diddy and Dixie, as Donkey was kidnapped. The game abandons DKC1 and 3’s “large character and small character” mechanic in favor of two small characters, which is too bad, but at least each one has a different move, so they aren’t the same — Dixie can float with her ponytail, for instance. I really like the added level variety in DKC2, particularly; you aren’t just running to the exit every time here as you generally were in the first game, there’s more different level types this time. Great stuff like the underwater and mine cart stages return, but now there are interesting new stage variations to face, including some where you control new animal friends such as a bird which you play as in some flying-based segments. Also expect even more barrel puzzles. Good stuff. Most levels are traditional platforming, but with level designs and controls this great, it’s all extremely fun to play through. Unfortunately, the save system works exactly the same way as it does in the first game. Kind of annoying. DKC2 is certainly one of the best platformers of the generation. DKC2 is also on the GBA, and the SNES version was on the Wii Virtual Console; the game was delisted in late 2012 for unknown reasons, but people who have it can still play it. The GB game “Donkey Kong Land 2” tells the same story as this game, and has similar level themes, but the level layouts are different, so it’s not the same game, not quite. The other two DKL games are completely original.


Donkey Kong Country 3: Dixie Kong’s Double Trouble Two player (alternating or simultaneous), battery save. DKC3, released in late 1996, was the final SNES DKC game. A somewhat under-appreciated title, DKC3 is usually considered to be in the shadow of its predecessor, but it’s my personal favorite DKC game. DKC3 has Dixie as the small character, and Kiddy as the large one; Donkey and Diddy have both been kidnapped this time. Sure, why not. DKC3 has the most level variety in the series. No more is this a simple platformer made up of go-to-the-right-while-fighting-enemies levels, as DKC1 was. This time, you’ve got to do all kinds of things, from outrunning a sawblade in a giant tree, to dealing with a reversed-controls underwater level, to a quite tough level where you have to dodge lightning in a thunderstorm. I love the variety in this game, there’s no other platformer quite like it. The overworld is enhanced here too — instead of just being a simple level-select screen, this time you have an actual overworld to explore. Very nice! There is a lot more to collect this time, including banana fairies in the overworld, a special enemy you must beat with a special barrel in each level, the usual hidden exits to find, and more; it’s fun. I don’t think they went overboard with the collecting, and anyway, a lot of it is optional, and challenges like trying to figure out how to beat that special enemy in each level are a nice addition. Also, this time you can leave a world at any time, which means no more annoying “can’t save through the first four levels” stuff — this time you can exit out to the overworld and save after every level, if you want. That is a very welcome change. So, overall, DKC3 is an absolutely exceptional game, and one of my favorite games on the SNES. The graphics are even better than the previous two games, the levels more varied and even more fun, and the general game design improved. DKC3 is platforming at its best. Also on the GBA, and the SNES version was on the Wii Virtual Console; the game was delisted in late 2012 for unknown reasons, but people who have it can still play it.


Doom One player (the game once had two player multiplayer via the X-Band service, but that has been offline since, oh, 1997 or so), SNES Mouse support (alternate controls if you wish). SNES Doom is a Super FX 2 game that is a port of this all-time classic FPS. The SNES version was done by Sculptured Software, who also did Dirt Trax FX (the one US-released Super FX game I don’t have), and while opinions on it are varied, I, at least, think it’s really good. SNES Doom has some advantages versus other ’90s Doom ports, but also some disadvantages. The biggest advantage is that SNES Doom isn’t based on John Carmack’s stripped-down Jaguar rendition of the game. Instead, it’s based on the PC original. This means that things missing from the Jaguar version and all versions based on it (3DO, 32X, PS1, Saturn, GBA) ARE in this game. That means that SNES Doom has the map screen in between levels, the original three-episode division, the original ending text screens after each episode, the crushing ceilings, an impressive approximation of the original level designs (apart from transparent walls and grilles and such, virtually nothing is cut), the original changes in light level (ie, when a bright room turns dark, it turns dark in this version), and more. All of those things were removed from the Jaguar version and all of its ports. SNES Doom also has enemies display at the same brightness as their surroundings, unlike some other versions. This means that on the SNES, an enemy in a dark room will be dim and hard to see. On the 32X, for instance, however, enemy sprites in “dark” rooms are brightly lit, as if each enemy has a spotlight pointing at them at all times. It completely ruins some of the suspense, compared to a more accurate version like this one. The game also plays at an acceptable, if a bit low, framerate; this game is entirely playable and moves at a good clip for the system. The framerate is fairly stable, at least, even if it’s a bit slow. SNES Doom has the worst graphics of any released version of the game, but the gameplay holds up extremely well.

SNES Doom has a total of 22 missions, which is five less than the PC game — yes, five levels were removed. Interestingly, Sculptured Software chose to remove five levels which ARE in the Jaguar game, while including all five levels that the Jag version had cut. Huh. Well, why not… it’s too bad that some levels had to go, but it’s cool that by playing both this and the Jag version, you can play all of the levels from the original game. It doesn’t have any new exclusive levels, unlike the two new levels in the Jag version, so it has two fewer total levels than that game, but at least it has five more levels than the pitifully short 32X version, and you can play through the whole game here; 32X Doom cut all of Episode 3 out. SNES Doom also has great music — these are some fantastic versions of the classic Doom songs. Great stuff! It’s worlds better than the pitiful audio of 32X Doom, or the no-music-at-all-ingame Jag Doom. Of course in graphics and framerate those are better, though the game does play in a window the same size as 32X Doom’s, but in sound, this is. SNES Doom does have one final limitation, though: which episodes you can start from depends on the difficulty level selected. On the lower two settings, you can only start from Ep. 1. From the default mid setting, you can start from eps 1 or 2, but not 3. Only on the upper two can you start from ep. 3. This matters because this game has no saving or passwords, and no level select either. However, there is one unique element: when you die and start a level again, instead of being reset to the pistol and 50 bullets and 100 health as you would in most Doom versions, you will start with the exact loadout you started the level with, as if you’d loaded a save file at the start of the level. This is a unique feature in SNES Doom, andi t’s pretty cool. It can make some levels hard, if you start with like 5 health and just a couple of bullets, but it’s much more good than bad! 32X Doom also doesn’t save, but at least has level select on the main menu for everything except for the two hidden levels, those you have to play to in one sitting to see. All other versions of Doom save. So yeah, this is a “leave the system on for quite a while” game if you want to beat it on Normal — you’ll have to play episodes 2 and 3 all in one go without turning off the SNES. Fortunately, it’s more than fun enough to be worth the effort! PC port also on many other systems. This version is SNES-exclusive.


DrakkhenOne player, battery save. Drakkhen is a mediocre, and unpopular on the SNES at least, computer-port RPG. The game is a somewhat open-world title, where you create a party of four warriors, with gender and class choices, and then explore around a large world with them. The game has very bland, mediocre graphics and sound. It plays in first person 3d, except when you run into enemies the characters come out onto the screen and fight the enemies on that screen as a static screen. The game is an action-RPG, pretty much, as combat is real-time and you control one character during battle. You can switch characters during the fight, but this game isn’t exactly strategic; it’s fairly simple stuff. You can also go into castles, dungeons, etc, and have your characters explore around. Indoor areas are side-view isometric 2d, so you can’t wander around as you can outside. You can only save outdoors. There is the usual stuff to find, equipment to collect, and stuff to set up, but this game is very plain and repetitious overall. This game is only for fans of classic RPGs where you spend most all of your time leveling and exploring, without really knowing where exactly you’re supposed to be going a lot of the time, unless you use a walkthrough. There is a story, but it’s basic stuff. The game has a sequel, Dragon View. I haven’t played it but it has better graphics at least. Computer game port. Also on PC, Atari ST, Amiga, FM Towns, and Sharp X68000.


Faceball 2000Two player simultaneous. Faceball 2000 is a FPS, and one of the few that plays on the base SNES. The game’s okay, but really isn’t all that great overall. Honestly, I think I have to agree with the consensus I’ve seen that says that the Game Boy version is better than the SNES one… still, this game isn’t awful, just … meh. Faceball 2000 is a simple FPS game where you play as a smily face who is going around mazes, shooting other smily faces who are also shooting back at you. The graphics are fairly simple and the game plays windowed, but the framerate is iffy at best, and the game is slow. There are a couple of modes here, including a basic play-through-the-levels mode and a versus mode. The GB version has a more interesting mode than this one; this really is just a basic maze-based FPS, with no saving (that it badly needs!), plain graphics, and bland gameplay. Overall, this game isn’t that recommended. If you want a great shooter on the SNES with one and two player support, get Spectre, not Faceball. However, it is great that the game does have a two player splitscreen mode, and that is the most interesting feature here by far. This is one of the only 4th gen (TV) console FPSes with a multiplayer mode; it’s pretty much this, the Japan-only TG16 CD version of this game, and Spectre for the SNES if you count that Battlezone-esque game as a FPS, and that’s about it. Also on Game Boy, and in Japan only on TurboGrafx-16 CD and Game Gear. The GB version is best. It even has 16 player support, with daisy-chained Game Boy multitaps!


Fatal Fury 2Two player simultaneous. Fatal Fury 2 is another one of Takara’s ports of a SNK Neo-Geo fighting game. I like some of these, including King of the Monsters 2 and World Heroes 2, but this one isn’t so great. Part of the problem is simply that I don’t really enjoy any of the first seven Fatal Fury games. Mark of the Wolves is great, but before that? I don’t know, the series just isn’t for me. Fatal Fury 2 is at least better than the original Fatal Fury, but still, this is a fairly primitive fighting game, and it’s nowhere near as good as either later SNK fighters, or Capcom games. As with all of the first seven Fatal Fury games, the game has a unique two-line system, where you can switch between two planes during combat. It makes the game more complex than some fighting games, but it doesn’t make it better; I think I prefer standard, flat-plane 2d/2.5d designs. There are your usual selection of characters to choose from, including Mai Shiranui in her first appearance. In terms of moves, this is a fairly simple game with limited numbers of special moves and specials. The game is competent and a decent port of the arcade game, though the graphics certainly aren’t nearly as good as they are in the arcade, but both Takara and SNK can do better than this. Port of a Neo-Geo and Neo-Geo CD game. Other ports of the game are on Genesis, Game Boy, X68000, and Turbo CD (the latter three in Japan only).


FIFA Soccer ’97 Five player simultaneous (with multitap), battery save. FIFA ’97, the 1996 soccer game, was EA’s last 4th-gen soccer game released in the US, though there was a FIFA ’98 in Europe. I haven’t played it much at all, but it is at least certainly much, much better than US Gold’s World Cup Soccer ’94, a game that I got for the PC back in the mid ’90s and thought was quite poor. The game does have small characters, but at least the gameplay is competent, unlike that thing. FIFA ’97 has much better graphics too. I like this game’s isometric perspective more than that one’s strict top-view angle, the isometric perspective makes the game easier, better looking, more accurate, and more fun. This game also has lots of options and modes, as you expect from EA Sports games. Oddly enough, FIFA ’97 was simply called that on the box, but the title screen calls it “FIFA ’97 Gold Edition”. Apparently the SNES and Genesis versions both say that. There’s no regular edition though, unless the PS1/Saturn versions are “regular” and the 16-bit versions “gold”… yeah, I doubt that. But yeah, this is a fine soccer game. I haven’t played it very much, but it has obvious quality for its genre. Play is reasonably quick, and the game’s fun. There’s also a new indoor soccer mode, if you want to play in a smaller, wood-floor arena with hard walls, so the ball will bounce off instead of stopping for a throw-in. Fun stuff. Also on Genesis; other versions of FIFA ’97 are available on GB, PS1, PC, and Saturn.


[I have Final Fantasy IV for PSP and Final Fantasy V and FF VI for GBA, so I have little interest in the original SNES cartridges. I’m not a fan of the series, for the most part, and have never found either game interesting enough to get very far in; in FFVI I stopped playing after a few hours in the one time I seriously tried to play it because I just wasn’t very interested, and FFIV isn’t better, for sure. I did get a good length into FFV for the GBA, but stopped playing at this one boss I couldn’t beat without grinding, something I of course hate (hard fire or something boss in that metal ship), but I got that far at least, and found it somewhat fun, so I guess I like that the most of the three. I don’t really like Square-style RPG menus, or their focus on “two lines of characters jump out and hit eachother” battle systems, though. Give me something more interesting like Lunar’s menus and combat any day.]


Final Fight 2Two player. While the first Final Fight game on SNES gets all of the attention (note: get that game on Sega CD, not SNES), these sequels are far better games in many respects. This series never was anywhere near as good as Sega’s Streets of Rage, but it is a decent beat ’em up franchise that’s moderately fun to play. Though it’s no Streets of Rage this game is better in several ways than the first Final Fight at least, with more moves, more characters than the previous SNES Final Fight game(s) — there are three here: Haggar, and new characters Maki and Carlos — and multiplayer that actually exists, Final Fights 2 and 3 are your better buys for SNES Final Fight action. Both games are SNES-exclusive titles as well, as well, not arcade ports; oddly enough, even though the original arcade game was a huge hit,its sequels were only on SNES, and aren’t quite as well known as the original. In terms of gameplay, Final Fight 2 is similar to the original game, except, again, there are three characters this time. One is female, too; it’s not all-male, like the first game. Maki, the female character, would later reappear in Capcom vs SNK 2. Final Fight 2 is a simple beat ’em up, like most of Capcom’s that generation: you walk to the right, and hit guys as they appear. There are more moves here than the first game, but don’t expect much in the way of complex level designs here; it’s pretty much just new backdrops while you walk right, as with the original Final Fight. I prefer beat ’em ups to have more interesting level designs, as you’ll find in, say, TMNT III on NES, or Golden Axe on Genesis. Final Fight 2 is not as good as those games, but still, it is a simple, enjoyable game that’s well worth playing if you like the genre.


Final Fight 3 Two player. A later SNES release from late 1995/early 1996, Final Fight 3 isn’t always cheap. I was lucky to find a very cheap, complete copy, but it’s worth a bit more than that anyway, though I highly doubt that I’d pay the ebay complete-copy price. Still, this game is well worth playing. While for the most part Final Fight 3 is similar to the first two, it’s improved enough that this probably is the best of the series this generation. There are four playable characters this time, including returnees Haggar and Guy, and new characters Lucia and Dean, so there’s one more choice than before. I think Lucia’s more interesting than Maki, probably, but she hasn’t reappeared anywhere I think. But this game isn’t just new level designs and new characters — it’s also got new moves. You see, this time the characters all have fighting game-syle move lists, all of which are listed in the manual (or online). Pulling off fighting game moves while playing a beat ’em up can be tricky, but it’s a cool option to have, and it’s nice to have more variety than the usual punch, kick, jumpkick, maybe throw, and that’s about it fighting game move list. Final Fight 2 had some of this, but this third game adds even more, and even has super moves and a super meter too, quite uniquely for this genre. Level designs are slightly more interesting here too, though Capcom still sticks to its usual “walk to the right on the lower part of the screen” style, without the more involved level designs you find in Streets of Rage or Golden Axe. Too bad. Even so, this is a good game. This game is by far the best of the three Final Fight games, and it’s under-rated. It might even be better than the first Streets of Rage, though the second one’s better than this of course. The arcade original may get all of the attention, but its SNES sequels deserve more than they get, and with more moves and better level designs, this game exceeds the original for sure. Just make sure to read up on the moves, and make use of them! It really adds to the game when you do.


First SamuraiOne player (No saving, but there are level-select cheatcodes). First Samurai is a European platformer, and it was one of the earlier platformers that I got for the SNES. The game has a sequel, though it was on the Genesis, has gameplay changes, and was only released in Europe. This game, however, is a fairly conventional consolized Euro-platformer. It’s not one of the most confusing and difficult Euro-platformers out there, and is definitely fun, but if you don’t enjoy exploring around large levels, finding your way, and learning through exploration and memorization what you should be doing, this isn’t the kind of game for you. The controls, graphics, and music are decently good. Your samurai can climb walls, which is cool. He also has some magical powers, some of which has to be used in certain places in order to progress. Overall, while this game can be confusing, it’s not nearly as much so as some European platformers are. The game’s reasonably approachable. The game has only five stages, but the later ones get long, so finishing it without using the level-select code might be tricky. Overall, it’s an okay to good game. Also on Amiga (Europe only there?).


Full Throttle: All-American RacingTwo players, password save. Full Throttle: All-American Racing is a very mediocre racing game from Cybersoft. With average at best visuals, no sound and music at the same time (this is one of the only SNES racing games that does that common early ’90s Amiga/PC/Genesis thing of forcing you to choose music or sound, not both), Full Throttle leaves a lot to be desired. The game does have a few interesting design elements, though. As in the even worse Kawasaki Caribbean Challenge, you can race in both motorcycles and jetskis, but this time it does work a bit better. The two game types really are different, so it does have a few things going for it. Unfortunately, it probably won’t be fun enough for most people to stick with it even past the first couple of races. The land bikes are standard linescroll-style fake-3d racing. The jetskis, however, have some kind of mode 7 3d layout. I’m not sure exactly how it works, but it’s clearly Mode 7 of some fashion. The water races don’t have a stable framerate, as in, for instance, Cannondale Cup, but they’re interesting, anyway, more intersting than the land ones in some ways. The mode 7 effects make it feel more “3d” than the usual smooth-turns-only stuff of the land bikes. The races are long, so I don’t know if it’s really one huge Mode 7 object of if it’s in pieces or something, but the poor framerate and far too short draw distance in these races mostly negates the interesting design. Really, stuff pops up right in front of you in water races. Still, the graphics are interesting. As for land races though, it’s just very generic stuff, not as good as any of the SNES’s better racing games of that style, and below average overall. Overall, probably pass on this one, though for very cheap, maybe consider it, if you really like this kind of racing game and want to try them all.


F-Zero One player, battery save. F-Zero was a launch title for the Super Famicom in Japan, along with Super Mario World, and the two games stand out as still my favorite two games for the platform, and one of the best racing games ever, too. One of the best racing games I’ve ever played, F-Zero for the SNES is my favorite racing game of its generation. Yeah, most people might say Mario Kart, but I like F-Zero a lot more. First though, the flaws. The game is a bit too short, and a bit too easy once you get good at it, and it has no multiplayer, which is really too bad. Apart from those things, though, this game is truly exceptional. First, the graphics are amazing, and do a fantastic job of showing off what Mode 7 can do. The art design and framerate are every bit as good, too. The music is just as great; this game has a great soundtrack with some catchy songs in it. But best of all is the gameplay. With great controls, great handling, and great track designs, F-Zero really stands out. Every track is extremely well designed, and the cars control perfectly. The GBA F-Zero games have similar graphics to this game, but completely change the handling, and in my opinion, they totally broke it. F-Zero Maximum Velocity and F-Zero Climax are two of the most disappointing games ever, really, simply because of how bad they are in comparison to the near-perfection of their SNES predecessor. While SNES F-Zero has tight controls that are easy to learn but take time to master on the winding courses, the GBA games have slippery, tough, no-fun handling that’s a complete pain to deal with. Forget what you learned with the SNES game with those ones — you need to relearn car control from the ground up with those games, and it never became natural or at all fun, for me. So yeah, I recommend sticking with this game. I couldn’t ask for more than this from a 4th gen racing game, I really couldn’t. When I first played this game, somewhere a few years after I got my SNES, I was expecting it to be good, as I had loved F-Zero X and GX, but somehow I didn’t realize that it would be anywhere near as great as it is. Well, it sure was a pleasant surprise! This game is so great that I can’t choose between it, X, or GX for which is the best F-Zero game, so usually I simply call it a three-way tie; all three are too incredibly great to make such a choice possible! I wish that they had released a second version with the BS F-Zero 2 content included, that would have been easy to do and so amazingly awesome… oh well. As it is, it’s one of the system’s top must-play games for anyone who hasn’t played it. Also on Wii and Wii U Virtual Console.


GemfireOne player, battery save. Gemfire is a strategy game from Koei also released on NES and Genesis. The game is a fantasy strategy game, one of the few from this time, so I like the theme. As for the gameplay though, strategy games from this era are often badly dated and very hard for me to enjoy today (PC or console), and this game’s no exception, so I’ve never spent as much time with it as I probably should. It looks like a good game if I got into it, though. Also on NES and Genesis.


GodsOne player. Gods is a side-scrolling platform-action game. The game’s European, and is a port of an Amiga game, so yeah, this is a Europlatformer. Back in the 4th generation, European games had a quite distinct feel, versus American or Japanese games, and this game is a good example of that. On the one hand, the game does have good graphics, huge levels to explore, lots of stuff to find, shops, a good variety of weapons, and more. In the game you play as a supposedly powerful character, and because you actually can take multiple hits in this game he is better off than many Europlatformer characters, but still, you’ll die quick — the enemies are numerous and come at you quickly. This is a memorization-heavy game; you really will need to memorize where enemies come from, where to go in the levels, and more, if you expect to get anywhere. And of course, there is no saving and limited continues, too. Yeah, Gods is perhaps a bit too hard. While my games last, though, I do like this game. The visuals are nice, the weapons powerful — you use projectiles, which is great — and exploring and trying to find my way through the levels is a good challenge, and can be fun once I’ve learned an area. Even so though, this game is much too random at times; there are many traps and enemies which you have no chance of avoiding until you have memorized their locations, for instance. This game is unfair and the only solution is memorization. However, it is a cheap game, and it is fun at times, so overall I like it, with caveats. The frustration factor can be annoyingly high, but there’s a good side to this game as well, and I do come back to it sometimes. Worth a look. Computer port. Versions of the game are on the Amiga, PC, Genesis, NEC PC98, Atari ST, Acorn Archimedes, and Game Boy Advance.


Goof TroopTwo player simultaneous, password save. Goof Troop is an interesting, and somewhat unique, puzzle/action game from Capcom. The story is about Max and Goofy ending up on an island run by Pirate Pete, or something like that; it’s just an excuse for the action. Unlike most of the rest of their Disney-licensed 3rd and 4th gen console games, Goof Troop isn’t a platformer. Instead, it’s a top-view puzzle/action game. The two players can play as Max and Goofy, and the game works well in either single or multi player modes. This game has a static-screen design for the most part, so there are enemies to fight, or a puzzle to solve, on each screen, and you can progress once clearing it. The controls are good, and the central mechanic here is item use. In one player mode, you can pick up two items to use. These can be weapons, but more often they are useful for solving puzzles. Of course though, sometimes the combat and puzzle elements merge, as you defeat enemies by picking up and throwing things at them. In two player mode, things get even more interesting: each player can have only one item, so cooperation will be required if you want to progress. Goof Troop has only five levels, but each one is long, so this game has a solid length. The difficulty scales up too, so by level five the game gets tough. There are passwords between levels to help, which is especially great for a multiplayer-focused game like this. Overall, Goof Troop has good graphics, good, original gameplay, and is a great game overall, single or multi player. Play it. It’s my favorite Capcom Disney game on the SNES.


Gradius IIITwo player alternating. Gradius III for the Super Nintendo is a shmup, and is one of my favorite shmups of all time as well. This absolutely exceptional game may have a lot of slowdown, but it’s my favorite 4th gen shmup regardless. The game has great graphics for an early SNES release, even better music, exceptional level and game design, and more. The game is long as well; this game is well over the average length for 4th gen shmups. I’m fine with that, myself. Each level has a completely different theme, but I guess the bosses get a bit of criticism — almost every one has that same “shoot the core” concept as the central focus. Later on in the series, they would mix things up more with boss designs, but you won’t really find that here. The Interstellar Assault may be far less difficult than this game, but it feels newer and more tightly designed. Still, for length, breadth, and great level design, Gradius III (SNES) is very hard to beat. I’ve always liked the Gradius series, but the more I played this game after getting it, the more I liked it. One thing to mention, though, is the original arcade version. The SNES release is a LOT easier than the original arcade Gradius III game, which is a very good thing — the original arcade game is nearly impossibly hard. And not only was it stratosphericly difficult, but it didn’t even allow any continues at all! Yes, get game over and you start from the beginning. Getting anywhere in that game without savestates would require more skill and/or patience than I possess. This SNES game, however, is approachable and fun. It’s challenging, particularly if you increase the difficulty level, but you do get a few continues, the game is much more forgiving in design than the arcade original, and all that slowdown helps too, to give you the time to dodge all that fire coming at you. Gradius V might be slightly better than this, and Gradius: The Interstellar Assault (GB) is also one of my favorites in the series, but this game’s up there with them. I know some people prefer Gradius II to this, but I’m on the Gradius III side of that one though it is close. Modified port of an arcade game; the arcade version shows up in some collections, such as the PSP Gradius collection, but this SNES version is only on SNES and Wii Virtual Console.


GunForce: Battle Fire Engulfed Terror Island Two player simultaneous. GunForce, a run & gun shooter with one of the most ridiculously awesome subtitles ever (just read it!), is a port of an arcade game of the same name. Other than substantially increased amounts of slowdown, the game is a pretty good port. All five levels are here, and all of the content too. While I didn’t have a SNES of course, I do remember playing GunForce in arcades back in the early ’90s, and I thought it was a pretty good game. I did not have any similar experience that I remember with Contra, which might be part of why I’ve never liked that series as much. As for this game, it’s not just a fun run & gun game, but it’s also the first run & gun game by the team that would go on to make Metal Slug. This game’s arcade-only sequel GunForce 2 has been sometimes called “Metal Slug 0”, but really, this game is the real “Metal Slug Zero”. While there are some significant changes between GunForce and Metal Slug, including art and game design elements, some core elements of Metal Slug are here, and that’s pretty cool — I absolutely love the Metal Slug series, and, yes, think it’s much better than Contra. First though, the biggest differences: GunForce has 8-direction firing (which is completely awesome! WHY did they cut this from Metal Slug…) and a MUCH lower difficulty level than any Metal Slug game. Yes, GunForce is a somewhat easy game. Even I can beat this game, despite the two continue limit, on Normal difficulty. It’s got only five levels, the levels are of only moderate length, and this game’s nowhere near Metal Slug in enemy volume or challenge. There also aren’t prisoners to rescue; instead, weapon powerups are just lying around. However, as I said, a lot of Metal Slug is here. You will find many familiar weapons in GunForce, including a flamethrower, a rocket launcher, a machine gun, and more. The weapon system is just like Metal Slug, too — you have a default gun that has infinite ammo, and can pick up subweapons like the above that each have limited ammo. You can have one subweapon at a time. Yeah, the weapons, and weapon system, would return in Metal Slug for sure. GunForce also has controllable vehicles, including a helicopter, a jeep, a railcar, and more. These are limited, in that you can only use each one in a small part of the level it’s found in, but still, they are here. Of course, vehicles would later become a major part of the Metal Slug series. And while most of this game is about your two soldiers fighting humans in jungles and enemy installations, there is some other stuff at the end also reminiscent of the direction some Metal Slug games went in. Overall, I really like Gunforce; it’s a great Metal Slug predecessor. It may be short and easy, and it may have too much slowdown at times, but it’s hugely fun, and it’s one of my favorite SNES action games. I know that I like this game much more than most people, but it’s high on my list. The co-op is great fun as well. Arcade port.


Hal’s Hole in One Golf four player alternating, password save. This is a fairly generic golf game from Hal from very early in the SNES’s life. Don’t expect anything unique and great like Kirby’s Dream Course here — this is plain, average stuff, and I don’t find it interesting at all. The game has top-down graphics, so while it’s reasonably colorful (shades of green!), it looks dated compared to later SNES golf games with third-person perspectives. The 3d-esque course maps are cool, but the ingame graphics are strictly top-down. There’s also only one 18-hole course. I find traditional golf games extremely boring most of the time, and this is not exactly the game that’s going to change that opinion.


Hyper ZoneOne player. Hyper Zone is a rail shooter from Hal. Along with Star Fox, it’s one of the few rail shooters on the SNES. The game isn’t one of the best in its genre, but it is a good game, and it does some interesting things that were original ideas. The graphics look like they might be using Mode 7, in an interesting usage of it. The visuals are good, with nice (very SNESey, but nice) backgrounds reasonably decent fake-scaling for the enemies, as usual on SNES. Most notably, while this game is a rail shooter, you can’t just go anywhere on the screen — instead, if you travel off of the marked pathways, you will quickly lose health. The pathways split and branch as you go, so you need to navigate through the level as well as deal with the enemies. I like this element. Enemy patterns are a mixed bag, though — some are fun to fight, but others are just rows of squares of various colors which aren’t nearly as interesting. Also, your ship doesn’t really have weapon powerups, but instead you get better ships as you progress through the game. Of course the enemies get tougher too, but you do as well. This element doesn’t work quite as well, because it leaves me frustrated when I get a game over and have to go back to the basic, weak ship you have at the start of the game; it’s not much fun to use, compared to the ones you are using midway through. The game’s not short either — these levels are good length. Overall, I like Hyper Zone, but there are better rail shooters out there. The unique level designs are good, and the game is fun, but there’s better than this in this genre… though this might be the best rail shooter I’ve played on SNES, at least.


Illusion of GaiaOne player, battery save. Illusion of Gaia a great, great game, and is the second of three somewhat Zelda or Mana-esque action-RPGs on the SNES from Quintet. The first was Soul Blazer, a game I’d love to play but sadly haven’t, and the last is the Japan and Europe only classic (from what I have heard) Terranigma. Nintendo published this game, but tragically, while Nintendo of Europe picked that one up, NoA didn’t. That’s not right. But as for this game, yeah, it’s really, really good. In the game you play as a boy who’s out to see the world, and you get drawn into a deeper story. Yeah, the story starts simply but becomes better and better as the game progresses. In the game you can transform between several different forms, in order to solve puzzles or fight enemies with different abilities. It’s fun stuff. I actually finished this game, which says something — this game and LttP are the only SNES action-RPGs I’ve actually completed, of the ones I have (well, unless you count ActRaiser as one; I did beat that, but it’s somewhat different…). And not only did I complete it, but I absolutely loved it too; the satisfaction I felt after finishing it was something special. Illusion of Gaia has good graphics, that good, well-told story with some truly moving moments, a well-thought-through blend of serious and light moments, great gameplay, and more. This game is my favorite action-RPG on the SNES, I would say. Its top-five placement in my top 10 probably gave that fact away, though. Well, it deserves it. Illusion of Gaia is only moderately long, and the difficulty level is just average, but with good level designs, a good, simple combat system that works well, and that surprisingly compelling story, it’s a fantastic game. This game has none of the flaws of the other SNES action-RPGs I have’s combat and levelling systems — there is no too-short attack range like Lagoon or Zelda LttP, no tedious and frustrating required mountains of grind like Spike McFang, Ys III, or Secret of Mana, and no bizarre delay on your attacks like Secret of Mana, either. This one’s pretty much perfectly designed all around. I’ve heard that Terranigma might be even better than this game, but that would be quite a feat; Gaia is exceptional. About the only negative thing I can think about it is that maybe it could have been longer, but really, it’s about the right length; I’d only want it to keep going because of how much fun it was. Really though, it’s great as it is. This is a must-play for anyone with any interest in the genre!


The Incredible Crash DummiesOne player. The SNES Crash Dummies game is a generic licensed sidescrolling platformer. It’s plain, average, and largely uninteresting; the Game Boy/Game Gear Crash Dummies game may be absurdly short, but at least it’s fun and varied. This one, though, just doesn’t have much going for it. It’s just a bland, average sidescroller where you play as a Crash Test Dummy and run and jump your way through various worlds. The graphics are okay, but the gameplay is extremely bland and somewhat subpar. But what else would you expect from a game published by LJN? The music’s not exactly good either. Just walk to the right, shoot, jump, and keep going until you either win, die, or turn it off out of boredom. Don’t bother with this game.


Indiana Jones’ Greatest Adventures One player, password save. This game is a Indiana Jones platformer from Factor 5 that runs in the Super Star Wars engine. So yeah, based just on that, when I found a copy of this game I was expecting great things — Factor 5 was one of my favorite console developers while they still existed, and I loved some of their other earlier games like their Turrican titles, so I wanted to see their other SNES platformer. And the Super Star Wars engine’s pretty good as well, and allows for some quite nice visuals. Well, this game does not disappoint. The visual style is original, and doesn’t feel like either Super Star Wars or Turrican; this is its own game, and has an Indiana Jones feel to it. That’s great. The game has very good graphics, good level designs, and as the title suggests, plays like a highlight reel of the original three movies, as through the game you move from one classic scene from one of the films to the next. Of course they are expanded on here, as always in videogames, but this is certainly one of the best classic Indy games around. The controls, for your whip, gun, and what have you, work well, and the levels, while mostly linear, have some exploration elements at times, and of course many traps and enemies to deal with. The game has a few minor flaws, such as some traps or puzzles which can be tricky at first, and of course it gets challenging farther on, but the flaws are minor. There’s really nothing more I could ask for from a 16-bit Indy game than this. Most levels are left-to-right platforming, or occasionally more open platforming, but there are a couple of special levels, for the mine cart level, a flying level, and the rafting stage. They aren’t Mode 7, I don’t think (the biplane level might be, but I’d guess it’s some other visual effect), but still, they look pretty cool; the “3d” scaling is well done for the system. Factor 5 may not have made quite the visual masterpiece that they did in Super Turrican 2 here, but still, it’s a good looking game with variety and some nice effects. I do sort of wish that it had some Mode 7 driving levels like the Super Star Wars games have, but still, it’s pretty good as it is, and at least that avoids something like that sketchy framerate of the last two levels of Super RotJ. Plus, the game has password save, unlike their Turrican games, so you don’t need to play it in one sitting. I presume JVC asked for this, as the latter two Super Star Wars games have that as well. It’s great to see. Oh, if you want a real contrast, compare this to the pretty awful Genesis Indy game, Young Indiana Jones: Instruments of Chaos… yeah, let’s just say that that one doesn’t quite hold up to this one, in any way. Whether you like Indiana Jones, Factor 5, or just SNES platformers, play this game. It isn’t the best platform-action game on the SNES, but it is a quite good one.


Inspector GadgetOne player. Inspector Gadget for the SNES is a platformer from Hudson based on the great classic early ’80s cartoon series. Hudson completely messes up the story and concept here. They did design a good game, because this is a pretty good platformer, but as an Inspector Gadget fan it really annoys me. I loved the original TV series as a kid, it was one of my favorite cartoons in the ’80s to early ’90s. Nothing else in the franchise is worth watching at all I think. But anyway, this game. The plot here is that Penny got kidnapped. Naturally, in the game you have to rescue the girl… ugh, sexist videogame writing is bad. Gadget, suddenly now a competent hero, has to go rescue her. Hudson got the graphics right — the visuals look just like the show, and it looks great — but who wrote that story? Gadget, competent, and Penny, kidnapped and helpless? And as for Brain… he’s not really in this game, outside of some checkpoints or something. Had the game designers ever actually watched the show? Gadget is very powerful in abilities, but a complete fool intelligence-wise, while Penny (his niece, and a computer geek with a super-powerful laptop book thing) always actually solves the cases, with Brain (their dog)’s help as the agent on scene. Naturally, Gadget always thinks that the MAD agent badguys are good, and Brain in “disguise” is a badguy. Even so, with Penny and Brain’s help, and his gadgets of course, which he has a huge number of, the goodguys win in the end. Well, apart from the gadgets, and that the badguys work for MAD, forget the rest of that here. Of course since it’s a game and you’re playing as Gadget I would expect more competence than he generally shows in the show, but still, they could have done a lot here that they didn’t even try, such as having you play as all three characters, for starters. You can do that in the GBC Inspector Gadget platformer, which is a decent game. And even with the gadgets, you have a bunch of fun stuff you can use in this game, all collected via different power-ups. Some require “ammo”, which you collect in the form of Gadget hats, so make good use of them; a few are infinite use but not all. However, they didn’t really go by the gadgets from the show; you do see a few, like the Gadget Copter, but a lot of them are just made up, pretty much, based on what they wanted for this game. That’s unfortunate. Still, once I ignore everything else, and just look at the game on its own, this IS a pretty good, distinctly Hudson-styled, platformer. The game has nice graphics, great level designs, plenty of challenge (maybe too much for a SNES game without saving, but it’ll take a good while to get through, at least), a fun variety of abilities to use, Inspector Gadget graphics, and more. Despite my complaints, this probably is, in terms of gameplay, one of the best Inspector Gadget games. It could have been better if it more accurately reflected the show, and that it didn’t do that disappointed me even back when I first read about this game in Nintendo Power in the early ’90s, but even so, as is, this game’s well worth playing for the gameplay. It’s a good Hudson platformer. But that story… why?


Jim Power: The Lost Dimension in 3DOne player. One player. Jim Power: The Lost Dimension in 3D is an enhanced, half-new version of a European Amiga game called Jim Power. It was a sci-fi platform/shooting game with one hit deaths and a high challenge level. That original version had three very long, super challenging platformer levels, and two tough, but not as hard or long as the platformer levels, shmup stages where you played as Jim Power in a jetpack. The game also had a TurboGrafx-CD port that was only released in Japan. The graphics aren’t as good, and the game is easier than any other version (as much good as bad!), but it does add password save and has CD audio, which is awesome — Jim Power’s soundtrack is a truly exceptional one from the same person as Turrican’s, Chris Huelsbeck. This is one of his best works, and yes, the SNES version has amazing music as well. This SNES version is half original, as I said; it’s not just a port. First, they replaced the old Jim Power sprite with a new one; you look completely different now. Second, while the three platformer levels return, and they’re as crazily difficult as ever, there are now four other levels, and they’re all new. There are two shmup levels, again, but this time you fly through them in a spaceship, and they are both long, and incredibly difficult. The other two levels are top-down Mode 7 action/puzzle levels. You walk around a maze, shooting baddies and avoiding traps. Your goal is to collect the keys, then use them in the correct order. Make sure to look at the map and go to rooms in the right order — if you mess up, you’ll have to kill yourself and try again. These levels aren’t as hard as the other two types, but it is easy to die if you make a mistake, of course. They’re slower-paced stages, but they are fun. The sometimes insane difficulty of the other two level types more than makes up for it, though. Of course, this game has limited lives and only a couple of continues — yes, this game is HARD. Insanely hard. One of the hardest games I’ve played on the Super Nintendo hard. But despite that, and despite that I’ve never gotten past the fourth level, I love this game, and keep playing it, more often than most of my SNES games. Great game, and I absolutely recommend it! Expect a hair-pulling challenge, but just keep playing, and memorize absolutely everything. The gameplay is solid, the levels cruelly but well designed, the bosses big, cool looking, and moderately tough (though the levels are often harder, in the early levels at least, the bosses aren’t easy) too, and the game generally quite good. If it had passwords it might be even better, but as it is, it’s great… as long as you’re up for a very hard game, where you die in one hit but any enemy takes a bunch of shots to kill, and where the enemies fly in at you with barely any warning all the time. Oh, one final thing, the “3D” part in the title. This SNES version of Jim Power adds several layers of parallax scrolling to all levels. The Amiga version had some parallax, in the shmup stages at least, but this version has it everywhere, and it’s enhanced… sort of. You see, the parallax scrolls VERY fast. If you focus on the backgrounds, while you move it can almost be dizzying. I recommend focusing on the foreground. Apparently the game supposedly came with some special kind of (paper) 3d glasses that made it look 3d, or something, but I don’t have those, even though my copy did come with the box and manual. I don’t think I’ve seen them on ebay, either. If these do in fact exist, it’d be cool to see them someday, to see if it actually works or not. SNES exclusive remake of an Amiga/TG16 CD game. There’s also a Genesis Jim Power game, with its own unique stuff (two more shmup levels instead of the top-view levels, I believe?), but it was cancelled before release.


Joe & Mac: Caveman Ninja – Two player simultaneous. Joe & Mac is a cavemen-and-dinosaurs-themed run & gun. The game has very short levels, probably too short, but it does at least have two player co-op. The two players play as Joe and Mac, naturally, two cavemen who have to, as usual in videogames, rescue their kidnapped girlfriends. Of course. The game has decent graphics and okay to good gameplay, but I don’t love this game. First, the levels are just too short. Each stage is just a couple of screens long, and you won’t spend too long on each one of them, either, so it’s not like a beat ’em up with small stages where you at least are hitting people for a decent while. The game does have an added overworld map, where you can actually choose which order to play some of the level in, which is cool. There are also several different weapons. And the game does also have nice, cartoony graphics; everything has big eyes, including the dinosaurs. Silly stuff. There’s not much to Joe & Mac, though — you walk right a few screens, kill the enemies in your way, and then fight the frequent bossfights. It’s an okay game, but there’s better. I like more substantial levels than this; that’s also an issue I have with Mario 3 for the NES, as great as that game is. Overall, this game was popular, but it’s only okay at best, in my opinion. Also in arcades and on Genesis, NES, Wii (Data East collection), and more. This version is not the same as the others, though.


Jurassic Park One player, SNES Mouse support (in the FPS segments only). Ocean’s Jurassic Park game here is a top-down action-adventure game with some FPS segments based on the classic ’90s dinosaurs-reborn-on-a-modern-island movie. The game’s somewhat bland looking visually, and is tough, and should have a save system, but for Ocean, it’s not too bad; they’ve made much worse than this, certainly. in the game you wander around in each level, trying to figure out where to go and what to do, while defeating, or avoiding, dinosaurs. There are also those FPS segments, which are okay. You can use the mouse in those if you want, which is interesting, but not too much better than a gamepad is; this is just basic Wolfenstein-level stuff, so you don’t need mouselook or anything like that. Overall this game gets kind of boring after a while, I think, and isn’t easy either. It is at least okay though. Is it worth the significant effort that actually finishing it would take, though? I’m not so sure about that one. I, at least, haven’t done that. Also on PC and Amiga.


Jurassic Park 2: The Chaos ContinuesOne player. Jurassic Park 2 is really a sequel in name only — in terms of gameplay, this game is totally different from the first one above. It is also from Ocean, but this time, the game is a side-scrolling run&gun-esque action shooting game. It’s also rock hard, and of course, has no save system. This game will be a SERIOUS challenge. The game has beautiful graphics, first. This is a very good looking game, and all of the areas and dinosaurs look fantastic. You have six different weapons, each of which has its own ammo. They are in two sets of three, and you can have two weapons, one from each set, equipped at a time. Four of the six have limited ammo; ammo pickups will refill the ammo only for the weapon you currently have equipped, so choose the one that you need bullets for. Levels in this game are large, long, and often mazelike, and the enemies are numerous. Figuring out where to go will be the first challenge, and managing to get there without getting killed will be the second. I’m not too good at this game, and haven’t gotten far. Fortunately, it does have a level select for the first four levels, so I can see those four levels, at least, without needing to get better. The second half of the game is linear and can only be reached by beating the first half, though, so a lot of skill, and some luck, will be needed. This game is just screaming for a password system, it’d make it so much more fun… but even as it is, this game IS fun to play. It’d probably be best played these days in an emulator where you can save your progress, but it is a good game. I only wish I was better at it, so I could get farther. The game even has some voice acting in the intro! Pretty cool stuff.


Justice League Task ForceTwo player simultaneous. This game is a generic, average fighting game based on the Justice League DC superhero comic license. You know, Superman, Batman, Wonder Woman, etc. The game was actually developed by Blizzard Entertainment, from their days when they still had console-focused C teams, but this has to be one of their least interesting games ever. You’d never guess that later in the same year that this game released, 1995, another team working for the same studio would release Warcraft II for the PC, one of the best games ever made. Justice League Task Force is a bland, generic, and utterly average fighting game. You’ve got your selection of superheroes, each with their handful of special moves, and you move around, learn the moves (at least the manual does list them all), and fight. Try not to get too bored… but that might be challenging. I guess people who really like these characters might get more out of this game, as it’s not actually bad, but it’s not good either, certainly. I don’t find it interesting enough to ever want to play. There’s also a Genesis JLTF game, though it’s from a different developer. That other developer, Condor Inc, actually got bought by Blizzard later, and became Blizzard North, of Diablo 1 and 2 fame, so I guess that this game is how they met. That’s surely the most noteworthy thing about it by far. (I don’t have the Genesis one, but it doesn’t sound any better than this one is.)


Ka-Blooey Two player alternating, password save. Ka-Blooey, aka Bombuzal in Japan, is a puzzle game from Kemco. The game plays a lot like their later puzzle games The Bombing Islands (starring Kemco’s character Kid Klown) (PS1) and Charlie Blast’s Territory (N64); all three games share the same concept. So yeah, just go read my reviews of those other two games, in my N64 and PS1 threads; this game’s pretty much the same thing, but with a silly little character, and 2d (top-view/isometric) SNES gameplay. To explain, in these games, you have a level floating in the air. You can only move on tiles, some of which are empty, and others of which have bombs on them. Bombs come in three different sizes, and there are a bunch of modifier tiles — movable bombs, platforms that break after you walk on them once, etc. Your challenge is to figure out where to move, and which bombs to light in which order, in order to destroy all of the bombs while NOT blowing up your character; that is, you must be out of the blast radius of all bombs when they blow. This often leaves you with just one tile you must be on, so there’s often only one solution to a puzzle. There are 130 puzzles in the game, so there’s plenty of content here. The game has passwords to save your progress through the game (and does give you one on every puzzle, too!), and has nice graphics as well. This game is fun and challenging, and it’s a pretty good puzzle game. This game is SNES exclusive, but those other two games I mentioned earlier play nearly identically.


Kawasaki Carribean ChallengeOne player. Kawasaki Carribean Challenge is another subpar game published by Ocean. This is a top-down racing game. The graphics are badly dated, and this looks more like an early Turbografx game than a SNES game. The sprites are small, detail is lacking, and speeds are slow, also. That doesn’t mean that this is an easy game, however. The game has two modes, motorcycle and jetski. There are six tracks in the game, three for each race type. However, two of the jetski tracks are pretty much identical, so really there are only five tracks. The game is broken up into three islands, with one of each race on each island. The controls are never great, and the collisions are very annoying. Basically, avoid the other racers, because you’ll lose if you hit people. In order to make up for the very short length of the game, they made it difficult to finish. After the first island the tracks will require a great deal of memorization in order to have even a half-competent race, and there are no continues, so if you finish in too low a position to continue, that’s game over, start again from the beginning. It really isn’t worth the effort. The motorcycle mode is particularly annoying, because of how fast the bikes go versus how far you can see and how you really do have to memorize the turns in order to get around them without hitting the walls, something very much to be avoided. The first track is square and isn’t too bad, but after that… yeah, forget it unless you’re dedicated. The jetskis are slower, so those races are a bit easier, but memorization is still central, and the bad graphics, mediocre controls, opposition who knows the perfect route through the track almost every time, and more make this game really not worth the effort. Pass on this.


Killer InstinctTwo player simultaneous. Killer Instinct is, of course, a port of Rare’s popular digitized-CG-art, Mortal Kombat-inspired fighting game. The game is a popular classic, but I’ve never liked it very much. This game is very heavily focused on combos and combo breakers; just learning the regular special moves won’t get you very far. My problem with that is, I’m completely hopeless at memorizing combos. Learning those requires memorizing long strings of buttons that you must enter in a precise order. I can learn special moves, usually, but combos? Forget it, I don’t have a chance. So naturally, as a result, I find this game very difficult and questionably fun. It’s an okay amusement, and does have nice graphics, but I’ll never enjoy it thanks to its game design. That doesn’t make it a bad game objectively, though; it’s a fine game, it’s just not for me at all. Arcade port.


King of the Monsters 2 Two player simultaneous. King of the Monsters 2 is a port from Takara of another classic early Neo-Geo game from SNK. This is a very good version of the game, and it’s got almost all of the content from the arcade game, too. Nothing significant’s missing. KotM2 is essentially a hybrid fighting/wrestling/beat’em up cross, except with giant monsters. The first KotM game, which was ported to SNES and Genesis, is just a 1v1 fighting/wrestling game with giant monsters. The first game’s story was that giant monsters were fighting for domination over Earth. This time, aliens are invading, so you need to save the Earth (well, those parts of it you don’t level along the way, of course); after all, if aliens take over, how can you rule over the place? This game has similar controls to the first one, but now it’s not just 1 on 1 fights, but you also go through stages, fighting many enemies along the way. KotM2 has only three playable characters (a giant superhero, a robot King Kong knockoff, and a giant dinosaur), while KotM1 had six, but considering the genre change, that makes sense. Naturally, there are also lots of buildings and such to destroy as you progress through the levels, which is always fun. This game’s quite good. As with the first game the controls are a bit odd, as the button-mashey wrestling parts aren’t as fun as the fighting elements, but once you get used to it, the game plays well enough, and is beatable too; this game’s challenging, but not too hard, and I have finished it. I do find it disappointing that the last couple of levels minimize the beat ’em up elements and are mostly just 1v1 fights, but still, it’s a great game, and this is a very good port of the game too. The game’s length is just right for this kind of thing, and it’s fun most of the way through. As usual in this kind of thing, the two player co-op mode’s great too. I like KotM2 quite a bit; apart from the sometimes tedious grappling, it’s a very good game. The SNES port is impressive as well; this is right up there with World Heroes 2 for my favorite Neo-Geo ports on the SNES. Port of a Neo-Geo game that is also available elsewhere (though this SNES port is exclusive). There is also a Genesis KotM2 game, but it’s entirely different — that one is a 1v1 game only, in arenas, so it’s completely different, and simpler, than the arcade/SNES game. It does let you play as the villain monsters too, which is cool, but it’s not KotM2, it’s something else with the same name, sort of like the Genesis “Sunset Riders” game which actually is something completely different, and not as good.


Kirby Super StarTwo player simultaneous, battery save. Kirby Super Star, released in ’96, was a late SNES release, but despite that it became very popular. This game is one of the most popular games in the Kirby franchise, and is a classic Kirby game. It is among the better Kirby games, too, though it isn’t one of my personal top favorites. Kirby Super Star is, essentially, a game where each world of the game has different rules and a new story. So, it’s sort of a collection of short games, though you play them in order, so it’s also sort of a linear-ish game where each world has an all-new plot and some game design changes. The game has a good pace to it; it’s somewhat different from the pace of the three 8-bit Kirby platformers, and I prefer the style in those three games to this one, but it is, at least, better than the next two after this one would be. Super Star’s first world zips you through a very short and easy version of the original Kirby’s Dream Land, but later worlds get more complex, fortunately; even for Kirby, this first world is really easy. This game also introduced Metaknight, a mysterious, sometimes rival, character in one of the chapters. There are also several minigames, which are fun, and a mini-mode where you race against Dedede while collecting food. The central mechanic this time is, perhaps inspired by Kirby’s Adventure, having lots of different powers to choose from. You can’t combine powers here; instead, you simply have lots of different powers available. Some are one-time-use powers, too, like Kirby’s Adventure. I prefer the power-combination systems of Kirby 2 or Kirby 64, myself, but this game’s way does work. The graphics are great, and the game looks like the late SNES game that it is. The co-op play is cool too. It’s great that they did it, and while player 2 isn’t quite as capable as Kirby, as they play as this goo guy, it’s still a very cool option for them to have. Kirby 64 didn’t have co-op, unfortunately, for some reason. Fortunately, though, it finally came back in the Wii games. So, overall, Kirby Super Star is a great, very fun game. However, I do think that the short game modes is as much of a drawback as it is a strength, and I prefer having fewer powers that you can combine, instead of lots each of which is standalone. Still, even though I like the 8-bit Kirby games more than this, this is a great platformer. There is also a DS port/remake of this game; it’s very similar, but has redone graphics and some different minigames. The SNES version is in the Kirby Dream Collection for Wii, and is also on Wii Virtual Console.


Kirby’s Dream CourseTwo player alternating, battery save. Kirby’s Dream Course is an original, surprisingly brilliant, and very challenging, Kirby-golf game. The game might be better described as minigolf, as each level is small, but there’s nothing “mini” about the difficulty level here, for sure; this is one of the hardest Kirby games in the franchise. Usually Kirby games are somewhat easy, but not this time! I was surprised by how tough this game is, but I was also impressed by how deep, complex, and brilliant it is as well. Yes, Kirby’s Dream Course is an exceptional game, and it’s my favorite of the three Kirby SNES games that I have. In the game, you have to hit Kirby around holes (levels) made up of flat or sloping ground and various terrain types (Water, grass, etc.) as you try to have him hit all of the enemies in the level in the fewest number of strokes possible. The final enemy left will turn into a hole, which you must knock Kirby in to win the stage. Your goal is a hole in one, of course, but that will take a lot of practice. Below that, you need to hit a certain stroke limit on each set of holes in order to pass. You will get better awards for lower scores. This game is incredibly compelling, as each level kept me coming back, trying again and again as I tried to master what strategy would get me through the level in the fewest strokes. Plus there’s also multiplayer, which is played in its own sets of levels and works great. Kirby’s Dream Course’s graphics aren’t quite as good as the two SNES Kirby platformers, but it still looks very nice, and it did come out before either of them. It’s a simple but good looking game. The music’s classic cheery Kirby stuff, and some enemy types will give Kirby powers that you will have to use strategically, in order to get effects you want. The game is somewhat complex, as you aim your shots carefully (you do shoot in three dimensions, too), set the power, and then use powers where needed, and it all comes together into a brilliant whole. Kirby’s Dream Course is a very, very good game, and it’s got plenty of replay value as you come back to try to get better scores. It’s Kirby’s best SNES game, and it’s a must-play. Also on Wii Virtual Console.


Kirby’s Dream Land 3Two player simultaneous, battery save. This game is another Kirby platformer. The game has impressive visuals, but flawed pacing. Kirby is as cute as ever, and the game is good, but it’s not as great as some other Kirby games are. Released in late 1997, Kirby 3 was Nintendo’s final Western SNES release. Several Nintendo divisions, including HAL and Intelligent Systems, were having problems with 3d, so they stuck with the older system longer instead. I wish that they had released even basic N64 games, but these games are good too. Though seriously, Kirby Star Stacker should have been on N64 too, even near-identical to its Japan-only SNES release… there was no excuse! But anyway. Kirby 3 is an okay game, but it has some issues. Most notably, the game has Kirby 64’s pace. Go read my Kirby 64 review (in the N64 article) to see what I think of THAT… yeah, it’s slow, way too slow, just like Kirby 64. The three 8-bit Kirby platformers and Kirby Super Star have a bit faster pace than these two games do, and the slowdown was not a good change. KDL3 does have good graphics, with a great art style and some impressive visuals, and I love that it’s got the Kirby 2 powerups-and-helpers combination system, but with even more powerups and combinations this time, but the glacial pace makes this game a lot less fun to play than the 8-bit games are. Yeah, KDL3 disappointed me; it’s a good Kirby game, with great graphics, lots of powerups, those helpers like Rick, Kine, and Coo that I loved so much in Kirby 2 for the GB (that game is still my favorite Kirby platformer, I think!), and more, but why did they decide to slow down the pace and game flow so much? It really was a bad idea, and doesn’t work too well. And then they did it again with the next one, Kirby 64. Disappointing. At least this does have two player co-op, though, like Super Star, and unlike Kirby 64. That’s great. The game also has very nice handdrawn-style graphics. I like the style. One last problem, though — my copy of the cart was very cheap, but came with a dead battery, so I haven’t played most of the game; with how completion percent and stuff matters, I can’t quite get myself to leave the game on for a week or two to play it, only to lose everything once I turn it off. Given the somewhat tedious gameplay, though, I also don’t want to buy the Kirby’s Dream Collection pretty much just for this game, since I don’t really need the others in that package… Also on Wii Virtual Console and in the Kirby’s Dream Collection for Wii.


Knights of the Round Two player simultaneous. Knights of the Round is a somewhat average medieval-themed beat ’em up from Capcom. This game, and its level designs, look a lot like a medieval version of the Final Fight games, and it’s got the same plain, go-right-only level designs, too. Knights of the Round is alright, but it’s an underwhelming game, and probably wasn’t worth the $10 or so I spent. You can play as three different Arthurian knights, and there is a two player mode, but still… one part of my issue with this is just that I like Sega’s beat ’em ups more than I do Capcom’s (Streets of Rage over Final Fight, Golden Axe over this…), but even for Capcom, this is average at best. The game doesn’t have Final Fight 3’s move variety, special moves, and the like, either. Like the first Final Fight but with weapons, all you can do here is just walk to the right and whack away. Level designs are, like in Final Fight 1, strictly walk-right affairs, with no variation. That can be fun, and this game is for a little while, but it quickly gets old and has little to hold my attention over better games like any of the Golden Axe games, or Final Fight 3. Knights of the Round is bland and repetitive. Arcade port.


Kyle Petty’s No Fear RacingTwo player simultaneous, password save. Kyle Petty’s No-Fear Racing, from Williams, isn’t particularly well known, but I think that it’s actually an interesting arcade-style car racing game. This game is a behind-the-car racing game, but it’s not your typical behind-the-car SNES racer — it’s neither a Top Gear-style linescroll game, nor is it Mode 7 (or polygonal 3d). Instead, the game has some unique semi-3d engine. First though, the game is fullscreen in single player, splitscreen in two player. The tracks really do exist in 3d space, unlike fake-“3d” linescroll games, so you can see other parts of the track when they curve around, you see the track crossing itself when there are intersections, etc. Alternating-colors-linescroll style “3d” couldn’t possibly do those things. Also the tracks are not flat — instead, they’ve got curved banks, and often have stands above that too. All this really helps with the visual look of the game — it looks like a racetrack, sort of. The tracks feel like they’re made of a preset number of pieces, which are put together different ways, but it works. Plus, that design allowed for them to put in a track editor, which is pretty cool. That’s an uncommon feature for a 4th gen racer! The main game mode is a championship with points, over 28 different tracks. There are qualifying laps, but they’re short and quick, as fits the game. The game is also very fast — you can really zoom along in this game. There’s turbo too. The cars look like NASCAR stock cars, and the game does have a license from a NASCAR driver, but this isn’t a licensed NASCAR game, and the gameplay’s certainly nothing like authentic stock-car racing. The tracks are not ovals, first — they turn and curve in both directions, and are decent length. Also the handling is simple and arcadey, and that turbo helps with the fun, arcadey feel too. You will almost never have to touch the brakes; that’s fine with me! You can buy upgrades between races with the money you win. The car moves forward on the screen as you boost, which is kind of odd; I get that it makes it look faster, but it also reduces your reaction time. I guess that’s part of the challenge, though challenge here is moderate at best. You do have limited fuel and tire wear, so you will need to make occasional pitstops, and the arcade theme is here too — you press buttons to make the various tasks happen faster. This game has flaws for sure — the graphics may be original, but they’re repetitive as there isn’t much variety to the environments, and the gameplay is perhaps too simple, as you can get through the game fairly quickly. So the game may be easy, and I can sort of see why it got mediocre reviews, but it has fast, fun gameplay and a quite unique visual style for the system. Overall, I like Kyle Petty’s No-Fear Racing. Good game.


Lagoon One player, battery save. This game is a fantasy action-RPG where your generic male hero guy has to save the troubled kingdom of Lakeland from evil monsters. Spoiler alert: There’s a kidnapped princess to rescue too! Yes, the story here is as generic as it comes. As far as gameplay is concerned, Lagoon is similarly unoriginal. Lagoon is, in short, a Ys 1 or 2 knockoff. One look at this game’s interface, gameplay, and design, and it is quite obvious that the designers were thinking of making something like Ys when they made it. Those health and experience bars on the bottom of the screen are a design style straight out of Ys. But the first two Ys games are great, so why not copy from one of the best of the era? And Ys 1 and 2 aren’t on the SNES. However, Lagoon is somewhat disappointing. First, the visuals are bland. Sure, compared to Ys 1+2 on Turbo CD they look fine, but compared to other SNES action-RPGs, they look early and bland. The is a quite early SNES release, though, so that’s understandable. Also, your sword’s range is annoyingly short. It’s even worse than LttP in that regard, and I think that game’s sword has too short a range too. This game doesn’t have bump-to-attack like classic Ys games do, so you have to actually swing your sword to hit enemies, and the range is annoying. You will get hit by enemies a lot as you try to hit them. Also, of course, expect to have to constantly grind. There are also jumping puzzles in this game, and they can be frustrating when you miss jumps as the game punishes you for it too harshly. The dungeons are appropriately mazelike though, and the game plays tolerably okay. There’s a magic system too, which is great. Overall, Lagoon is average. It’s nothing beyond okay, but since I like Ys, I had some fun with this even if it’s not as good as the games it takes most of its ideas from.


Lamborghini American ChallengeTwo player simultaneous, password save, Super Scope support (in minigame only). Lamborghini American Challenge is a racing game from Titus. The game is an enhanced version of an earlier computer racing game of theirs, Crazy Cars 3; the biggest changes with this version are the color of the car (it’s yellow now), and the added two player splitscreen mode. The game is average at best, and I find it somewhat boring to play. LAC is your standard alternating-colors linescroll faux 3d racing game, and it has has bland, average graphics and average gameplay too. The game does let you choose from several racers, and then before races you can gamble with the other three racers in the race towards a pot that the winner will get, but the actual racing isn’t that great. Turn left and right, avoid the traffic, try to catch the other cars, and that’s about it. The average visuals and bland music don’t help the experience either. Mediocrity is probably expected from Titus, but unfortunately, this game delivers on that. The game does provide some challenge, as the races do get tough, and at least it does have both music and sound ingame, so it’s better off than some games in that respect, but still, the game isn’t much to speak of. I haven’t tried that Super Scope minigame, though. Overall LAC is neither good nor bad, but it’s not interesting enough for me to stick with for very long either, so yeah, it’s not that great. Also on PC, Amiga, and Amiga CD32; there’s also a downgraded Game Boy version. The Super Scope mode is only in this game, though.


Legend of the Mystical NinjaTwo player simultaneous, password save. Legend of the Mystical Ninja is the first of the four SNES Goemon platform/action/adventure games. They renamed it in the US, and called Goemon “Kid Ying”, but this is Goemon; only the names were changed, the crazy fantasy-Japan setting is intact. It’s a fantastic series, and this is a great game. Unfortunately, it’s also the only one with password save instead of battery, and it’s a real pain too — these passwords are very, VERY long: 31 characters. Argh. I have no problem with 4-8 character passwords, and 12-16 is okay too, but 32+ is just unacceptable, and is the kind of thing that makes me not play games, even if I want to play them. Having to write down the password, correctly, and then re-enter it every time is a gigantic pain. So yeah, play this in emulation or Wii Virtual Console, I think. Anyway, as for the game itself, it’s a pretty good game as I said. The game has two different styles, top-down and side-scrolling. Most of the game is spent in the isometric topview map, where you travel around an area, fighting monsters, talking to people in houses, buying items, and the like. Your goal here is to explore around, find the things you need, get a password (save), etc, and then find and go to the area where you’ll do that area’s side-scrolling stage. These levels aren’t that long, but they are quite fun, and end with bossfights. After that, it’s on to the next topview area. The game design works great; the only real issue is that it can be frustrating when you don’t know where to go because of how large the levels are and keep having to fight the endless swarms of enemies, but still, that’s just part of the challenge. Highly recommended, as long as you’re not playing the actual cart! It’s a real tragedy that Konami didn’t localize any of the other SNES Goemon games and despite the mountains of translation patches for Japan-only SNES games that are out there, through some bizarre failing, not one of the other three SNES Goemon games have a translation. Get on that rom patchers, now! Also on Wii Virtual Console.


The Legend of Zelda: A Link to the Past One player, battery save. I think everyone who knows the SNES knows this game. It is, of course, the SNES Zelda game, and it’s pretty good. I first played this game on the GBA, and I thought it was alright, but nowhere near as good as Link’s Awakening, Ocarina of Time, or the Oracles games either for that matter. I dropped the game somewhere in the sixth or seventh dungeon. I quite disliked the art design versus LA — the character art particularly I find not nearly as good, and the graphics are overlarge — there’s no good reason that trees have to be four times larger than LA’s trees, for example. I also dislike how short your weapon range is — you have a much better, wider attack in Link’s Awakening. And LttP has some very annoying design elements, too, with NES-style hidden stuff the game requires you find. More on that later, though. To continue my criticisms, that you can have only one item at once (and can’t change your sword, etc.) is dated compared to LA’s controls. The weak shield also is disappointing compared to any Zelda game since LA. The overworld map is awful, too. Sure, it’s better than LttP’s, but LA’s shows how to do a good map. This one is barely a fraction as good. It’s just all there, so there’s no sense of exploration by revealing the map as you go around the overworld, and that’s a really important thing for me. Maps in games matter, a LOT. The notes on the map on some squares in LA was great, too. And on that note, I also dislike LttP’s world design — the “it’s nine giant squares and a rectangle on top, each one with a different environment in it” layout is pretty silly. Come on, couldn’t you TRY to make an interesting map design? I guess not. It’s also a bit too open; LA’s more complex world design is better. Same for the Oracles games. As far as overworld design goes, it’s not exactly one of the better ones in the francise. The dark/light system is interesting, though, for the time at least; the series has, of course, done similar things many more times since. And finally, the story is absolutely terrible; yet again it’s a stupid “rescue the captured princess” story. The beginning makes you think that maybe it’ll be interesting this time… but no, she gets kidnapped and then you spend the rest of the game saving her. Sigh.

Anyway, after getting a SNES, I eventually picked up a SNES copy of the game. I mean, even if I have some issues with the game, Zelda is still my favorite videogame series. Of course I had to get it. And what I was surprised to find was that I liked the game a lot more on SNES than I had on GBA. I did have to use a guide of course, ebcause of the NES-style “hidden stuff as ‘puzzles'” design flaw that I expand on below, but even so, it was a great game, and I liked it. It could have been better, and I kind of wish that they’d made a second SNES Zelda game, but this is a very good game. And I wouldn’t want a second SNES Zelda it’d meant that Link’s Awakening wouldn’t have ended up on Game Boy! The graphics are great, particularly for an early-ish game like this is, there is a lot of content, including many dungeons to explore, the game’s quite tough and I died many times… yeah, very good game, most of the time. The graphics, music, and dungeons are great. I wish that you could continue from more places in the overworld — LA’s “continue from any door” design was a huge improvement — but still, when you actually have the items you need, LttP is a fantastic game. The dungeons certainly were the best part of the game. Sure, in art design they’re no match for LA or the N64 games, but in dungeon design they’re very good, clever, and tough. Several of the later dungeons are unforgiving, with how if you die you go all the way back to the start of the dungeon… argh. Still, the dungeons overall were a great fun challenge. Everything other than that one puzzle at the bottom of that one dungeon near the end (where you need the Ice and Fire rods). That’s got to be one of the least fair puzzles I’ve ever seen in a game. Other than that though, the dungeons were fantastic.

So, back to my issues with hidden items. This is one of the biggest flaws with the game, I thought. I REALLY have a big problem with this element of the game — I had to use a guide to find the Light Arrows (I knew I needed them, but didn’t know where they were…), at least one of the Medallions (the one you need to use in the desert, I was completely stuck there for a long time before finally using a guide), the Book of Mudora, and worst of all, the stupid Ice Rod, an item which, if you miss, as I did, will force you to redo an entire dungeon that you are at the end of just because you’re missing a previously-optional item. There was probably some more places I got badly stuck because of “we hid an item in the corner of the map somewhere with no real clues and called it a puzzle” game design that I really dislike. Something in town was like that too, maybe about the flute? That kind of dated, archaic design is part of why Link’s Awakening is such a great game — it ditches all of it. Good riddance. I would never have found that medallion in the mountains hidden off of the side near a dungeon that you go to once if not for GameFAQs, and the same goes for the Ice Rod, probably. If the game had a better ingame map, like Link’s Awakening has, and an ingame help system as well like that game does, it might be okay, but it doesn’t. Required items should not be hidden off in easily-missed corners of the map, that is not good game design. Encuraging exploration, having rewards for people willing to explore, that stuff’s great. I like having some exploration in games. But if you’re going to have REQUIRED items hidden around, you’d better have some pretty good clues pointing to their location, and a good map system that encourages exploration, as well. I know LttP’s defenders have excuses for every one of these about how really it’s all fine exactly as it is, but I just don’t agree, at all. The best Zelda games, like Ocarina of Time, Link’s Awakening, Oracle of Ages, or Twilight Princess, don’t have problems like these. Even so, A Link to the Past is a good game. Probably a very good game. And yes, I did like it quite a bit, and more than I expected to going in to the SNES version. But the people who call it the best Zelda game ever… yeah, they’re completely wrong, for quite a few reasons. This was a great game for 1991, but later Zelda games have better art design, overworld design, key item locations, stories, and more. LttP doesn’t even make my top three 2d Zelda games. Also on Game Boy Advance and Wii Virtual Console.


The Lion King One player. The Lion King was on many platforms in 1994. The game, published by Virgin, focused more on graphics than on gameplay on most of them. This version is no exception. It may have better play controls than the Game Boy version that I had as a kid (see my GB thread for my review of that one), but it’s still far from ideal. The Lion King is, of course, a platformer where you play as Simba from the great Disney animated classic. The game has fantastic graphics, good music, a very high and frustrating difficulty level, and mediocre controls. There’s also no saving, of course. Unfortunate. I got this game with some trepidation, considering my … mixed feelings … for the GB version, but it was a little better than I expected — the game’s still frustrating and flawed, but at least Simba controls better in this game than in that version. Plus, you don’t have a key command mapped to Start on the SNES. :p Still though, you need to be careful with your movements. Learn how the controls work, because it’s never as smooth and fluid as it is in the best platformers. Virgin’s team clearly was focused too much on the visuals, and not enough on the controls and level designs, here. And on that note, the ostrich ride segement of level two is CRAZY hard in this version! Seriously, it’s kind of ridiculous, how much memorization this thing requires. It makes the GB ostrich ride look junior league. I do like the added levels and puzzles, though; it makes it a more complete game. The stampede stage, one of the few parts of the game that is not a standard side-scrolling level, is cool on SNES too. The game has two different minigame types as well, which is nice. This is one of the better versions of The Lion King. Still, it’s a questionable buy on any platform, unless you’re up for some frustrating play controls and an uneven, but too often way too hard for a “kids” game, difficulty level. This version is also on PC and Genesis; the other The Lion King releases, including the Game Boy version, Sega’s Game Gear version (it’s SUPER crazy unfun hard!), and the NES version, are each somewhat different from the main console versions.


Magic Sword – One player. Magic Sword is a port of a Capcom arcade game. The game’s a very good port of this side-scrolling action-platform game; the only major cut is htat this version is one player only, while the arcade version is two player. Still, the game is pretty good. In this game, you play as a barbarian warrior, going in to a tower to defeat the evil people there, and rescue the captured people in the tower too. As you progress up the tower, fighting monsters along the way, you will get many keys. Some can be used on the many jail doors, which lock up the prisoners, who are also your helpers. There are eight different helpers available, so you have a lot of choices, but you can only have one with you at any one time. There are also weapon powerups for your character; don’t get hit, or they’ll go flying away! Part of the fun of the game is collecting all the powerups, getting stronger swords, and choosing which helper you want with you. Each one has their own strengths and weaknesses. Magic Sword does have a pretty substantial amount of slowdown, so you can tell that this is an earlier SNES game, but the graphics are reasonably good, and I don’t mind the slowdown; this game’s quite good regardless. The game also has a good challenge level — this game is tough, and you do have limited continues, but you will improve with practice, and do better each time you challenge the tower. There are a total of 51 floors to go up, and eight bosses to fight along the way, so the game will last a while. Magic Sword isn’t one of Capcom’s better known SNES games, but it is a pretty good one, and it’s well worth a look. Arcade port. The arcade version is also available in Capcom Classics Collection Vol. 2 for PS2/Xbox and CCC Remixed for PSP, and also is packed in with Final Fight (the arcade version) in Final Fight: Double Impact for XBLA for X360 and PSN for PS3. There was also an inferior cellphone version. So, this is not the best version of the game, but still, it’s quite good.


The Magical Quest starring Mickey Mouse – One player. The Magical Quest was the first of three Disney platformers on the SNES from Capcom. It’s a good game, but is fairly easy and short; there are only about six levels here. The game has a bit of challenge as you do have limited continues and no saving, but some practice will get you through the game. The graphics are very nice though, so I can see why it was a hit. I don’t like Capcom’s SNES Disney platformers as much as I do their NES ones, though, so I don’t think this matches up to games like DuckTales, Darkwing Duck, or Rescue Rangers, but it s a decently good game. Mickey has different costumes he acquires, and each one gives you a difference power. It’s moderately fun stuff. I don’t know though, it’s a pretty good game, but much like SNES Aladdin, or the game below, it just feels a bit … bland. Somehow Capcom’s Disney games just don’t have quite the same spark on SNES as they did on NES, Goof Troop aside (that one’s great, of course!). This game didn’t keep me coming back, and honestly I haven’t finished it… not because I couldn’t, but because I just wasn’t interested enough to keep playing. Still, The Magical Quest is a quite nice looking game with decent, if average, gameplay, okay level designs, and some fun to be had. The graphics may be the biggest draw, but the gameplay’s not too bad either, even if it’s not Capcom’s best. This game isn’t nearly as good as the two Illusion games on Genesis, but still, it’s alright. Also on GBA; that version adds saving.


The Great Circus Mystery Starring Mickey & Minnie – One player, password save. This is the second Magical Quest game. There was one final one, but it was only released in Japan on the SNES, and didn’t get a US release until its GBA port. This game, though, we did get, and on both SNES and Genesis. I only have this version, but it’s good. As with the first Magical Quest, this is a very nice-looking, but somewhat average-playing, Mickey platformer. I like that they added two playable characters this time, as the name suggests, and a password save system, but otherwise the game is very similar to the original; you go to the right, use costumes where needed, and make your way through the game. Because of the additions this probably is the better of these two games, but it’s a sequel very similar to the original, so it still doesn’t match the Genesis Illusion games. Still, it probably is the most fun of the three SNES Capcom Disney games that I have. Decently good game. Also on Genesis and GBA.


Mario Paint – One player, SNES Mouse required. Mario Paint is a painting program. You can draw stuff and make some basic music. Some people loved this game, but as I didn’t have a SNES back in the early ’90s, there’s nothing here to interest me; a painting program with limited controls where you can just save one painting at a time, and even that’s backed by a now-aging battery? Yeah, no thanks. Just use MS Paint… and as for the music creator, there are freeware PC knockoffs of it that are better, for people who care about that kind of thing (I do not). However, there is one other thing here, in addition to the creation: the flyswatter game. Essentially, this is a “shooter” where you control a flyswatter, and try to swat all the flies as they appear on screen. Take too long, and they will hit you. At first this seems like a simple, basic little thing, but as I kept playing it, I realized that this actually has some depth — the game has levels, bosses, and everything. There are three levels, each harder than the last, and there’s no saving or continues, so beating it will take some practice. I really liked the flyswatter game; it’s simple but fun single-screen-“shooter” swatting action. That’s the only thing in Mario Paint of interest, but at least the cart has that!


MechWarrior 3050 – One player, password save. MechWarrior 3050 is a port of the Genesis game Battletech. Other than the name change, and the usual platform changes (more colors here, and such), nothing else significant changed. That’s a good thing — this is a pretty good game. Under either title, the game is a top-view isometric mech action game with some sim elements. You play as a Mad Cat mech pilot, here to do missions and such; the story is less important than the action, though there is a plot. Essentially, this game it feels like a MechWarrior take on Desert Strike, except I have a lot more fun with this game than that one. For one thing, there’s no fuel limit, and ammo is easier to find. Enemies are also easier to kill, and of course you can do fun stuff like crush human enemies. Yeah, I don’t really like Desert Strike all that much, and never have… the series frustrates me, and I do not have much fun. This game, though, is good. It is on the short side, with only six missions to play, but it tries to make up for that with difficulty, and it succeeds; the second mission will take quite a while to get right, since it has a tight timer and it’ll take some time figure out what, exactly, you are suppose to be doing. You really need to hurry to finish it before time runs out. The game doesn’t get much easier after that, either. I wish there were a few more missions, but as it is, it’s still quite fun. With the password system you can always start from the mission you’re at, of course. The game has great graphics, too. Your mech is very large on the screen, and the other enemies and buildings look good as well. You also have a nice variety of weapons. Of course you’re here to blow them up, but they look nice enough until you do that, at least. This is a pretty good game overall, and the “Desert Strike but with a mech and more fun to play” design succeeded. Well worth playing. Also on Genesis as “Battletech”.


Mega Man X – One player, password save. Mega Man X is one of the Super Nintendo’s most popular classics. Do I really need to review it? It’s a great, great game. I loved MMX back when I first played the game on the PC back in 1995, and this original SNES version is just as good. The PC version’s a great port; it adds hard saves (to files), but drops the mech-suit parts. They are in this version of course, but they’re such small parts of the game that it wasn’t much of a loss, really. I got this game several years back for $10, new and sealed. Honestly I’m not sure if it was worth it; on the one hand it’s a great game and a true classic, but on the other hand I already have a pretty good version of it. Still, it was fun to play the game again. As for the gameplay, it is of course a sidescrolling platform-action game, where you, as Mega Man X, have to beat 8 bosses (in any order), and then the final stretch of levels, and then finally the boss, Sigma. This game has more of a story than the original Mega Man series had, and it’s tolerable; this is no great narrative to say the least, but this short, simple plot is better than some of the later MMX game stories, for sure. Also of course the graphics and sound are great, as usual from Capcom. Also on PC (in a slightly modified port), Wii Virtual Console, and on PS2 and GC in the Mega Man X Collection.


[Note – I have ports of the other SNES Mega Man platformers, but not the SNES versions. I have MMX2 and X3 for the MMX Collection for Gamecube. I haven’t played them enough to say anything. I have MM7 in the MM Anniversary Collection for Gamecube. It’s an okay game; I got to the Wily levels, so it’s okay, at least, though it is quite disappointing compared to the NES or most of the Game Boy games, it is at least better than Mega Man 8. I also have Mega Man & Bass for GBA. It’s way too hard, and I never managed to get past the initial set of three bosses. I tried quite a few times… but never could beat those three levels. I finished one, but not the other two. Bah. Maybe it’s easier on SNES? I don’t know.]


Mohawk and Headphone Jack – Two player alternating, password save. Mohawk and Headphone Jack is an utterly bizarre 100% Mode 7 sidescrolling platformer with a gravity system from THQ’s Black Pearl studio released late in the SNESes life. Black Pearl mostly made mediocre to bad licensed games, but they also did this… thing. If the people designing this game weren’t on something, they sure want anyone playing it to think they were! Either way, Mohawk & Headphone Jack is an absolutely insane-crazy game. You play as a pair of goo, or clay-like guys. They have mohawks and headphones, and don’t wear anything else. They can also change form, so they have a ball form, and special forms that come from powerups such as one with a wheel (for moving faster), etc. There’s also a gooform for fitting through small pipes. The game is a platformer, and your goal is to find, and reach, the end of the level. That will be a lot more difficult than it sounds for two reasons. First, the level designs are very confusing; even with the map screen (on the pause menu), finding your way around the levels can be quite difficult. And second, there’s that aforementioned Mode 7 nature of the game, and the gravity system. You see, your character always stays upright on the screen. As you move around, the world rotates around you, since it’s all Mode 7. Each level has a very similar graphical theme throughout, so the map is absolutely essential if you don’t want to constantly get lost. And also, all platforms in this game have gravity. Once you jump high enough to get within range of a platform above you, the world will spin around and you’ll land on that platform, as if it’s now the “ground”. Maybe on later platforms they’d have the sprite spin around, but on the SNES that would be hard, while having the world spin around in Mode 7 is easy, so it works this way. So yeah, think of this as sort of a predecessor to games like Mario Galaxy, except not as good. The game is fast, and fun at times, but yes, it has some real issues. First, the spinning and rotation can be confusing, and I’ll bet dizzying for some people as well (not me). And the levels have little graphical variety too, and you can tell that the backgrounds are all Mode 7 — everything has that blocky Mode 7 look to it. Also, the game lets you run fast, which means that it’s easy to accidentally run into enemies. You’ll need to take things more slowly than you’d like when you first explore an area. Even so though, I find something about this game compelling. It’s a quite challenging game even with passwords after every level, and wandering around the levels, trying to find the bonus area warps, special powerups, collectables, enemies to defeat, secrets, and more can be quite fun. It does get frustrating for sure due to the giant maze levels, but still, this is a very unique, and quite interesting, game that I would absolutely recommend trying. This game is also ideal speedrun stuff, due to the speed, complex level designs full of secrets, and unique style.


NBA Jam: Tournament Edition – Four player simultaneous (with multitap), battery save. NBA Jam T.E. is Midway’s second “extreme” arcade basketball game, and it’s probably my favorite game in the franchise. This game is an absolute classic, and I love it. NBA Jam is a two-on-two basketball series, with no penalties other than the often-annoying goaltending (I wish it didn’t have that either…), and with plenty of action as you can shove around the other players. T.E. expands things compared to the original version: the game adds three players per team, which you can switch between between quarters, instead of two preset characters per team as the first game had. Unfortunately a few of the most popular players, such as Michael Jordan and Shaq, aren’t in the game for licensing reasons (they would have cost a lot more), but a lot of players from 1994-1995 are here. Another key change is the addition of injury ratings. In the first game players could not get hurt, but this time getting knocked down again and again will take its toll, and players will take injury points. Players all have a statistic showing how resilient they are, so the more durable players can take more injury damage before they lose effectiveness than the weaker players. Sitting a player for a quarter (by swapping them to the bench in between quarters) will heal up their injury rating to full, so this is a significant strategic element of the game. Unfortunately, I don’t think that any other game in the franchise allows you to swap out players between quarters. Hangtime allows a halftime swap, but I don’t think any of them (unless one of the new Wii/PS3/360 ones does?) have swaps every quarter. Some of the newer ones don’t even have injury ratings either. Yeah, the featureset took a step backwards after this game. They added custom player creation, but cut some more important stuff. There are several other features availble in this game, but not most other titles in the franchise: first there’s a turbo speed mode, so you can play the entire game in 1x, 2x, or 4x speed. 4x speed games are crazy fast, but fun. Second, there are “hot spots” that can be enabled. This option has temporary circles randomly appear around the court, each with a number (between 3 and 8) on it. Make a shot while standing on a circle, and you get the number of points on the circle. Hot Spots certainly mixes things up. I think that some later games in the franchise have a cheatcode for hotspots, but I don’t think any have it as a menu option like this one does. And last, there’s a Rookie team, with 8-10 of the best new players from across the NBA that year. Pretty cool option, and again not one you’ll find in the other games. College Slam, which runs on the NBA Jam TE engine but has college teams instead, does have the turbo and hotspots options, but none of the other actual NBA Jam/Hangtime/Showtime games do. Unfortunately, while the SNES version is for the most part fantastic, there is one downside here: there’s no ingame music. The other versions of NBA Jam and TE all have ingame music, including the Genesis and 32X releases, but on the SNES, neither NBA Jam nor TE have ingame music. It’s quite odd, but you get used to it. Apart form that though, this is great. The 32X version is slightly better, with better graphics, actual hardware scaling (that is, of course, not something the SNES can do), and ingame music, and I like the PS1/Saturn version a lot as well, but still, the SNES version is good, and certainly is worth playing. Arcade port. Other versions of the game, each with their own quirks, are on the Genesis, GB, GG, 32X, Jaguar, PC, PS1, and Saturn.


Newmann Haas’ Indy Car featuring Nigel Mansell – Two players, password save. This game is a very generic, somewhat simmish F1/Indycar-style linescroll (Pole Position/Top Gear) racing game. I find it very generic, plain, and uninteresting, though I’m sure open-wheel racing fans would like it more than I do; I don’t have much interest in F1 myself. Still, even beyond that, I”m sure that there are better F1 games than this on the SNES… this one’s not the worst, but it’s just so bland. On the good side there are a few car configuration options, plenty of tracks, and some okay gameplay. However, with bland graphics, not much audio of any note, very average controls, standard course designs for this type of game. Nothign stands out. This is the second game in its franchise, so maybe it’s better than the first one (Newman/Haas Indy Car featuring Nigel Mansell), but that doesn’t leave me too interested in it… there are a few decent graphical touches here, but for the most part it’s generic all the way. At least there is a map on screen, so you an see the upcoming turns, though of course as always in this style of game, the turns in the game bear little resemblance to the ones in the picture — linescroll games fake their 3d effect by alternating bands of color, so they can only do smooth turns, and cannot do things like overpasses or crossovers, so you just drive through the close point without seeing anything. This game does have some fake-3d elements like grandstands, but still, it’s average at best, uninteresting stuff for the most part. You can do worse than this though, and even if it’s mediocre, at least this game HAS ingame music; lots of open-wheel games don’t have any at all. Overall though, uninteresting for me.


NHL ’96 – Two players, battery save. The Genesis version has four player support, but it’s only two on SNES. Yeah. I can see why the Genesis sports games were more popular, it was stuff like that… still though, it’s pretty good, even if it’s not quite as good as the Genesis ones. I’m not enough of a hockey game fan to actually play these games enough to identify the game system differences and such, though; I very rarely play these games, but I got this for very little, so it seemed worth it to have one. It is reasonably fun at least.


The Ninja Warriors – One player. The Ninja Warriors, aka The Ninja Warriors Again as it was called in Japan, is a side-scrolling beat ’em up. The game is a SNES-exclusive sequel, or perhaps remake, of the original Ninja Warriors arcade and console game. The first game’s console ports, on Turbografx and Sega CD, were both only released in Japan, but this game did get an American release. The game has increased in price recently, and now even loose cart copies go for a good $35-50, but I’m sure I didn’t pay anywhere remotely near that much for it (I don’t know the amount, but it has to have been under $10). The game is pretty good, and has much better graphics and gameplay than the original Ninja Warriors. That was an okay game, but it’s extremely repetitive, with very basic walk-left-to-right-only level designs while hordes of enemies attack you from both sides. It didn’t even have multiple levels, platforms, or anything, and you only have a couple of attacks. This game is still strictly side-view, so it’s not isometric, but it has much better graphics with much more involved level designs, which is great. There are also a lot more moves you can pull off, so the action is a lot more varied. Those were badly needed changes which make this game much better than the first one. There is one major downside, though: unlike the arcade and Sega CD versions of the original game, this one doesn’t have any multiplayer. That’s really too bad, because the two player co-op is one of the better things about that otherwise extremely repetitive game. The US version is also censored — the female enemies were removed and replaced with male ones. The female (robot) player is still here, but not the female enemies. But even if you have to play it alone and censored, at least you will probably be having more fun along the way than you would in the first game, because of all the improvements. There are also three playable characters this time, up from two in the original game, though that is somewhat wasted with the game’s lack of multiplayer. Still, as good as it is, it is held back by the side-view perspective; side-scrolling beat ’em ups just don’t quite have the depth that isometric ones do, and this game is no exception. Still, for its genre, it is one of the better ones around. This game is vastly superior to earlier side-scrolling beat ’em ups like Vigilante or Bad Dudes, that’s for sure. I do have to complain about the final boss, though — I don’t want to spoil much, but you need to use this one, hard-to-pull-off move in order to hurt the final boss, and it’s a complete pain in the neck to deal with. One time I got to the last boss, but after much irritation, I finally just gave up and turned the game off; it wasn’t worth the frustration that having to repeatedly pull off that move created. Still, overall, The Ninja Warriors is a pretty good game. It has some flaws, but the strengths are greater.


Operation Logic Bomb – One player. Operation Logic Bomb, actually a sequel of sorts to the Game Boy game Fortified Zone, is an oddly under-recognized top-down 2d action shooting game from Jaleco. This game really is a very good game, and it’s one of the best of this kind on the SNES for sure. I guess the game is known well enough to sell for about $9, but it doesn’t get anywhere near the attention online that it should. Well, hopefully sometime that will change. The game has a sci-fi setting, and tells its story through dialog-free cutscenes. The game has a great visual style, and it really looks like a ’90s sci-fi action movie place. In Operation Logic Bomb, you play as this guy who is a soldier investigating an incident in a scientific research facility (yeah, no female character option here, unlike Fortified Zone, unfortunately). The facility had made major breakthroughs that had allowed a rapid advance of technology, but something has gone horribly wrong, inter-dimensional monsters have invaded, and you’re here to clean up the mess and figure out what happened. The cutscenes can be confusing, but overall the story is reasonably interesting, and keeps me coming back to try to get farther this time and see more of the plot, and levels too of course. On that note, yes, you have limited continues here, and no saving. You will need to learn the game to beat it. As you progress you get more and more weapons and abilities, as well, so your arsenal, and options, increases with time. The first weapon is pretty basic, but you eventually get some pretty cool armaments and special abilities. There are some puzzle elements in this game, as well — some doors can only be opened by solving a puzzle that requires the correct use of a specific weapon or ability, and you often wander around the levels, trying to figure out what to do next. There is a great, very helpful automap, but you will have to figure some things out on your own. Most of your interactions are done through terminals. There is no hint of what a terminal will do until you have accessed it, so only memorization will allow you to, say, save healing terminals for when you are actually low on health, but the terminals are important; some will open doors, other show you short cutscenes, others heal you, etc. While the game is mostly linear, as I said, it is not on a railed path — you can wander around, and often can go back and forth between several areas as you try to figure out where to go next and what to do. I’ve rarely been frustrated, though; once or twice, but that’s it. Mostly this game is just plain fun. The controls are great, with weapon switching and strafing that are easy to use (and yes, the strafing is essential, and a very welcome feature!), too. It is a long and tough enough game that I wish it had passwords, though; too bad. Overall, though, Operation Logic Bomb is very highly recommended. This is a top-tier SNES action game, no question, and is one of its best exclusives in the genre.


Out To Lunch – Two player alternating. Out to Lunch is a platform-action game from Mindscape. The game plays like an early ’90s PC game, and looks like one too. The game has classic arcade-esque gameplay. This game is one of those platform-action games in the Bubble Bobble vein. Here the stages are a couple of screens tall, so it’s not a single-screen game like that one, but still, the concept is similar: capture (defeat) all of the enemies in each small level, and you move on to the next one. To make up for the short length of the levels, the game has 48 levels to play through, and gets tough after a while. As the name suggests, you play as a chef in this game, and have to capture recalcitrant food items in each stage. You need to knock out the enemy food items by jumping on them, pick them up with the net, and drop them in the cage area before the timer on each stage runs out. There are a variety of powerups to help you out along the way. The game is simple and repetitive, but is a fun game, and I like it overall. The graphics may be small, but they look nice, and there’s plenty of animation here as well. The game is well designed too, with a good mix of fun and frustration to keep you coming back. The main negative here is that the game does get pretty tough eventually, but still, it’s a good, little-known game. If you see it cheap, get it.


Outlander – One player. This game was designed as a Mad Max game, but they lost the license, so it’s an unlicensed title that looks and plays like it’s set in a Mad Max-style post-apocalyptic world… because it is. Yeah, they didn’t change much here apart from the name. This game was also on Genesis, but this SNES version is slightly enhanced versus that version. Unfortunately, it’s still a pretty mediocre game. Outlander has two parts: driving, and side-scrolling action. You spend a lot of the game driving. The game has a behind-the-car viewpoint, with the usual linescroll and fake-scaling. Enemies attack you regularly, and you can shoot them with your forward gun, or use side guns to hit enemies on either side. YOu do have limited fuel and ammo, though, so watch your supplies. When you’re in a town an indicator sign will appear, and if you stop and pull over, you can get out of your car and attack the people in town, trying to find food and fuel there to use. You need to know to pull over, though — the game doesn’t make it clear ingame that you can stop in towns, but it’s essential. The side-scrolling action is standard below-average stuff — you simply walk right, duck or jump to avoid enemy fire, kill/beat up the enemies, and keep going until you get through the town. And that’s pretty much it. Rinse and repeat the two above modes until either you win, or, much more likely, get bored (or get game over) and turn the game off. Outlander isn’t terrible, I guess, but there’s very little here to make me want to play it.


Pac-Man 2: The New Adventures – One player, password save. Pac-Man 2 is a side-scrolling adventure “game” where you can’t control your character. Instead of moving Pac-Man around, he just goes around the screen by himself, and all you can do is move a cursor around, and try to get him to look towards where you’re pointing, or by interacting with something you can cause something to happen that might affect what’s going on. Some people seem to actually enjoy this game, but I think that it’s one of the very worst SNES games that I own. Trying to get Pac-Man to go where you want on the screen, or do what you want, is tromendously frustrating, and there’s not much of a positive upside here either. The game is no fun at all to play, it’s just annoying. This “you can’t control the character” concept did not work at all. If you could just control him this game might be okay — not great, but maybe okay — but as is? It’s horribly bad. Avoid! Also on Genesis, where it’s just as unplayably worthless.


Paperboy 2 – Two player alternating, password save. Paperboy 2 is the second game in this classic Midway arcade game series. While Paperboy was a popular arcade game, I never liked it very much, and I still find this series more frustrating and aggravating than I do fun. The Paperboy games are easy to hate due to their challenge level. Paperboy 2 plays just like the original game, except with some new neighborhoods to drive through, and with a choice of gender for your paperboy, or girl. So, it’s still overly difficult and unfun. Paperboys 1 and 2 are isometric games. You drive up the screen on your bike, avoiding obstacles that come out of house yards, or the street, as you try to throw newspapers onto peoples’ doorstops. The problem is, you must be VERY accurate — if the paper lands anywhere other than in the mailbox or on the front porch pad, that person will unsubscribe from the paper before the next day. Doesn’t matter if it’s one pixel to the right of the porch, they’re gone. It’s cruel stuff, and kind of stupid too. And no, of course you can’t stop and just put them in the boxes; you can’t leave the bike. You can control speed and turning, but that’s about it. You also cannot go backwards, not even a pixel. Running out of papers is easy as well. And it’s not easy to get lost subscribers back, either, so games for Paperboy for me always end in just a few days, as my subscriber count quickly drops towards zero, and I quit, wondering why I actually played this thing again. This game’s no different. The game has a little more variety than the original game, and you CAN actually beat it if you’re far better at this thing than I am, but still, it’s only marginally better, which means that it’s still not very good. The graphics aren’t too great either; there are a lot of events to see, but the visuals are small and bland. The only good thing about the Paperboy games are the little bonus areas you play through after getting through each day… but those don’t nearly make up for everything else. Arcade port also available on many other platforms.


The Peace Keepers – Two or four player (depending on mode) simultaneous (with multitap). This game is a beat ’em up. It’s really the third game of the “Rushing Beat” series, though each game was released under a different name in the West: the first one is Rival Turf, the second Brawl Brothers, and the last The Peace Keepers. I don’t have those other two, but I do have this one, and it’s good. This is a solid, fun beat ’em up with good design and fun gameplay. There are four default players to choose from, plus two more unlockable during the game, so there’s some good variety. The game also has a unique feature for its time, that four player mode. Unfortunately, the 4p mode is in versus mode only — you can’t go through the main game with more than two people, all you can do is fight in a single-screen area with four human players. Still, that’s two more than any other SNES beat ’em up or fighting game supports, so it’s a cool feature. The main game has one important drawback as well, regarding the audio: oddly, you cannot have both music, and background sounds, at the same time in this game. Instead, you have to choose between one or the other in the options screen. This is disappointing; I really wish that the game supported both at the same time, because the soundtrack and atmospheric-sounds track are both pretty nice. I’d like to have both at once. I know some 4th gen racing games have “music or sound effects” restrictions, but I haven’t seen anything quite like this before. Other than that though, this is a good beat ’em up with decently good graphics, about as much variety as you’ll find in a 4th gen beat ’em up, and decent level designs. The game has branching paths, and you go in all four directions here, so this isn’t a “walk right only” game. I like this style better. The graphics and art design may not be the best in the genre, but they are good enough, and the gameplay is better. This game even has some special moves (with button combinations) and multiple endings! Yeah, it’s a high-quality production. It’s one of the better SNES beat ’em ups. The main drawback is that it has a high difficulty level, but still, it’s fun.


Phalanx – One player. Phalanx is a shmup probably best known for that infamous banjo-player cover that they released in the US. There is a little spaceship in the background, but the foreground is taken up with an old guy playing a banjo. Well, it may make no sense and have nothing to do with the actual game, but at least it’s different… as for the actual game, though, it’s an average shmup. This is an okay game, but I don’t find it all that great either. I’ve gotten a couple of levels into the game, but that’s about it. Of course, the high difficulty level has a role in that as well. Some of that is because of tough game design, as expected from a shmup, but part of that is also because many of the enemy bullets are very hard to see. Bullets are tiny and they really blend in with the backrounds sometimes, and it is a definite problem. Phalanx needed slightly bigger, more visible bullets. The game is largely a conventional shmup with decently nice graphics and mostly good gameplay. The game does have some nice art design ingame, at times, and the powerup system is somewhat interesting — you collect weapons which you can also use as bombs. Problem is, of course, if you use a bomb, you don’t have that weapon anymore. You can switch between the weapons you do have on the fly. The system works reasonably well. Still, overall, I just can’t get excited by this game. It’s okay enough, but it’s nothing special, and the frustration factor due to unfair deaths from hard-to-see fire is a factor too. Originally released for the Sharp X68000 (in Japan only). There is also a GBA version of the game; it’s largely the same, and does a good job adapting to the smaller screen, but that version adds high score saving and a level select, which is cool. This version doesn’t have that of course. There is also a Japan-only Wii Virtual Console release.


Phantom 2040 – One player, password save. Phantom 2040 is a platform-action game based on the movie of the same name, which itself is based on a TV cartoon that was a modern update of the original The Phantom, which was (or is?) one of the very first superhero comic strips in the newspaper. The Phantom, “The Ghost who Walks”, is a guy wearing purple who protected the jungle from evil villains. My local paper carried the The Phantom series back up to the mid ’90s, when they dropped it. I was kind of disappointed, because it was decent. I haven’t really read it since then, though. As for the Phantom 2040 show, I haven’t seen it. I got this because of my memories of the comic strip, and because I’d heard that it was a pretty decent game. Well, that is true — this IS a solid, maybe even good game. Phantom 2040 is one of the better Western movie licensed games on the the SNES and Genesis, I think. The game is, as the title suggests, set in the future. The game is a somewhat open-world adventure with a decent story (which is original; this isn’t just going by the story of some TV episode), as you can explore around, collect items, and more. The game is often described as being Metroid-inspired. You’ll spend a lot of time exploring areas, as you follow the game’s story from one place to the next. You can always return to previous areas if you wish, though; it’s not railed. Items come in the form of various weapons and items for you to use. There are also the usual locked doors to get past as well; they can only be opened by destroying a specific key pillar. The game is somewhat nonlinear as well, as there are multiple paths, and you won’t find everything or fight every boss in each playthrough. There are a lot of bad endings in this game too; most of the 20 endings are negative, only a few are good. But how does the game play? That is the most important question of course. Well, it plays fairly well for its genre. You’ve got punches, kicks, and your various weapons to deal with enemies. Some of the weapons and items are fun stuff, and you have a grappling hook, which is always great. However, as is common in open-world games, the game can be confusing at times, and because levels are quite large and open. Many paths are dead ends, or lead only to a powerup. The game does tell you the general area where your next objective is, but still, having to explore through the levels can be annoying at times, for me. Some openness is great, but I’ve never loved the really open-ended games, I prefer to know where I’m supposed to be going. This game does tell you, but some of it’s up to you. Also the passwords only save from the beginning of each level. With levels as long as this games’, that can be an issue. Still, overall, Phantom 2040 is a fairly good, and relatively unknown, game. Super Metroid fans should try it; it doesn’t have that game’s production values or quality, but still, it is good. Also on Genesis.


Pilotwings – One player, password save. Pilotwings was a very early Mode 7 flying game. It wasn’t a launch title in Japan, but it was in the US. With Mario World, F-Zero, and this all out at launch, the SNES certainly launched with titles showing off what it could do. Pilotwings is a civilian flight game, so it’s not an action game, but it’s definitely no sim either. The game is a unique flight title where you control several different types of flying vehicles, each with completely different controls. Your goal is to do specific missions. Complete them fast enough and you’ll get a higher ranking and move on to the next level. The game is somewhat short, but it’s fun while it lasts, and it does get tougher for sure. The graphics are nice. The Mode 7 ground is flat and blocky of course, as always with Mode 7, but it looks good for the time. The N64 Pilotwings game is definitely better than this one, but still, I do like the variety, and it is fun to play. There’s a helicopter, a jetpack, etc… fun stuff. You do missions such as flying on rings or, with one plane type, shooting at targets, and then have to land. Landing is one of the hardest things to do well, so a poor landing will ruin a good run’s score. You need to land slowly and try to hit the center of the landing target. Pilotwings can be a slow game at times, but it’s pretty good. It’s not as good as its N64 sequel, but this is a good game. Also on Wii Virtual Console.


Pinocchio – One player. Pinocchio is a platformer, unsurprisingly. The game is a later SNES game and has nice graphics and decent gameplay. The game does have some issues, including its short length and sometimes average gameplay, but still, it’s alright, and good at times. In the game you mostly play as Pinnochio, but there’s also a bit with Jimminy Cricket. Oddly, that level is just a single screen in size, and it’s very short. I don’t know why they bothered, and then made it such a minimal part of the game. There’s another mini-stage where you have a very annoying memory game to get through. The other seven levels are normal, though each one has a slightly different style. As for the rest, the game has good graphics, but the levels are just large enough to be confusing. This game doesn’t have huge worlds, but it does have good-sized areas to explore in most levels, and the game doesn’t always make it clear where you should be going. This led to some frustration, particularly in a couple of the levels. And even when I did know where i was going, the level designs are made to annoy. The part on the boats certainly was at least. Still, most of the time Pinocchio is a good game. The game plays fine, it has some variety, and it’s fun enough to complete once, at least. That won’t take very long, though. Play if you liked the Disney movie. Also on Genesis. (Oddly enough, the SNES box says “only on Nintendo” on it, even though a Genesis version released in the same year that this one did, 1996… huh.)


Populous – One player, password save. This game is a port of the PC original of the same name. It sort of works on consoles, but honestly, not all that great… and this is the kind of game that’s very badly dated today, too. I’ve always wanted to like Populous, but just never have. I really dislike how tiny your viewing area is — you really can’t see very far at all. It feels claustrophobic versus other strategy games which let you actually see the whole screen. In this, it’s just a small diamond-shaped window in the middle. Also, without mouse support, the controls are really no good here. Populous is a complex simulation game where you play as a god, using your powers to build up your people as you lead them to victory over the other tribes, so you’ll need to do a lot of actions with menus and buttons, with a SNES controller that was never meant to control this kind of game. Yeah, between the very dated game, and the controls, this isn’t one I’ve ever spent too much time with, and probably wasn’t worth getting. If you want to play a Populous game, play the second or third Populous games on the PC. Also on many other platforms.


Porky Pig’s Haunted Holiday – One player. Porky Pig’s Haunted Holiday is a platformer from Sunsoft and Acclaim, but developed by a British studio. Now, while I love Sunsoft’s Game Boy Looney Tunes games, I don’t think so much of most of their SNES offerings. A few are good, but more aren’t. Fortunately, this is one of the best ones. Porky Pig’s Haunted Holiday has good graphics, solid gameplay, and some interesting level designs. Overall it isn’t incredible, but it is well above average. The game is quite short with only six moderate-length levels to play through, and it’s easy too, but while it lasts it’s a lot of fun. This is actually the only game ever to star Porky Pig exclusively. Sure, he shows up in many Looney Tunes games starring larger casts, but for solo acts, this is his only one. Considering how popular a character he was, that is surprising. The game has some somewhat odd parts, and the last couple of levels get weird. I don’t want to spoil it, just play the game and see for yourself! Porky goes to some strange places in this game, and it’s pretty interesting to see. The graphics really are nice at times too. You can tell that this game is Western-designed, this has that early ’90s Western, maybe European platformer flavor at times. However, it does not have that European platformer rock-hard difficulty level, for sure. That’s probably more a good thing than bad, though I do wish that the game was longer. At the end, I was still having fun and wished that it’d keep going. Still, Porky Pig is a good, or at least above average, game. It’s well worth the short time it’ll take to play. With good graphics, gameplay, and level designs, this is one of Sunsoft’s most fun SNES Looney Tunes games.


Power Piggs of the Dark Age – One player, password save. Power Piggs is another game I did a standalone review of. See that. This really, really odd platformer is a completely strange game with some odd game mechanics, but overall I think it works. But to back up, Power Piggs is an American-developed, late-release (1996) SNES platformer that feels like it was released half finished. The manual has an amusing comic in it, telling the backstory of why these donut-loving Piggs have to save their fantasy world from the evil Wolffs. Three characters are introduced, and you see all three on the main menu too. However, only one actually exists in the game: Bruno, your character. The other two only exist where their heads appear as checkpoint markers some of the time. No reason is given for their absence. The game also has only eight levels, and apart from the last level, they’re not that long either. The last level is hard, but still, this is a short game. It also has some very strange design decisions, such as that the passwords that the game is probably supposed to give you after level 2 and after level 6 aren’t shown; instead, the only password you get through normal play is the one after level 4, at the halfway point. If you want to use those other two passwords, or see the hidden secrets (there’s a shmup minigame only accessible via code, for example), you’ll need to look up those passwords online (they’re all on GameFAQs for instance). I recommend it. As for the gameplay, I explain it all in the thread, but the game is a fairly typical Western action-platform game, with a unique twist. The game has large, somewhat mazelike levels, plenty of enemies to fight and lots of stuff to collect, a strong exploration element as you search around the levels looking for powerups, checkpoints, and more. But the most unique things are all the air vents in the ground that blow you into the air. These are all over the place in this game, and if you enjoy floating around in them, you might like the game as I did. If you don’t… probably this isn’t the game for you. It is worth a try, though; it’s short, anyone who likes cartoony Western platform-exploration games like Lady Sia on the GBA will probably like it, and most people surely have not only never played it, but never even heard about it. I’d love to hear the story behind the creation of this game sometime, it might be interesting. This is a game which fell through the cracks, but some people will like if they try it.


Power Rangers Zeo: Battle Racers – Two player, password save. This game is a Super FX semi-futuristic kart-style racing game. The game uses an addon chip that does use the extra pins on the SNES cart, but visually it doesn’t look better than Street Racer; that game really is very impressive technically. The game is full screen in single player, splitscreen for multiplayer. Still, Power Rangers Zeo: Battle Racers is a solid, decent futuristic/kart racing game. There are definitely better Mode 7 racing games than this on the SNES, but don’t completely overlook this one because of the license; you don’t really need to care about the license to enjoy this game. I’ve never had much interest in Power Rangers, but do think that this game is alright. The main issue that the game has is that it has some frustrating parts, and some tracks are questionably designed at points. Yeah, this game gets a bit too tough sometimes, when you lose over and over to a particularly difficult course. The graphics are nice though, and the game has plenty of content if you have the patience to get better at it. The track designs do reward skill. It’s an okay to good game, though. People who like the Power Rangers will surely like this game more than I do, though; for me, the theme is a moderate negative. But as there really aren’t all that many decent Mode 7 racers, anyone with an interest in them definitely should check this game out. I would recommend trying this one before you buy it, though. The graphics are good, and the controls and track designs okay, but it’s not quite as good as Street Racer.


Prehistorik Man – One player. Prehistorik Man is a platformer from Titus where you play as a caveman. Yes, that Titus. But wait, it’s not that bad… it’s average, really. Could be better, could be worse. Based on a franchise from computers I believe (Prehistorik), this game was released near the end of the SNES’s life, in Titus’s big 1996 SNES games release dump (they released like ten SNES games that year…), but as with many of them, the graphics are dated compared to the release. Still, the game looks okay, even if it doesn’t look great, and it does play well enough. You walk to the right, hit the enemies, and rescue the girl at the end. Yeah, it’s basic, but this is a fun, simple little caveman platformer. It’s not nearly as good as the Bonk games, certainly, but it can be some fun. The graphics are decent, the level designs okay, and the game competent. There’s not all that much to say about this one, but it isn’t a bad game, it’s just straightforward — it’s your average platformer with acceptable controls and decent level designs, but without something that makes it truly great. Still, it’s fun enough. I do wish it had saving, but oh well. Also on Amiga, I believe.


Raiden Trad – Two player co-op. Raiden Trad is the SNES version of Raiden, one of the most popular and influential shmups of its era and still a great game. The game was on many platforms, and this is not the best version (The Raiden Project for PS1 is clearly superior), but it is a pretty good version, and it’s the only fourth gen version of Raiden with two player simultaneous play included, too — even though Raiden is also on the Genesis, Lynx, TG16, and TG-CD, those versions are all one player only. This one’s better than that. Apart from that this version does have some oddities, including repeating one boss later in the game instead of having the original boss that other versions have at that point (and it’s a quite hard boss that second time, too!), as well as some slowdown (and even more in two player mode, naturally), but still, it’s Raiden. The game has good graphics, good ship designs, great gameplay, great design, and more; I can see why this game was so successful and influential, and it deserved the success. Raiden is a vertical-scrolling spaceship shooter, and the game has two weapons: a straight laser, and a spreadshot. There are also two subweapons, straight missiles or homing missiles. Weapons power up as you collect more of the same type. And that’s all you get; Raiden is a fairly simple game. Simple works when it’s done this well, though. The levels are consistently fun to blast through, the enemy patterns are well designed, the checkpoint system isn’t too cruel (I did beat this game), and there are some nice surprises later on in the game, too. Raiden is a great game, and this is one of the better versions of the game; SNES Raiden is a lot more fun than Raiden III for PS2, for example. This game is great fun to play as you blast the waves of enemies, the buildings on the ground, the bosses, and more. It’s a very well balanced game, playable with some practice by most gamers. Raiden Trad is great.


Road Runner: Death Valley Rally – One player. Road Runner’s Death Valley Rally is another Looney Tunes platformer published by Sunsoft. This one’s good, though it has issues, as you might expect; it’s quite difficult to do a Road Runner game well, as the character can run so fast that it’s hard to come up with a game fast enough to handle him. This game doesn’t quite manage it, but it’s not as bad as the Game Gear/Master System Road Runner game, at least. The Genesis game is probably the best of the three, and that one’s interesting in that it lets you play as Wile E. as well as the Road Runner, but Death Valley Rally does have a few things going for it. First, the graphics and animations are great. Any fan of the classic cartoons will love the graphics and animations in this game, for level endings particularly; seeing Wile E.’s ears droop as he waits for that roller to land on his head at the end of the first level is quite amusing. Second, instant-death pits are rare. While you may be barrelling off into the unknown all the time in this game, you won’t be dying constantly because of it. Also, the game has some interesting level designs. In the game, you play as Road Runner, and have to avoid Wile E. Coyote, who chases you with different vehicles throughout the game. He can be hard to avoid at times. However, the levels are absolutely full of secrets to find, as you get points by finding flags which are hidden around each level. You can try to run through the levels, or you can search them out and try to find as many as possible. The levels are huge, and there’s plenty to explore. As most people would expect, there’s a somewhat Sonicesque momentum system at work here, so you’ll need to get a running start to run up walls or steep slopes. The levels are designed fairly well, but the platforms are small, and landing on them with controls as slippery as this games’ are is difficult. That’s really why I like the Genesis Road Runner game more; it’s not as fast as this game, but by slowing it down a bit and tightening the controls some, they made a game that’s not so horribly slippery, like Death Valley Rally and the Game Gear game both are. There are health-ups all over, and signs to warn you of impending danger, but still, you WILL hit many enemies, and it’s very easy to die. The only way to avoid it is to go very slowly and precisely, but in a game about speed and skidding around, that’s frustrating. But in this game, often you will have no choice if you want to stay alive. Overall, Road Runner: Death Valley Rally is an okay game. The game has great graphics and good level designs, but the speed, momentum, and very skiddy controls make this game a hard one to get used to and play well, and the controls are not good. Still, it’s an okay game, perhaps worth getting for cheap.


Robotrek – One player, battery save. Robotrek, from Quintet, is one of the few traditional RPGs Enix released on the SNES in the US. Yeah, they passed on Dragon Quests V and VI (and the remakes of I&II and III), but brought over over Robotrek, Paladin’s Quest, and The 7th Saga. Huh. I know I’ve heard that DQVI wasn’t released here because it would have been a ’95 release and Enix America was shutting down that year (they released Ogre Battle, but nothing else), and that V was probably because of the very NESlike graphics that game has (though The 7th Saga doesn’t look that great either…), but still, it’s a little odd. Anyway though, that does mean that we got this game, and that’s a good thing. Robotrek is a decent RPG aimed at a younger market. The game has good, colorful graphics and simple but fun gameplay. Enemies are visible on the map in this game, which is awesome; I’ve never really liked random battles in games like this. By the developers of the Soul Blazer/Illusion of Gaia/Terranigma trilogy, Robotrek was Quintet’s only attempt at a traditional RPG, and they did a decent job of it. You play as a boy going on an adventure, as you’d expect, only this time, you do so with robots that you can make yourself. You can make three robots for your party, and it’s cool that you can customize your robots by changing their stats and equipment. The robots fight in battle for you. Only one fights at a time, but you can switch between them during battle. Battles are somewhat strategic in that you can actually move around the battle screen, and characters have movement ranges too; it’s not just fighting between lines of characters. That’s also great, I much prefer being able to move around the field in battle to your standard static lines and menu-only combat. The game does have a somewhat childish theme, and isn’t the hardest game around for sure, but it’s fun enough to be worth a look. It’s a good, well-designed game.


Rock ‘n Roll Racing – Two player, password save. Rock ‘n Roll Racing is a racing game from Blizzard. It’s their second and last attempt at the genre, after their first ever game, RPM Racing. I haven’t played that game, so I can’t compare them, but it looks somewhat similar but with less detailed graphics and gameplay. Rock n Roll Racing itself is a reasonably good top-view isometric racing game along the lines of RC Pro-Am crossed with level designs maybe inspired by both that game and Super Off-Road, for the jumps, bumps, and such the tracks are full of. The game has that classic Blizzard art style, so the car and character art looks great. The game is a weapons-heavy racing game, and the bombs and missiles are almost as important as learning the courses. The tracks definitely take memorization; you won’t get through it on the first try for sure. I don’t love this game, but it is good, anyway. The track designs are annoying sometimes, because before you memorize them, you’ll be bouncing off the walls a lot. It’s very much like RC Pro-Am in that regard, and I prefer Micro Machines to RC Pro-Am, myself. The passwords only save your progress from the beginning of each circuit, so there are several races between savepoints. The music is SNES-ized versions of some popular rock songs; I don’t like rock, but I do like videogame music, and this is good videogame music. The game can occasionally be frustrating, and it isn’t quite up to, say, Micro Machines’ level in controls and track design, but still, it’s a good game with nice graphics and decently good gameplay. Plus it does have a two player mode. Also on Genesis and Game Boy Advance.


Roger Clemens’ MVP Baseball – Two player simultaneous, password save. Roger Clemens was one of my favorite players as a kid, before he became a traitor by leaving the Red Sox for the the Yankees (not to mention his sad descent into performance enhancing drug use that seems to have started during his short in-between-those-two-teams time in Toronto), but unfortunately, his game is a very average to subpar title from LJN. It obviously was mostly meant to sell based on the name attached, because otherwise it has issues. The game does not have an MLB or MLBPA license, so it’s all made up players. I know that was common in the 3rd and 4th gens, but still, that’s always unfortunate. Many players are copied with similarly-named clones, but still, they’re not the real players. The games’ most unique element is its camera in fielding portions — instead of using a zoomed-out view of the field, like Hardball, or a zoomed-in view of most other baseball games of the era, Roger Clemens’ MVP Baseball uses a somewhat odd behind-the-player view. This means that you see from behind the player nearest the ball. If it passes them, the camera will switch to the next player. It’s strange and takes a lot of getting used to. I never managed to get used to it, and found that it makes fielding quite hard. The gameplay’s bland too, apart from that, and passwords are never good for sports games, either they’re way too long, or they save almost no stats. This game’s are 24 characters long, so they’re in between — long enough to be annoying, but not so much as to save much. There are definitely worse baseball games out there than this one, but I think that the behind-the-character viewpoint was more of a failed experiment than anything. It is nice to see something other than the usual close-in-topdown view, though; I’ve never liked that camera at all in baseball games, I want to actually be able to see more of the field. At least here you can, even if it introduces as many problems as it solves. Also on Genesis, NES, and Game Boy.


Secret of Mana – Three player simultaneous (with multitap), battery save. Secret of Mana is an action-RPG from Square, and it’s one of the more popular SNES games. It is also the sequel to one of my favorite games ever in the genre, Final Fantasy Adventure for the Game Boy. So, I should love it, right? Well… not really. Honestly, this is my least favorite of the Mana action-RPGs. Secret of Mana has some significant strengths, including good graphics and music, three player co-op gameplay, and a long quest to play through. There are three playable characters in this game, including a generic hero guy, a girl, and a little cute dwarf/gnome-like guy. Each one has their own strengths and weaknesses, and it’s great that you can switch between them at will, and give orders to the others as well, for which spells to cast and such. However, the actual combat is just … off. See, in Secret of Mana, there’s a delay on your attacks. When you hit, it doesn’t hit immediately; instead, it waits a second before the hit registers. I HATE this. It’s horribly annoying, frustrating, and really is very bad game design. Also, you have an attack power meter, so if you hit the button several times quickly, you’ll only do a full power hit the first time; the others will be weak. You need to space out your hits for it to matter. I’ve never really liked these meters, either here or in platformers like Legendary Axe or Astyanax. Final Fantasy Adventure didn’t work this way, and it had much better, more fun (and more Zelda-like) combat than this game has. I never could really adjust to the combat in this game; playing it makes me want to play a better game instead, like Seiken Densetsu 3 (it gets rid of the hit delay issues, among other things, so combat in that game is much better), or Final Fantasy Adventure, or Illusion of Gaia. I do like the graphics, the world is large and it’s some fun to adventure in it, and the story, though simple, is good enough for the time, but the combat really hurts the game. There is one other flaw that really kills it, though — this game is very grind-heavy. I stopped playing this game somewhere in the middle, but I can’t even count how many times I’d get to a new area, play through it, get to the boss, and then die in seconds because I wasn’t nearly a high enough level. This game requires grinding — reach a new area, grind in the area up to the boss for a while, go back to town periodically to heal and save, and occasionally go through it and try the boss. As there are no save points out in the wild — gone are the better days of FFA and its save-anywhere system, this time you can only save at inns — this is dangerous, as going too soon means a wasted trip. Even though areas are on the small side, it’s a real pain. There are plenty of things to like about this game, but I was disappointed by it overall. I start up this game every once in a while, hoping that the battery has died so I can be freed from the obligation of maybe actually finishing this thing, but unfortunately, so far it has survived. Ah well. But overall, I like the Mana franchise, and this is a decent game and I can see why people love it, but it’s got some issues. Play Final Fantasy Adventure, Seiken Densetsu 3, or Legend of Mana instead of this. They are better games.


Shadowrun – One player, battery save. Shadowrun is an isometric action-RPG. The game has nice graphics, but I haven’t played it enough to get very far; there’s a definite learning curve at the start. What little I played seems good, though. You wander around, shoot enemies, try to figure out where you should be going, etc.


Skuljagger – One player, password save. Skuljagger is a mediocre pirate-themed side-scrolling action platformer. The game has a somewhat odd theme — your special abilities come from bubblegum. Yes, you play as a tough pirate guy with a sword, fighting badguys… with his sword and his bubblegum. Yeah. It’s kind of weird. As for the gameplay, this is a fairly standard Western sidescroller. You explore around the levels, killing baddies and collecting the different colors of bubblegum that give you different powers. There are three stages and a boss in each world, and the game has password save, thankfully; this game probably isn’t fun enough to play in one sitting. It’s a decent game though. The graphics are a bit on the bland side, and the mixture of pirates fighting with swords and … bubble gum magical powers? is strange, but if you like traditional Western platformers, you might enjoy this one. It’s better than many, certainly, even if it’s ultimately mid-tier. The game can be tough at times, but the password system helps you out.


Skiing and Snowboarding: Tommy Moe’s Winter Extreme – Two player alternating. Winter Extreme is a ski and snowboard racing game. This game is hard. Indeed, its difficulty is the primary thing I take away from the game. Winter Extreme does have decent graphics, a very good sense of speed, and some good gameplay, but that’s only if you can deal with that speed. As you ski or snowboard down the huge, inter-connected trails of the mountain in this game, you’ll have to dodge a lot of obstacles, and try to stay on the trail as well. If you miss, or go off too far, you’ll crash. The game has tight time limits, a somewhat short draw distance, and high speeds, so doing that is much easier said than done. It is good for what it’s trying to do on the Super Nintendo, but really the game needs a farther draw distance, and maybe slower speeds too. If you stick with the game and learn it, though, there’s defintitely something here to see, as the game has plenty of races to try to win, and a good number of trails on the mountain to race on. It’s a decent game, if you can get used to it.


Smartball – One player. Smartball is a quite interesting and original platformer from Sony Imagesoft. The game has some fun gameplay, a unique concept, and nice cartoony graphics. The game is a cut-down version of the Japanese game Jerry Boy; sadly, all of the towns, conversations with people in the towns, and RPG elements have been removed from the game. What that leaves is a side-scrolling platformer with only the most basic of plots. If you want to play the full game, play the fan-translated rom, but the US cartridge at least has the gameplay intact, and that’s the most important thing. Smartball is an interesting game because of its unique character and controls. The original story is that you play as Prince Jerry, a prince who has been transformed by a spell into a jellylike ball. Yeah, jelly/Jerry, in Japanese they are pronounced the same. Also, the villain is your brother Tom, who has allied with the evil wizard… yeah, I get the reference. Naturally there’s also your princess, Wendy, to rescue. Smartball doesn’t have much of that plot left, as there’s no real story or introduction in this game, you just start from level 1, but you do play as a jellylike ball, wandering around the kingdom trying to save the day. You don’t just run and jump in this game, though; instead, you have more unique controls. You see, as you are a ball of jelly, you can stick to any wall surface. Want to travel up walls, through pipes, and across ceilings? Sure, you can do that. You can also stretch out into a longer shape or toss out your center in order to attack or interact with the world in different ways. This makes the gameplay quite unique; Smartball doesn’t play quite like any other 2d platformer out there, it’s its own thing. Once you get used to the controls, the game controls great, and plays very well too. Smartball is a pretty good, fun game. It’s moderately easy, but some parts eventually present some challenge, and regardless, it’s a lot of fun to play as you go around with your ball-guy, finding your way through the levels and playing around with your jellylike state. Good game.


Space Invaders – Two player simultaneous. Space Invaders for the SNES is a late (1997) but pretty good port of this early arcade classic. There are really only two modes, single player or splitscreen, but the single player game has several different graphical revisions of the game available. There’s the original black and white version, a version with a color overlay so that specific sections of the screen are specific colors, and a full color version. It’s cool looking at all these different graphical revisions of Space Invaders, even if the core game is always the same. And Space Invaders may be a simple game — move left and right, shoot the invaders, hide behind the shield blocks, and repeat — but it’s still pretty good. The game is repetitive, and that is its main flaw, but it’s fun for a while for sure, anyway. Just be sure to write down your scores if you do well; as this game has no ending, there’s really no other point to playing. The other main mode is the new one: split-screen multiplayer! This mode is interesting. Each player faces their own seperate wave of enemies, and by killing certain ones, you can affect the other player’s side, with things like attacks, extra enemies, etc. It’s fun stuff, and is well worth a try sometime. Overall, Space Invaders for SNES is well worth getting if you have any interest in Space Invaders and find it for cheap.


Space Megaforce – One player. Space Megaforce is a shmup from Compile, and it’s a somewhat valuable game — I spent $40 for this (cart only), which is the most I’ve spent for a Super Nintendo game. I know that SNES prices are increasing, and I could have ogtten it slightly cheaper on ebay if I’d gotten it there and only bid low, but still, this game isn’t cheap. It’s really good, but pricey. Of course, Compile’s Genesis shmup, MUSHA, costs even more now than this one does; if you want a cheap Compile shmup, you’ll need to get their Sega CD or Turbografx/TGCD titles. As far as the gameplay goes, Space Megaforce, called Super Aleste in Japan, is effectively a followup to Blazing Lazers for the TG16. These games are not “giant robots in ancient Japan” games like several other Aleste games, such as MUSHA, Robo Aleste, and Spriggan, but instead are classic space shooters. Those three games have powerup systems where you can combine different colors of powerups to form different weapons. Here, you just choose from one of the numbered weapons available, and use that. At least the limited ammo for special weapons that the original Aleste (released in the US as Power Strike on the Master System) had is gone in these games, thankfully. I like the standard space-shooter setting, the graphics are great, and the weapons are fun to use.

So yeah, Space Megaforce/Super Aleste game plays a lot like that Blazing Lazers/Gunhed, but with slightly less content — it has the same number of levels, but several are short bonus stages — on the one hand, and better graphics and more weapons to choose from on the other. Blazing Lazers looked outstanding, but this game looks even better, and the one stage with Mode 7 graphics is pretty cool. It’s too bad that there isn’t another one, though; the one there is is fairly early in the game, and it would have been nice to see more Mode 7 style levels than just one. I do love the greater weapon variety, however. Blazing Lazers needed a few more weapon types, and this game has it — there are at least twice as many weapons here as that game has, and many more are good. In that game I just always use the laser, but here a bunch of weapons are great fun. The game also impresses for the SNES in its lack of slowdown — this game almost never slows down, even when the screen is full of bullets and enemies. Quite good work here, and it’s too bad that Compile never made any more shmups for the Super Nintendo. Space Megaforce is also a bit easier than Blazing Lazers, as while I have not yet finished Blazing Lazers (that game starts out easy, but the boss-rush stage near the end is BRUTAL!), I have beaten this game, several times, on normal difficulty. On that note, it’s nice that you have multiple difficulty levels to choose from this time; Blazing Lazers has no options at all. Space Megafore also has infinite continues, which Blazing Lazers definitely didn’t have. Combined with the shorter total playtime, needless to say, this is a much easier game to finish. Overall, I actually like Blazing Lazers slightly more than Space Megaforce. This is a very good game, and was worth the money I paid, but that game is even better.

I do want to address one last thing, though — the alterations they made to this game from the Japanese original. You see, in this game you play as this guy in a futuristic space fighter. On the (US) cover you see the plane, and also this woman in a cyber-headset’s face on the right. She does not appear in the actual game at all, though, not in either the intro or the ending. That is because she was cut out of the game in its US translation, but somehow was put on the box. Yeah, it REALLY makes no sense at all. At the beginning, the intro cuts out the instant before the scene where it shows that she’s in the back of your plane, controlling the computer systems, maybe also weapons, and such. Yeah, the reason why the music just stops suddenly at that point is because they removed the last seconds of the intro. The rest of the intro (up to that point) is there, but not that last bit. Both characters also appear on the options menu in the Japanese version, in somewhat super-deformed forms, but the art was cut from the US version. And then at the end of the game, the original Japanese ending, where the two main characters save the day from the enemy machine, is entirely removed from the game, and replaced with a basic “plane flies away while the enemy base blows up” shot. Sorry for the spoiler, but it’s very basic stuff. And yeah, I really have no idea why the female character was left on the box, but removed from the game. Note that the European version of the game is called “Super Aleste”, but in terms of content, it is identical to the US release — if you want the original intro or ending, you need the Japanese version. Of course the text in the ending (there is no text in the intro in either version) is in Japanese, but there is a translation of the text on vgmuseum.com in the Endings section (there don’t seem to be any Youtube videos of the Japanese ending, at least that I can find.). Still though, despite teh disappointing cuts, this US version IS worth it — the ending here may be worse, but it’s different, and also the voice samples (for weapon names and such) were all redone by native English speakers, and are actually intelligible in this release. The Japanese version voices are … often hard to understand. So yeah, overall, some version of this is highly recommended! I do like Blazing Lazers slightly more, but Space Megaforce very good game.


Spanky’s Quest – One player, password save. Spanky’s Quest is a platformer from Natsume where you play as a monkey who has to stop an evil witch who is doing some dastardly need or other, and now is getting chased around by evil, animate food items. Yes, Spanky the Monkey, and he fights with balls, too. Those people naming this game for US release must have thought that they were hilarious, but man is that US title dumb, juvenile stuff… but surprisingly, because this is a Japanese game and the stupid name (which is not the original one from the Japanese release) has nothing to do with the contents, the actual game here is pretty solid. This is one of the games from the Bubble Bobble school of game design, a platform-action game with small stages (a couple of screens wide each, here), narrow platforms, and many enemies to deal with. The game has okay but average graphics and sound. The music is reasonably catchy, but isn’t anything great, and the graphics are similar. It looks nice enough for an early SNES release. The goal here is to get the required number of keys and then reach the door, though, so this isn’t one of the “beat all the enemies to progress” games like Bubble Bobble itself. That’s nice, it makes it feel different. The Game Boy Spanky’s Quest game has more traditional “defeat all the enemies” gameplay, so they changed things for the console release. Also, your attack here is quite unique — Spanky throws up a small ball, which will get progressively larger as you bounce it repeatedly on his head. You can press a butto nat any time to have the ball pop and, if you’ve bounced it enough, drop some kind of attack down from the ball onto enemies below. If enemies touch you you will die, so you need to avoid the baddies while hitting them with bouncy balls, or things dropped from the balls, such as the max-power attack, a spread of five basketballs. At first aiming the bouncyballs well will be a challenge, but you get better as you play the game more, and it is worth playing. The game has passwords for each world, so you’ll need to get through ten levels to get the next one. That adds some challenge to an only moderate-length game — there are only five worlds. Overall, Spanky’s Quest is an okay game. It’s a slightly above average platform-action game with some original mechanics and decent gameplay. It isn’t one of the best games on SNES, for sure, but it’s an okay game.


Speedy Gonzales: Los Gatos Bandidos – One player, password save. Speedy Gonzales: Los Gatos Banditos is another of Sunsoft’s SNES Looney Tunes platformers. This one is one of their better ones; only Porky Pig is maybe better than this one. The game was obviously inspired by Sonic the Hedgehog, as you might guess from a game about a very fast character, and it works well. This game isn’t too zoomed in, has good level designs, and is a lot of fun to play too. The game has some good level designs, fun challenges, and I like that someone attempted a Sonic-esque game on the SNES. The game shows that it can work. The graphics and sound are good as well; it looks like Looney Tunes, with some Sonic-inspired level designs. Of course, you collect cheese along the way. I like that it has passwords as well. It’s a good, high-quality game.


Star Fox – One player. Star Fox is one of the Super Nintendo’s more popular and successful games. At the time I thought it looked interesting, but didn’t actually play it; my first Star Fox game was Star Fox 64. And compared to that game… honestly, this one’s not that great. The worst thing about SNES Star Fox, though, is its framerate. Like all of the Super FX 1 games, Star Fox has a terrible framerate, and it really does hurt the game. Compounding that problem is that there’s no targeting cursor in the game most of the time; there is one in the few in-cockpit parts, but therest of the time, you have to shoot to see where you’re aiming. It’s really annoying, and is badly designed. That bad framerate makes hitting what you’re trying to shoot harder, too. Star Fox is an impressive effort for a 1993 console game, but it aged badly within just a few years of its release, and now looks even worse. Unless you’re playing an overclocked copy of the game, I don’t know if this one is actually worth playing. The game also doesn’t have the depth of the N64 game, either; instead of choosing your path based on what you did in the levels, here you just choose one of the three routes, and then follow it to the end. That’s much less interesting than Star Fox 64’s design. It does give the game some replay value at least though, which is needed with a game as short as this one (each path is only 5-7 stages long), but still, the sequel is a much better game in every way. I can sort of see why Star Fox was successful, and Star Fox 64 is one of my favorite rail shooters ever, but I don’t really want to play the SNES game in its original form.


Street Racer – Four players (with multitap). Street Racer is a Mode 7 kart racing game. It’s a great game, and has to be one of the SNES’s most under-rated racing games. The game is a technical masterpiece as well — even though it uses no addon chips at all, the game manages four player splitscreen, something that other SNES Mode 7 kart racers which do use addon chips, like Super Mario Kart or Power Rangers Zeo Battle Racers, don’t have. Also unlike Mario Kart, in single player the game is fullscreen. This game also has much better controls than SMK does, so there’s none of the frustration I feel in SMK as the karts slip around — Street Racer’s controls are great. About the only things SMK has that Street Racer doesn’t are battery save, projectile weapons, and vertical elements in the tracks, but those aren’t deal-breakers. On that latter point though, what I mean is that in this game, other than the racers themselves, everything else is completely flat. In comparison, SMK has some things that stick up, like the pipes in the first track and such. None of that here. That means that learning which parts of the course are obstacles and which can be driven through takes a bit of practice. Still, the graphics are great, and the game better. There are practice, championship, custom championship (you choose the tracks and settings), and versus modes. In the versus mode, there’s a soccer game, where the players try to bump a ball into a goal, and a battle game where you try to knock the other players off of a stage (because, as I said, there are no projectiles in this game). Instead of projectiles, in this game you have close-range attcks that you can use to hit your enemies. It’s fun stuff, and dodges the usual Mario Kart random “what pickup did you get” element. Both versus modes are fun and well designed. Overall, this is a great game, and is the best kart racing game I’ve played for the SNES. The game does have Playstation and Saturn ports (Japan/Europe only release on Saturn, all regions on PS1); both use the same tracks as this game, but with enhanced graphics and saving, and 8 player multiplayer instead of 4. The Saturn version is much improved over the PS1 version. Between the SNES and PS1 versions, though, the PS1 version may have those additions, but I have more fun with the SNES original… (There are also Game Boy and Genesis/MD (Europe only release for the Genesis one, all regions for the GB) Street Racer games, but they play quite differently from this game. The Genesis game is good too, but I like this one more. The GB one’s not so great.)


Stunt Race FX – Two player simultaneous, battery save. Stunt Race FX is another one of the polygonal 3d Super FX games from Argonaut, and as with all of them, it’s got a very low framerate. This game is potentially interesting, with some silly, somewhat cute vehicle designs, and is one of the earlier console racing games with fully 3d tracks, but the horrendously bad framerate makes it very, VERY hard to enjoy; I may find N64 framerates fine, but Super FX framerates are just too low for me. 20-30 fps, as you often saw on the N64, I can deal with. But 5-15, as you see on the Super FX? Argh! I know some people are okay with Super FX framerates, but I’m really not. You do get more used to it with time, if you keep playing the game despite the extremely slow play, but still, playing someting on more powerful hardware is probably a better idea. The controls aren’t great either. The framerate is a major part of this, but also, the cars feel a bit floaty and slow. You really need to get used to the controls if you want to get around the tracks without hitting the walls all the time. Also, while this game’s name has “Stunt Race” in it, there’s really almost no stunt racing going on here — this is a fairly traditional, if cartoony and somewhat arcadey, racing game. One mode has a slight stunt element, but it’s very minor. They should have come up with a more accurate title… oh well. Played with a mod that overclocks the cart to boost the framerate, or in an emulator which does the same, this game is okay, but as-is, I don’t like it very much. It’s just so slow and choppy, and the racing is just average really. Learn the tracks, memorize when to turn, then do so in the races. That’s pretty much how it goes. The art style is good, and the game is impressive looking for the time and platform, but compared to other racing games, on systems more capable of 3d, it really suffers; the 32X aside, 4th gen consoles were not very good at polygonal 3d.


Sunset Riders – Two player simultaneous. Sunset Riders for SNES is a slightly modified port of Konami’s classic Wild West-themed run & gun arcade shooting game, and it’s almost as great here as it was in the arcades. It’s two player only, versus four in arcades, but otherwise, this game is just as much fun as the arcade original, and the arcade game was very, very good. In Sunset Riders you play as one (or two) of four characters who are off to defeat the badguys and collect the bounties on the villains’ heads. The game has good graphics and the great music you expect from a classic Konami game, and has some voiced dialogue too, so the presentation is great. Two characters have twin pistols, and two have shotguns; choose the type you prefer. There are powerups to increase your firepower, but not to change weapon types. All of the levels from the arcade game are here, and all of the bosses and voice acting is here too, which is awesome — the Genesis Sunset Riders game is entirely different, and nowhere near as good. There is some censorship, however. First, the female bomb-throwing enemies were replaced with male enemies. Also, the women in houses and the dance hall have been covered up; no scantily-clad women here. The scene of your character drinking is removed too; he just strikes a pose, instead. Second, the Indian enemies in the level they’re in are all removed and replaced with normal baddies. The Indian boss is still here, but no others. The Genesis version has less censorship — it’s got the scantily-clad women, the alcohol, and the Indian regular enemies — but it also does cut out the female enemies, they’re male in that game too. The Genesis game’s levels are all-different (and boring) too, and it has no voice acting either, and only two of the characters (yeah, it’s a cut-rate effort). But returning to this version, while it is a port of the arcade game, there are some level design changes, particularly to the Indian village level and to the last level. The turret-shooting part in the last level is gone, for example, unfortunately. Both of those are quite different here from how they went in the arcades. Still, Sunset Riders is a fantastic game despite the changes, and it’s one of the best run & gun games around, too. The arcade game may be even better, but this is an outstanding game well worth having. I love this game.


Super Adventure Island – One player. Super Adventure Island is part of the once-popular Adventure Island series. While many people liked these games, I’ve never liked them as much as some people. There are a few Adventure Island games I do enjoy, but this one’s not one of the better ones in my opinion. The game is a very simple platformer. Too simple, I would say. In the game, as usual in the series, you walk to the right, and have to collect fruit to keep up your timer. One hit kills you, unless you have the skateboard powerup, in which case you get two hits, and you get sent back a good ways upon death. There are two weapons, an axe or a boomerang, and along with the skateboard, that’s it for powerups in this game. Adventure Islands II and III for NES added a bunch of rideable dinosaurs, which was cool, but there’s none of that in this game, or New Adventure Island for TG16 either; these are basic- stripped-down Adventure Island games. Those latter two NES games are better than this one. This game is tolerable, but I’d much rather play something else… the gameplay is too simplistic, and the game gets boring quickly. The one-hit deaths get old fast as well, and you do have limited lives and continues. The game’s not that long, but I doubt I’ll ever care enough to want to beat it. The graphics are decent for an earlier SNES game though, but that’s the game’s best feature; the gameplay is not at that level, not even close.


Super Battletank 2 – One player, password save. This game is a basic first-person tank combat action/sim game. It’s not really a simulator, but it’s not Battlezone, either. You drive around, looking for enemy tanks to shoot, and, well, shoot them. It’s a fairly simple game, and it is below average across the board — this game obviously wasn’t exactly a top-quality effort. Given the theme and target market that’s not too surprising (real vehicular sims back then would have been on PCs), but it is true. This is a generic military action game set in a generic Gulf War-knockoff setting, with plain and average gameplay. Still, it’s not awful at least, just very plain. Not much else to say about this one.


Super Bomberman – Four players (with multitap), password save. Super Bomberman is one of many entries in the classic Bomberman action/puzzle game franchise. As usual, in this game you play as a Bomberman character on a rectangular field of blocks. You can drop bombs, and bombs will destroy destructible blocks. Indestructible blocks are arranged around the field, while the destructible blocks (some of which have powerups in them), and free spaces, surround them. You can’t move over blocks unless you have a special powerup. In order to win, you need to blow up all of your enemies. The game has a full single player mode made up of stages, with passwords, and a four player versus mode, with lots of options and settings. The first of what would become, in Japan at least, five traditional Bomberman games for the SNES, the first Super Bomberman has, as usual, classic Bomberman action, except on the SNES this time. Super Bomberman released in Japan in Spring 1993, as Hudson began to downscale its TurboGrafx-16 support and was working on moving to the SNES. There was one final TG16 Bomberman game after this one, the Japan-only Bomberman ’94 (which did come to the US on Genesis as Mega Bomberman), but that was it, while this SNES series continued, yearly, until 1997. Sadly only the first two of these games released in the US. The third one did release in Europe, as well as Japan, but the last two were Japan-only. Now, all five games, as well as most other traditional Bomberman games, are very similar, but still, each one has at least some unique characteristics. First, Hudson added a 5 player mode to the latter three games; the first two are 4 players only. Also, while all five games run on 13×11 fields, with similar gameplay, Hudson changed the art design between the second and third titles — if you look at Super Bomberman 1 and then 2, 2 looks like 1 but better, while 3-5 have a quite different look to them, with more simplified and streamlined designs that probably were cheaper to program, but aren’t quite as impressive looking as the second game is. As for this first game though, it looks okay, but I don’t love the very cute art style and graphics; Super Bomberman 1’s art design is just … off… somehow, and doesn’t look great. Honestly, I think I like the look of Bomberman GB (US) for the Game Boy more. It’s hard to explain, and it’s just a matter of taste, but in both graphics and sound, I do like that game’s style more than this one. Plus it also does have four player support on the SNES via the Super Game Boy. I played Super Bomberman and Bomberman GB with some people at college once; I didn’t expect anyone to agree with me that Bomberman GB was the more fun game of the two, since it has no difficulty levels in its multiplayer, unlike Super Bomberman, and it has fewer maps and powerups, too. However, they actually did agree with me — Bomberman GB is the more fun of the two. Take that for what you will, but yeah, this game is good… but I’d rather play Bomberman GB, atrocious enemy battle mode AI and all. 🙂


Super Bonk – One player. Another one of Hudson’s platformers for the system, Super Bonk isn’t as popular among Bonk fans as the TG16 games are, but really, it’s a quite good game. I did a thread for this game a few years back, after getting the game, and yes, it’s still good. The first TG16 game is probably better, but still, this is a great game. Super Bonk was made after the three TG16 games, and it’s not longer than them, and also is missing Bonk 3’s 2-player simultaneous mode, but it does mix things up somewhat versus the original trilogy. Most notably, this game is pretty weird in terms of its visual themes and locations. Bonk’s world has always been a silly one, with its random mixture of modern-world elements and cavemen-and-dinosaurs stuff, but this game is even weirder than most — it’s got time travel, space stations, and more! Yes, the locations you visit in Super Bonk are varied and original, compared to the past games at least. The game also has pretty long worlds. There aren’t all that many of them, but each one will take a good while to get through. Levels are also a bit more nonlinear than the TG16 game levels are, and there are multiple routes too — you can take different paths some of the time. There are even more minigames to find than ever, too. So, Super Bonk is a crazier, more varied game. The question is, though, does all that make it better, or not? Some people prefer the relative simplicity of the TG16 trilogy, and I can understand why. Sure, those games have plenty of silly stuff in them too, they’re packed with it in fact, but it’s not as off-the-wall crazy as Super Bonk. I like this game, though; the crazyness is part of the charm, I think. Super Bonk is also a very solid platformer with mostly good level designs, great controls, and good graphics and music. There are some potentially annoying levels later in, such as in the space station, but still, this is a great game. Recommended for sure for platformer fans! This game has a sequel, Super Bonk 2, but sadly that game was only released in Japan. I’ll have to import it sometime. That was the last platformer in the Bonk franchise, unfortunately. I have heard that Bomberman Hero for the N64 actually started out as a Bonk game, but it turned into Bomberman along the way; I think the game might have been better with Bonk, because as a Bomberman game it’s kind of disappointing because of how radically different it is from Bomberman 64, and because of the lack of any multiplayer. Ah well. There was also a modern Bonk 2.5d platformer under development, Bonk: Brink of Extinction, but it was cancelled when Konami shut down Hudson in 2011.


Super Castlevania IV – One player, password save. Super Castlevania IV is an absolutely amazing game that deserves every bit of praise it’s gotten, and more. This game is my favorite game in the Castlevania franchise. As far as the plot goes, Super Castlevania IV is a “remake” of the original Castlevania, so here you play as Simon Belmont again, off with your whip in hand to take down Dracula and various other movie-style monsters. The game is very different this time, though — it’s much longer, with maybe twice as many levels; the controls are better, with diagonal whip attacks allowed now; and of course the graphics are much improved as well. The game was an earlier SNES title, but unfortunately Konami didn’t follow it up with more games like it. Dracula X on TGCD is a great game, but I like this game more… and then Bloodlines (Genesis) and Dracula XX (SNES) are disappointing. At least this one is great, though. The long quest means that it’ll take a good while to get through, but the great password system is there to help you out. The game even has separate passwords after each boss in the boss rush section at the end of the game, for instance! Great stuff. There’s also a harder difficulty level that you unlock after beating the game on Normal. That’s nice, and it adds some additional play value. I also like the Mode 7 parts; there are a few rooms that use Mode 7 to rotate around. It looks cool, and it’s too bad that Konami didn’t use that in games again that generation, as far as I know. The game does have slowdown, but I got used to it. The graphics are a bit early-looking for the system, but still look great. The music is fantastic, as you’d expect; this is a truly outstanding soundtrack.

Probably the very best thing about the game, though, is that diagonal whip attack you can do. This is the only Castlevania game where you have full diagonal whip attacks allowed while both standing and while jumping. Basically, here they near-perfected the whip… and then in the next one they reverted it back down to what it’d been on the NES, and pretty much permantently stuck with that afterwards. Bloodlines does let one of the two playable characters attack diagonally while on the ground (but not while in the air) and the other one can attack diagonally while in the air (but not while on the ground), but that’s just a ridiculously cruel taunt for anyone who loved SC IV’s controls… Konami, you had it right this time! Why in the WORLD didn’t you keep these controls? They’re natural and great. So, overall, Super Castlevania IV is an absolute must-play, and is one of the best SNES games around. Also on Wii Virtual Console.


Super Chase H.Q. – One player. Super Chase H.Q. is one of the later entries in Taito’s then-popular Chase HQ series of police-chase action racing games. In the games, you have to chase down fleeing criminal vehicles, then bash them into submission once you catch up to that stages’ target. They’re tough games, and the two different phases of each level — first the chase while you avoid civilian traffic, and then the fight against the other car where you try to bash them to submission before dying yourself — gives it a little variety. However, this isn’t a series I’ve ever liked all that much, and honestly I like this game even less than the other Chase HQ game I own, the Game Boy one. In this game, you’re in a first-person viewpoint only, inside the car. Yeah, no third person camera. That’s one major strike against this game — I very rarely play racing games from inside-the-car viewpoints, it’s just too restricted. And indeed, that is exactly how it is here too. But beyond that, I just don’t find the basic gameplay all that much fun either. The chases are fun, but the fights are annoying and frustrating. All you can do is just ram or bump the other guy, you don’t really get weapons to make things more interesting. The strict time limits can be hard to meet, too, considering your limited options to take down the other car. Overall, I don’t like this game all that much, but for its series it’s okay. The car graphics are big and look decently nice, at least.


Super E.D.F. — Earth Defense Force – One player. Super EDF is a horizontal shmup from Jaleco, and it’s a port of an arcade game. The SNES version is faithful to the original, except that it has, as you might expect, a lot more slowdown. The game itself is a fairly standard hori shmup, though this one is from the bullet-heavy school, more so than the R-Type or Gradius style. There are a lot of bullets coming at you that you’ll have to try to avoid, so that slowdown can be helpful. This is not a bullet-hell game, those didn’t really exist yet in 1991 when this game released in Japan, but you will have to do a lot of dodging. There are a eight different weapons for you to choose from, but instead of picking them up from powerups, you just have to choose one at the start, and that’s what you have. In that way, it’s sort of like, for instance, Gleylancer on the Genesis. The homing weapon is the best starter weapon, so I’d recommend using that weapon while learning the game; enemies come from all directions, so weapons that only fire forwards can be trouble. Memorization is key here of course. The game has decent but not great graphics and music. The intro is cool though, with a giant “E.D.F.” logo scrolling by with a drumroll playing. Super EDF is a tough game, and it’ll take memorization and skill to get far. There are only six levels, but the difficulty level here is high. There is a continue limit, so you’ll be starting over often until you learn the game, or alternately until you give up, as I eventually did. This is definitely not one of my favorite SNES shmups — I prefer the Gradius style to this more bullet-heavy one — but it is a decent game, worth getting if you find it cheap. Arcade port, also on Wii Virtual Console.


Super Ghouls ‘N Ghosts – One player. Super Ghouls & Ghosts is the third, and hardest, game in the Ghosts n Goblins franchise. Once again you play as Arthur the knight, and have to rescue the always-kidnapped, and extremely hard to save, Princess Prinprin. It’s an action-platformer set in a dark fantasy world full of monsters. SG&G has decently nice graphics for the SNES with good Capcom art design, and plenty of interesting challenges to face along the way, too. But for me, it’s the “challenge” part of that that really defines this game — this game iS HARD, and I’m not any good at it. Sure, I can, and have, beaten the previous game in the series, Ghouls & Ghosts on the Sega Genesis… but SG&G? Forget it! This game is pretty much impossible. I’ve never even managed to get past the second level, I must admit. The levels are long and have multiple parts each, and when you die you go back a long way. There are limited continues too, and no saving, and of course you hae to beat it twice, with those limited continues never going away, if you want to see the real ending. Yeah, forget that, I’ll never manage it. I haven’t even gotten past level 2 on the GBA port of this game, where you can save, so my chances in the original release are even lower. I like the two levels I have seen, as both have interesting, good level designs which aren’t just “walk to the right” but keep things mixed up with raising sections of ground, background areas to travel through, ships on the sea in the second level, etc, but it’s just too hard, way too hard. Maybe G&G was a bit easy (I did beat the Genesis version in like two days after getting it…), but this one compensated way, WAY too far in the other direction. At least they could have given you infinite continues, but as the GBA version shows, even with that I find this game crazy hard and can’t get very far at all. But if you can handle it, there are some interesting levels to see here. The game was originally designed for the SNES, but now is available in many collections. The only other solo release is the GBA version (it’s mostly the same, but with a save system added), but collections on the PS1 and Saturn (Japan only for these), PS2, Xbox, PSP, and PS3 include the SNES game, and it’s on Wii Virtual Console as well.


Super Mario All-Stars – Two player alternating (in SMB1, 2, and TLL), or simultanteous and alternating depending on mode (in SMB3; the Mario Bros. minigames are simultaneous, main game is alternating), battery save. This is a collection of remakes of the four NES Super Mario Bros. games, including the three US-released titles plus the previously Japan-only Super Mario Bros. 2 (Japan), aka The Lost Levels or Super Mario Bros. For Super Players (as it was called in SMB Deluxe for the GBC). The games have all-new graphical overhauls, so they’re not the same as the originals, and also saving has been added in. Pretty cool. As for the games, the orignal SMB is one of the best, and most important, games of its generation. It’s one of the great games for a reason, and yes, I love it. I must admit I’ve only finished the game on GBC, but I like it a lot. The Lost Levels is great too, but it’s very hard. I’ve only beaten the slightly easier GBC version, “SMB For Super Players”. SMB2 (US) is controversial of course, but the game is great, and I’ve always liked it a lot. Honestly, I like this game just as much as SMB3. Maybe even more, though I’m not sure. And Miyamoto did make the original Doki Doki Panic FDS game that this is based on, so it’s definitely deserving of the Mario label. Finally Super Mario Bros. 3 is the popular favorite. I personally like Super Mario World more, but SMB3 is a very good game. I just don’t like how short the levels are… they made lots of very short levels in this game, and they’re just too short. I like Mario games to have longer levels than this. Still, yeah, it’s a great game.

Super Mario Allstars was one of the earlier games I got for the SNES, but honestly I never played it all that much. First, the battery in the cart was already dying when I first got it, so it’s been in my bag of dead-battery SNES for years now. But also, while at first I thought it was pretty cool — I didn’t have a NES yet when I got this cartridge — after playing the games a bit, I decided that really I’d rather play them on the original system. I then got a NES in spring ’08, and started getting the original NES Mario games. Somehow, even though this has all of the games on it, it just isn’t the same as the original things… I like the original 8-bit art in these games more than I do the 16-bit redos. Also the controls feel different, I think. It’s hard to say, but sometimes they feel not quite as good. Still though, if you get the rerelease or have a copy with a good battery, this is a cool collection. It is a good way to play The Lost Levels, at least, though now it’s on the Wii Virtual Console this release is not quite as special. Overall, this is a nice collection, but it’s not a must-have anymore, I think. Some versions of these games is essential, but I think I like the original versions more. Also on Wii (disc release).


Super Mario Kart – Two player simultaneous, battery save. This game started the Mario Kart arcade-style kart-racing game series, and thus became a legend of sorts. The game is a forced-splitscreen Mode 7 racing game. You choose one of 8 characters, and there are three speed classes and four cups (each with five races) to play through. There are a nice variety of environments to race in. It’s a tough game though, and won’t be easy to finish. Unlike the later Mario Kart games, there is usually only one field of item pickups per track in this one, so you need to use your weapons carefully. Some have multiple sets of coin blocks (which you get weapons from), but not most. I like the later games style here much more, more pickups makes the games more fun. There is also a two player only battle mode with a few battle arenas to play. Two player was nice for the time, but four would have been even better — and it is possible on SNES, as Street Racer and Top Gear 3000 have four player splitscreen modes. Super Mario Kart is one of the games I bought when I first got my SNES in ’07. I had high hopes for the game because of how much I loved Mario Kart 64 and because of all the worshipful praise the SNES Mario Kart game has gotten over the years, but I was quickly disappointed; SMK is a good game, but it’s nowhere remotely near as good as Mario 64, or other more recent titles in the franchise like Mario Kart DS or Wii. My biggest problem with the game is the controls — Super Mario Kart’s controls are very slippery, and in more challenging tracks, just staying on the course is not easy, or much fun. I never managed to finish the fourth circuit because of how frustrating the controls are, and quit the game instead of continuing to try; it just wasn’t fun enough to keep going. Disappointing game, overall… but at least I also got Top Gear day one with my system, and that game turned out to be surprisingly amazing! As for Mode 7 racing games, F-Zero is my overall favorite SNES racing game, and my favorite kart-style racer is Street Racer. That game’s technically impressive, and has better controls than Mario Kart too. Play it. As for this game… eh, pass, unless it’s very cheap, which it probably won’t be. Also on Wii Virtual Console.


Super Mario World – Two player alternating, battery save. Super Mario World is another one of the first SNES games I bought, but this one I ended up liking a whole lot more. The game is the fourth main-series Mario platformer, and once again you have to rescue Princess Peach from Bowser. Yeah, this story was old back in 1990, and Miyamoto is STILL rehashing it? Come on, stop being outdated and sexist and write even a slightly more competent plot already… but anyway, as for the actual game here, Mario World is one of the best 2d platformers ever made, and might indeed be my overall favorite in the genre, at least for 2d platformers anyway — Mario 64 is probably still my overall favorite platformer. Mario World is very, VERY good, though, and gives it a stiff run for its money. The game has fantastic graphics for a launch game; with Mario World and F-Zero there on day one even in Japan, the SNES really exploded out of the gate in terms of both quality and graphical prowess. SMW has some slowdown occasionally, but it is a very minor issue, and most of the time the game runs great. Sonic may be faster, but Mario in this game can run at a good clip too. This is probably the only console where the two launch games are my two overall favorite games for the platform, but that is only a statement of how amazing both of them are. Super Mario World is a bit short once you’ve played it, and can be completed 100% in a couple of days of moderate effort, but there are some tricks and hidden things to find, so it will take longer the first time. Still, compared to games like The Lost Levels, or even Super Mario Bros. 1 or 2 (US), this game is on the easy side. The battery backup helps make it easier as well, of course; you don’t need to play it all in one sitting, and can continue after getting game over as many times as you want. But even if it’s not as challenging this time, and it isn’t as I got many fewer game overs here than in most of the NES Mario games, it is just as fun, and the game is full of brilliantly designed levels. Anyway, the game is still tough at times; don’t expect it to all be easy, it won’t be! The levels are large and full of enemies, platforms, unique hazards, and in some levels such as the Ghost Houses tricks and puzzles, and every one is a joy to play through. Each world is different looking, and they’re all fantastic. I wish the game was a little longer, but it’s exceptional as it is, so that is a minor complaint. I’ve beaten this game 100% several times. The battery in the cart has since died, but if I ever get the battery replaced, I’ll probably play through this one again. Super Mario World is one of the best games I’ve played. Also on Wii Virtual Console and GBA (in Super Mario Advance 2: Super Mario World). There’s also a Super Mario All-Stars + World release out there for the SNES, but I don’t have it.


Super Mario World 2: Yoshi’s Island – One player, battery save. Yoshi’s Island is another classic platformer. In this game, you play as a Yoshi who is carrying Baby Mario on its back. There are various playable Yoshis in different colors. Yoshi can’t die, but if you get hit, Baby Mario goes flying off your Yoshi. If it goes 10 seconds without you catching him again, then you lose. Baby Mario’s crying sound (when he’s knocked off Yoshi) is very annoying, but otherwise the music and sound are good. The graphics are absolutely beautiful here; it’s really impressive! The game has a “drawn” look that looks fantastic. The game uses the Super FX 2 chip, but here it’s not for making a 3d world, but instead is used to make a lusher and better-looking 2d platformer. There are a few polygonal elements used, but they are few and far between. This game is considered to be one of the Super Nintendo’s best, and I can see why: it’s a great, great game, and is deserving of high praise. However, I don’t like it quite as much as the first Mario World for several reasons. Most importantly, this game isn’t as challenging as Super Mario World, to beat normally. Because it’s not easy to lose, getting through levels is not nearly as hard as it is in standard Mario games. The game does have a good number of levels, and it’s not short, but it isn’t that hard to finish if you keep at it, either. However, the other major flaw is that if you want to perfect your work in this game, then it gets INCREDIBLY hard — you need perfect scores in levels in order to unlock some bonus stuff, and getting a perfect score in a level is quite difficult and will take many retries — you’ll need to find every needed item in the stage, such as 20 red flowers, and also not get hit at all, because the amount of health you have is a factor in your score too. So, the game is a little too easy to beat the first time, but frustratingly hard to master. It’s never just right, unfortunately. I dislike that the basic platforming and level designs aren’t as hard as Mario World’s are, and the difficulty of trying to get perfect scores quickly gets unfun. I doubt I’ll ever get all the 100% scores. Still though, Yoshi’s Island is a great game, and I very highly recommend it. It’s a classic for a reason. Also re-released on GBA.


Super Metroid – One player, battery save. Super Metroid is another one of the Super Nintendo’s most legendary classics, and it’s a game that some call the best game ever made, too. And it is a great game. The game is an action-adventure platform game, and you, as Samus the bounty hunter, have to explore a somewhat nonlinear world, find all the powerups, and defeat the Metroids and Space Pirates. The graphics are fantastic, and the gameplay’s pretty good. However, I didn’t play this game until after playing through Metroid Fusion and Zero Mission. And honestly, I like Zero Mission more than this game. Super Metroid may be a classic, but I also found it frustrating at times. Even so, the the game is a really good game despite my issues with it. Samus has a good variety of weapons and abilities to use, and you get more over the course of the game. The story, while simple, has some interesting moments near the end. And as usual in the best Metroid games, the game does a great job of making you feel like you’re all alone in a strange place, and the exploration element of the game is often fun, when it isn’t making me hunt for some randomly hidden item. Fortunately, that still leaves a lot of the game as being fun. Metroid’s formula of shooting, exploration, jumping, and item collection works quite well, and this game is vastly improved all around over the NES original. The game does pretty much require a FAQ unless you want to spend forever on it, but they’re easy to find, so that’s not too bad. And it has an ingame map, which really is absolutely essential; without that I highly doubt that I’d have ever finished this game, like how I have not finished Metroids 1 or 2, but with it, it’s doable. I do wish, though, that the map actually showed all screens on it, like the Fusion and Zero Mission maps do. Instead, secret areas simply don’t exist, which makes finding them, or re-finding them, harder and less fun. Some older games have this issue, when they require you to find hidden things that there are no hints as to the location of so you just have to guess and randomly attack walls and stuff until you find what you need, and Super Metroid has that issue in spades. Sure, it’s not as bad as it was in the first Metroid, and you do have a (semi-helpful) map this time, but still, there’s too much of it here. Games like Zelda LttP also have this problem, in comparison to newer Zelda games which do not. Now, some exploration and nonlinearity is okay. I don’t want the game to tell me everything without me having to do any work for it. But I also don’t like having to just completely randomly guess, and explore around the whole game looking for whatever it is I missed because the game won’t tell me a thing; I’d never have finished this game without a walkthrough, I can say that for sure. In 1994, though, this game was one of the better games of its time. I don’t love this as much as its diehard fans do, but it is a pretty good game, certainly, and the sense of style and atmosphere are rarely matched on the platform. Also on Wii and Wii U Virtual Console.


Super Nova – One player. Super Nova, known as Darius Force in Japan, is the second and final SNES Darius game. It plays like Darius at its core, so the ship, weapon, powerup, and enemy systems and designs all are quite similar to other games in the series. You get powerups by killing all the enemies in certain waves of enemies. Make sure to get every one, they are badly needed. Darius isn’t one of my favorite shmup series, but this is one of the better Darius games, along with Darius II (aka Sagaia) and Darius Gaiden. The game has very good graphics and music, a high difficulty level, fast play, a decent story with multiple routes and endings (as expected in the series), and more; this is a great SNES shmup. The game does unfortunately not have the two player co-op mode that the first SNES Darius game, Darius Twin, has, but otherwise is much improved over that title — it’s too bad about the multiplayer, but the graphics, sound, and level designs are much better and more interesting this time. For some reason though, this game is a bit under-appreciated. It’s much cheaper than some of the other better SNES shmups, and has some okay-to-good-but-not-great reviews, too. Well, the game isn’t perfect, but I do think it’s pretty good. Other than the multiplayer, I really have only one complaint, and that’s about how hard this game is. Seriously, Super Nova is HARD! The game is fast, there isn’t much slowdown, and there’s plenty of bullets to avoid, and you get only two continues and are sent back a long ways when you die, so the challenge here is quite high. This is a tough game, and even on “Easy” I can’t get more than three stages into the game so far. I’ll manage to do okay for a while, but one death and you’re doomed… starting over, with no powerups, will lead to rapid deaths. This game can be frustrating. Oddly though, the early bosses aren’t too hard; it’s the levels where I keep dying. The game rewards memorization, and with time you learn the stages and obstacles and get better. The good graphics, graphical effects like the warping backgrounds, how the screen rotates at some points in some levels, or bosses which fly in from the background, are pretty cool, and the good music helps as well. Overall, Super Nova’s tough but great. This is a very good game, and it’s much better than I was expecting! Highly recommended.


Super R-Type – One player. Super R-Type, from Irem, is another one of the games I got the first day I got my SNES. As the first shmup I owned for the system I put some serious time into this game, and did manage to finish it. Super R-Type is an altered version of the arcade/Game Boy game R-Type II. The game has decently good, though clearly very early for the system, graphics, and slows down badly on a regular basis. The music is good. R-Type II for arcades had six levels. The GB version, otherwise reasonably faithful (adjusted for the small screen, but faithful), cuts one level for a total of five. Super R-Type cuts two levels, but adds two new ones, and makes significant alterations to all of the levels that are kept, too. As a result, this is more of a remix than a port. Fortunately, the changes aren’t bad, and the new levels are about as good as the ones that they replace. I would recommend trying this game even if you have played arcade R-Type II somewhere else (GB, GBC, X360 in R-Type Dimensions, PS1). The game also removes all checkpoints from levels, so if you die at any point in a level, even at the boss, you are sent all the way back to the beginning of the level. Yeah, it’s a cruel game. Still though, this is classic R-Type, and it’s great fun. Extremely frustrating for sure, but it’s the kind of frustration that keeps you coming back again and again, as you slowly memorize more and more of each level so that finally you can get through it without dying. Once you finally do get through a stage, it’s really satisfying. The slowdown helps make this a little easier, too — this game would be much tougher if the whole thing ran at top speed. The game is beatable with effort, as you get infinite continues, unlike the TG16, SMS, or GB ports of R-Type 1; the limited continues make those games extremely difficult. Overall, this definitely isn’t one of the best R-Type games, but it is a good game regardless. It’s cheap, too, unlike its much more sought-after sequel, R-Type III.


Super Star Wars – One player. Super Star Wars was one of the earlier great Star Wars console games. There had been some 3rd gen Star Wars platformers, but all had issues, either too-high difficulty, mediocre design, or both. Super Star Wars, however, is a very good game. Sure, it’s not perfect either, but it’s good, very good. The game is a loose adaptation of the first Star Wars movie; each level is based on a setting from the film, though the areas full of enemies, and the bosses, are mostly invented. Some stuff gets pretty silly, though at least the enemies are all seen in the films sometime, generally, even if they usually aren’t in the places or ways you’re fighting them. You play as Luke most of the time. The game’s tough, but you will improve with practice. Still, some levels, like the Sandcrawler levels, are pretty tough. I’ve rarely gotten past the Sandcrawler, honestly, and I think that is true for a lot of other people too. The game was an instant hit, though, and deserved it. Super Star Wars was released in ’92, and showed off some great SNES graphics. Most of the game is a side-scrolling platform-action game, but there are some occasional Mode 7 vehicle levels. The game was a big success and has two sequels. In some ways the sequels are better — there are force powers, a bunch of characters to play as, the Mode 7 visuals improve, and both have password save — but the first one’s a classic. This is one of the few SNES games that I actually played back in the early ’90s, and I liked it then, and it still holds up.


Super The Empire Strikes Back – One player, password save. Super Empire Strikes Back, the second Super Star Wars game, is a longer, tougher game compared to the original. The basic gameplay is pretty much the same as the first one, but the levels are new of course, and it’s harder. It adds a password save system, but you’ll need it with this challenge! I think that they made a bit too hard; it’s not as brutally unfair as the NES/GB The Empire Strikes Back game, but still, it is hard. The snowspeeder Mode 7 level, and the side-scrolling shooter snowspeeder level that follows it, are particularly difficult. I never got past that part of the game, myself… Still, with more characters to play as (there are often two characters to choose from on sidescrolling levels), force powers (as Luke only, and you get them once you reach Dagobah), and passwords, Super Empire improves over the original game in multiple ways. Still, overall it’s probably my least favorite of the three games. It is far, far better than that absurdly difficult and not much of any fun NES and Game Boy Empire Strikes Back game, though. And it is a good game, and well worth owning as a part of this classic SNES trilogy.


Super Return of the Jedi – One player, password save. Super Return of the Jedi is, naturally, the last of the Super Star Wars games. The game is longer and better looking than its predecessors, and they toned down the difficulty level compared to the second game, too. There are two or three characters to choose from in every sidescrolling level, which is great; I like the options. As with the previous games some of the 3d-style levels are frustrating, though; the last two levels are levels where you go into and then out of the second Death Star, and the framerate is somewhat low, and the game a pain to play at that point. I honestly prefer the top-down Death Star II levels in the Game Boy Super Return of the Jedi game, myself (it’s also on GG, but I haven’t played that one. Looks the same though, but with color.). On that note, I had that version back in the ’90s, and quite liked it. It’s shorter and easier than this one, and has no force powers, but still, it was a good game. It was funny playing this version, because in many ways it’s so similar, but it’s got more stuff… force powers, more and longer levels, more characters, and more. But is it a better game? Eh, I guess so, but not by as much as the visual difference might suggest — they did a good job with the handheld one. This SNES version, though, is easily at least the second best Super Star Wars game, and might be the best; it’s tough to decide between this game and the first Super Star Wars, both are pretty good games. From Tatooine to Dagobah to Endor to the end, Return of the Jedi has always been my favorite of the Star Wars movies, and this is one of the best 4th gen Star Wars games.


Super Street Fighter II: The New Challengers – Two players simultaneous. Super Street Fighter II was the fourth version of this all-time classic fighting game, and gamers were tired of so many new versions of it, and didn’t buy the game in numbers nearly as high as Capcom had expected. As a result, there wasn’t another Capcom fighting game on SNES for two years after this one. It’s too bad that people chose then to stop buying SFII versions, though, because Super SFII is probably my overall favorite version of the game. Sure, it doesn’t have turbo speeds quite as fast as SFII Turbo(SNES)/SCE(GEN) do, but it’s got a few faster settings, and it has four new characters, lots more character colors, and more, too. This is a fantastic game, and SNES SSFII is probably my favorite SFII version to actually play. I like the Genesis controller more for the game (for this game, six face buttons is awesome, four not nearly as good), but SSFII on Genesis doesn’t have nearly as good graphics or sound as the SNES version… but either way, SNES or Genesis, SSFII is a fantastic game and is SFII at its best. I really like the addition of four more characters, and one of them, Cammy, is one of my favorites in the series. The other additions, like six or more color options per character, are pretty cool as well. The game looks and plays great; you couldn’t ask for better from a 4th gen console. Apart from the loss of the higher turbo speeds, there’s nothing at all to complain about here. SSFII has a good-sized roster, great gameplay, plenty of moves, and is probably the best fighting game on a 4th generation console.


Super Turrican – One player. Super Turrican is an absolutely outstanding action-platformer game from Factor 5. The game is based on the Turrican series of action-platformers that were developed by Rainbow Arts. Essentially a hybrid of Contra (it’s a run & gun), Metroid (you have a ball form with bombs), and a Euro-platformer (the large level designs and game mechanics of the original two titles), Turrican was an intresting game. The first one was somewhat flawed, but the second Turrican is most serious series’ fans’ favorites. Still, Super Turrican is exceptional, and might be my favorite one. It’s hard to choose, but this is a great game. Factor 5 made Amiga ports of the first two games, but this game, and Mega Turrican on the Genesis, were the first ones Factor 5 made itself. The two games are very different in a lot of ways, but were developed around the same time. It’s interesting to play both and see their similarities and their differences. Both games have the same core weapons, and some of the settings are similar as well, but in this one you have a freeze beam, while on Genesis you have a grapple beam. (Super Turrican 2 for SNES has versions of both, plus a flamethrower too.) Super Turrican was the first one they started on, I believe. The game is one of the best games in its genre on the SNES, and really is a must-play title. Factor 5 simplified stuff a bit versus the first two, so the levels are a bit more straightforward, you have a more forgiving health system (you have momentary invincibility after taking a hit, finally!), and the weapons are more powerful as well. The graphics are great — Factor 5 really shows off their skill with this game. Chris Huelsbeck’s soundtrack is maybe even better than that; it’s exceptional stuff.

The game and level design are for the most part outstanding as well. It is still Turrican, but it’s a new, more console-styled Turrican, and it’s a lot of fun. I like Turrican 2 as well, but this game is incredibly good. As I said above Factor 5’s Turrican games aren’t as big and open as the Rainbow Arts titles, but this one still has some of the larger levels present, so you can do some exploring in many stages. Some are more linear, but most have something to find. The game has four worlds, each broken up into four areas. One of the games’ few flaws is that it’s not balanced as well as it could have been, though; the third world particularly is strangely short. The first world takes a long time to get through, but world 3, the ice world, is over in a flash. The third world has almost no exploration, either. I’m not sure if they were running out of time or what, but it is disappointing compared to the first or last worlds, both of which have large levels to explore. The game is also a bit short. If all of the levels were as long as the first one it wouldn’t be, but the middle section doesn’t hold up to the beginning or end, so it’s not. Ah well, at least it’s incredibly fun while it lasts. It is a beatable game, and I’ve finished it a few times on Normal. It’s lots of fun, and I can’t recommend this game highly enough — it’s consoley enough for people who don’t like Euro-platformers to still enjoy it, but it’s still got some of that signature Turrican feel to it, too. It really is a hybrid of both styles. The last Turrican game, Super Turrican 2, goes almost entirely on the console side of things and is almost entirely linear, but this one isn’t like that. Super Turrican 2 is a pretty incredible game though, so do play it… but play this one first. Both games are on Virtual Console, and that’s the best way to play the second one, considering the prices that game sells for. This one’s affordable for SNES too, though, so anyone who hasn’t played it before should get it! There is a good reason why this is so high in my SNES top 10 list. It is that good.


[As for Super Turrican 2, I don’t have it for SNES because of its rarity and high price, but it was released on Wii Virtual Console. The game is a fantastic run & gun action game, but abandons almost all of Turrican’s open-world elements in favor of action set-pieces. This game has the freeze beam AND a grappling hook, so it’s the only Turrican game with both a beam and grapple. The game has fantastic graphics with plenty of visual effects, good music, and constant excitement. If you like run & gun games, you’ll love it. If you loved Turrican for its exploration side, though, as many Amiga/C64 Turrican fans did, you’ll find it disappointing. I think it’s a very good game and like it a lot, but it is too bad that it has almost no exploration. I don’t like it quite as much as the first Super Turrican, I don’t think. It’s also a harder game, and I haven’t managed to finish it yet, unlike Super and Mega Turricans. It’s a great game though! Absolutely pick it up, on Virtual Console anyway before you decide whether to pay the price for the cartridge.]


Super Valis IV – One player. Super Valis IV is a SNES remake of Valis IV, which was a Turbo CD game only released in Japan. The series is a series of action-platformer games where you play as female characters (almost exclusively) who have weapons and magical powers. The series has a history of having some fanservice, but also decent gameplay. The original games starred Yuko, a modern Japanese girl brought into a magical world, but as after the third game Yuko can’t go to Earth anymore, you now play as another girl. The levels in this version are similar to the original version, but they made a few major changes. First, while the original Valis IV had four playable characters (one of them male, the only one in the franchise), there’s only one in this version. You can only play as the main character girl, not anyone else. To replace the other characters, they instead put in a powerup system that lets you save five powerups, which you can then use at any time. The powerup system adds depth to the game, and I like it… but not quite enough to make up for the loss of those other characters. The other girls from the TGCD game are more fun to play as than this one is, honestly. The other major change is that they removed most of the story. While the Genesis versions of Valis 1, 2 (SD/Syd) and 3 all have condensed but mostly complete versions of the stories in them, Valis IV for SNES cuts out everything except for the intro and the ending. The Japanese version is identical to the US one, too; there are no cutscenes between levels there either. Valis is a series which always had a focus on its story and cutscenes, so this really is a major loss. If you want to know why you’re going to the places you are in this game… well, buy the TGCD version, and learn Japanese (or try to follow it from the voices and pictures).

As for the gameplay, at its core this is a Valis game. That means that it’s a platform-action game where the main focus is on fighting enemies, and trying to memorize where enemies come from so you can react fast enough to beat them before they hit you. Enemies in Valis games zoom in from all directions and move fast, so you really need good reflexes, and memorization, to get through. Pits and such to jump over do exist, sometimes, but it’s more about the frustrating enemy placements. And honestly, I’ve never liked that all that much. The Valis games are okay, but they’re kind of annoying because of the enemy design. I like the characters, and the gameplay is okay, but this series never reached greatness, not with its high frustration factor. I’ve actually gotten to the final boss of this game, but despite the infinite continues, I eventually gave up because of how ridiculously unfair some of the fights are in the last level. I wish it had a password system… but that’d make it fairer, and they didn’t want it that way obviously. Ah well. Remake of Valis IV, a TurboGrafx-16 CD game (Japan only).


Suzuka 8 hours – Two player simultaneous, password save. Suzuka 8 hours is a Mode 7 motorcycle racing game from Namco. As with most (or all?) Mode 7 racing games the courses are a bit short, so this game isn’t exactly real-world Suzuka, but it is a decent game with good presentation and production values, and it’s interesting to see a slightly more “realistic” take on Mode 7 racing. Most Mode 7 games I’ve played are things like Mario Kart or F-Zero, not this… but even though it sort of looks like one at first glance, Suzuka 8 hours isn’t really a sim. It’s nothing great, but it is a quite playable game which can be some fun. I wish that the game had more and longer tracks, but there are several courses here, each longer than the last. It will take practice to get through well; this may not be a serious sim, but you will have to learn the braking to get around the turns. L and R are also helpful — they lean your bike. The game also has a fuel system, so you have to pit occasionally (pull over by the starting grid). Unfortunately the screen is always about split; in single player, the top half is full of the various gauges and such. Still, the game looks nice, and plays okay. It’s interesting to see this take at a different kind of Mode 7 racing game, and it’s great to see a 4th gen racer that is set in slightly more “realistic” environments than the smooth-curves-only style of most behind-the-car racers that generation. The compressed size of the Mode 7 courses, and of course that they have to be compeltely flat (it tries to do some “warping” effects at times to mess with that, but it’s flat), does hold it back, but still, this is an okay game. Don’t go in with expectations that are all that high and you might have some fun. The game is dated, though, for sure; this game hasn’t aged nearly as well as a F-Zero. Still, it was probably worth the low price I paid. This is one of the only “3d” motorcycle racing games that generation; it’s this and some of the characters in Power Rangers Zeo Battle Racers and nothing else I know of. So sure, look it up.


T2: The Arcade Game – Two player simultaneous, Super Scope and Mouse support. The arcade Terminator 2 game was one I remember well from the early ’90s. It was a light-gun style game, though some cabinets just had a “machine gun” shaped giant joystick, instead of actual light guns. Either way though, it was a lot of fun. In the game, you, well, shoot Terminators, as you’d expect. Level 1 is a futuristic battlefield. This is mostly something invented for the game (not much of this in the film), but it’s fun regardless. You try to defend the human soldiers while fighting waves of Terminators and their vehicles. Level 2 goes to the present, and you fight disguised Terminators in a warehouse. Level 3… I never got very far in this game — indeed, I don’t think I’ve ever finished the second level in this game — but I liked it anyway. So yeah, I don’t know level 3. The SNES port of the game is one of the better ones. It has mouse and lightgun (Super Scope) support, and I’ve played it with the mouse. It’s a lot easier with a mouse than it would be on gamepad, so I recommend it — this game is tough enough as it is! As with many ’90s lightgun games the game is very short, but makes up for it with a steep difficulty level. Getting through level 2 in this game without running out of continues — and yes, you have limited continues here — is quite a challenge. I’m not very good at this genre, so I always end up getting game over anyway. Even so though, I can’t help but like this game; it’s a competent port of an arcade classic I liked as a kid, so I like it. Also on many other platforms, but the SNES and Genesis ports are the better ones. The handheld ports like the GB, GG, etc. versions aren’t as good, as you’d expect.


Taz-Mania – One player. Taz-Mania is a behind-the-character running platform game from Sunsoft. As such, it’s fairly unique; there are only a few games like this. I guess it’s a little bit like 3-D WorldRunner on NES, but without that games’ Space Harrier elements. In this game, you run along a road. Your goal in each level is to get Taz to the end, avoiding or defeating the many enemies and obstacles that face you along the way. The game is simple, but moderately fun, and I like how it’s different from the usual game. In each level, you need to get (eat) all of the yellow chicks before you can complete the stage. Other things, like bees, naturally hurt you. You also need to jump over obstacles like water, and avoid cars coming at you. There isn’t much to this game, and it gets repetitve, but it’s decently fun. I don’t like this as much as Sunsoft’s Game Boy Taz platformer, but it is better than Sega’s Taz platformers, in my opinion… that first Genesis Taz game particularly is blind jumps, all the time, and I hate that. Anyway though, this game’s not like that, it’s a simple run-collect-and-avoid game. Get it if it’s cheap.


Teenage Mutant Ninja Turtles IV: Turtles in Time – Two player simultaneous. Turtles in Time is one of the most popular beat ’em ups ever, and for good reason — this is a great game, and probably is my favorite SNES beat ’em up, too. It does have some competition there, but it’s certainly one of the best. I never liked the second TMNT arcade game, which this is a port of, as much as the first one, but it was a great game, and this is better than the NES port of the first one, for sure. First, it’s a Turtles game, and a good one. That’s a big plus in its favor. It’s also expanded from the arcade original, so it’s slightly longer. I do dislike one addition, but otherwise, it’s an outstanding game. The game is perhaps a little bit easy, but even so, it’s so much fun that it’s got plenty of replay value. You can play as all four Turtles in this game, of course, and though it’s two player only, that’s expected on SNES. The graphics are quite good, and it looks about as close to the arcade game as it could. It looks like the Turtles universe, which is great; the Ninja Turtles were one of my favorite things as a kid, and they’re still great. I’m not sure if I like this game quite as much as TMNT III for the NES, because the levels aren’t as varied or complex as that games’ levels are, but for 4th gen TMNT, this is as good as it gets, and it’s pretty great. Unfortunately the game is expensive now; I paid a bit, but it wasn’t nearly what it costs today. But it’s a great Ninja Turtles game, so I can understand why there is demand. I like this games’ graphics, gameplay, music, and almost everything else. For flaws, I guess there are a few. First, the levels are mostly just going-to-the-right stuff; you don’t have quite as much originality as Turtles III does in the parts where enemies come out of statues, or where you have to jump over pits, or the sewer level with water and a platform on the side too, etc. Still, Turtles in Time does have obstacles to avoid, and has much better levels than the Genesis TMNT game (The Hyperstone Heist), so it does have that at least. And the level designs are still good, except for that one part that’s one other flaw in the game: there’s this one boss where you have to throw enemies at the screen to beat him. It’s a complete pain, and isn’t any fun at all. That move isn’t easy to pull off, so getting past that part can be a chore. That throw-at-the-screen move doesn’t exist in the Geneiss game, so it’s sort of a positive for this one, but on the other hand at least that means they can’t force you to have to use it. And lastly, the game could have been a bit longer. The game is only ~40 minutes long when you know what you’re doing and don’t die, while Turtles III (NES) is over an hour long. But these really are minor blemishes on a fantastic game, and I can’t recommend this game highly enough. It’s an awesome Ninja Turtles beat ’em up, done right, and it is of course a must-have. Arcade port. An altered version of the arcade game, with similar gameplay but all-new ( and not nearly as good) music, is unlockable in TMNT 3: Mutant Nightmare for PS2/Xbox/GC. An HD remake of the game was also available on PS3 and X360 download services, though it’s since been taken down, and is considered to be worse than the original.


Teenage Mutant Ninja Turtles: Tournament Fighters – Two player simultaneous. TMNT: Tournament Fighters is one of the three games with this name, but just ignore those other two (for NES and Genesis); they’re not very good. This one, though, isn’t just good, it’s fantastic. In fact, this might just be the 4th generation’s best TMNT game, and it’s my second favorite SNES fighting game, after only Super SF II, too. It’s just amazing how gigantic the quality gulf is between the SNES and Genesis Tournament Fighters games is, but that’s how it is. So, the game is a 1 on 1 fighting game, in the Street Fighter style. You can play as the four Turtles, and also some other characters, including Aska (the only female character other than Karai; oddly April is only playable in the Genesis game), War, Wingnut, Armageddon, and Chrome Dome. The bosses, Rat King, Shredder, and Karai, are playable just in the versus mode. A lot of the characters are only from the manga, and Aska is exclusive to this game. The game has good graphics, a decent if a bit thin selection of moves for each character, and great, well-designed gameplay. This is one of Konami’s better fighting games; usually their fighting games are okay, but not nearly as good as stuff from Capcom or SNK, but this one manages to reach that higher level. The characters are all fun to play as, the moves are varied and effective, and the gameplay and graphics fit perfectly. Get this game if you like fighting games. It’s simple compared to newer fighting games, but simplicity is not bad, and this is a great, simple fighter.


Tetris 2 – Two player simultaneous, password save. Tetris 2 was a somewhat controversial game at the time of its release, because it has the Tetris name on it, and is Tetris-like, but isn’t exactly Tetris. This game is a falling-blocks game where your real goal is matching colors, not making horizontal lines. You destroy blocks by getting three of the same color in a horizontal row. Then other blocks around them will fall. Also, in addition to the colors, there are more shapes in Tetris 2 than in the original Tetris. Still, it is enough like Tetris that Tetris fans will quickly get good at this, and that’s probably why I’m only mediocre at Tetris 2; I never was great at Tetris. Howeve,r it’s not exactly Tetris. The focus on colors instead of lines makes it a quite different game, and the additional, larger shapes that can fall also mixes things up. Tetris 2 isn’t quite as good as Tetris, overall, but it’s a fun variant, and I think it’s well worth getting for puzzle game fans. There is puzzle, vs. CPU, and two player versus modes. The game has passwords to save your progress in the solve-the-puzzle-style single player puzzle mode, too, so there’s a good amount of content here because these puzzles are not easy, that’s for sure. There are also several different backgrounds, which is cool. There’s also one more mechanic, where you can raise or lower the level of where blocks come from on the other side in vs. cpu or two player games, which is cool and adds some tension. Overall, Tetris 2 is a good game. It doesn’t replace Tetris, but it is a fun puzzle game well worth playing sometimes.


Tetris Attack – Two player simultaneous, password save. Tetris Attack is the Westernized version of a game called Panel de Pon in Japan. The game is great and is might be the 4th generation’s best puzzle game, and it started what is now known as the Puzzle League series, too. This game was the first SNES puzzle game I bought, and my first Puzzle League game, but it holds up when compared to just about anything in the genre. Tetris Attack is an outstanding puzzle game. The game is a tile-flipping puzzle game. You select two tiles, horizontal only, and can flip them by pressing the button. When three of the same kind touch, they’re destroyed, as usual in the genre. The game has a somewhat more strategic feel than some puzzle games, though, because of how you’re using a cursor to flip tiles, and can flip anything on screen instead of only dropping blocks into a static field. The game is challenging, fun, nice looking, and generally playing at least one Puzzle League is a must for anyone with any interest in the genre. The only question is, which one should you play? Well, this one has very nice graphics and music, a fair number of options including a “story” mode (defeat a sequence of opponents; quite fun!), a puzzle mode (solve premade puzzles with a limited number of moves; I’m no good at these modes, and don’t like it very much), a two player versus mode, and a line-clear mode where you win by clearing enough lines of blocks. However, there is a drawback, and it was listed at the top: password save only. This games has lots of passwords, as there’s a new one for each stage or puzzle in each difficulty level, so you’ll have to write down a lot, and it also means no score saves, either. The passwords are short, but still, it is a negative with this version. I like the Yoshi-themed graphics, and from what I’ve seen the original “Panel de Pon” version looks great as well… but honestly, today, I’d probably rather play Pokemon Puzzle League on the N64 or Planet Puzzle League on the DS. The DS one adds touch controls, which makes it a quite different game (easier, in some ways), and the N64 one has the most features and modes of any version, inculding a very cool rotating-column-of-tiles mode. There’s also the Japan-only version in Nintendo Puzzle Collection, which is the unreleased Japanese version of the N64 game, Panel de Pon 64, which was released here in Pokemonized form. I’d like to import that sometime, though the main reason would be for the NPC-exclusive remake of Yoshi’s Cookie; the other two in the pack, PdP 64 and Dr. Mario 64, did release here on the N64 after all (though not Japan, in either case, on the N64). Anyway though, there are quite a few ways to play Puzzle League, or Tetris Attack. The SNES original might not be the best way, but it’s a great game with some cute Yoshi graphics and outstanding gameplay, so get it for sure anyway. Each Puzzle League game has some unique elements to it, after all, and they’re all worth getting.


Thunder Spirits – One player. Thunder Spirits is a modified conversion of the Thunder Spirits arcade game, which is a modified port/remake of Thunder Force III on the Genesis. Each version has a few new levels added, so this one is about half Thunder Force III, about half new stuff. As with the arcade game, it’s also linear, and drops the choose-the-order option of the Genesis game. It also has much more slowdown than the Genesis game, unfortunately. It’s clear that Technosoft weren’t quite as good at SNES programming as they were at Genesis; games like Space Megaforce and Super Nova show that you can do SNES shmups with minimal slowdown. Even so, this is a great game that’s well worth getting for anyone who likes shooters. Even if the music doesn’t quite match the Genesis, and it has that added slowdown, it’s still a Thunder Force game, and it’s a good one. And there is some exclusive content here, as I said, so yes, play it. As for the game itself, as with all the Thunder Force games, the game is a great horizontal shmup. You get several different weapons, and lose the one you’re using when you die; others stay at their current power, until you die with them too that is. It’s a good system and works very well. The Thunder Force games have great level designs, and the third game had great graphics and music as well. The graphics are good here too, at least, as are the level designs. Thunder Spirits is just plain fun to play, as you fly through the levels, blasting the enemies. And it may seem easy at first, but stick with it; this game gets tough later on. While not one of the hardest shmups around, it won’t be nearly as easy to beat as you might think at first. So yeah, Thunder Spirits is a great game, and it doesn’t cost too much either. Definitely pick it up.


Tinstar – One player, battery save, Super Scope and SNES Mouse support. TinStar is a light-gun-style shooter developed by Software Creations, and published by Nintendo. The game’s a Wild West themed game, except all of the characters are robots, instead of people. So yeah, it’s a bit like Wild Guns, except with more robots, more humor, and light-gun shooting action. I wasn’t sure what to expect from TinStar, but overall liked it a lot. I would absolutely recommend playing the game with a mouse, though; it’s nowhere near as good with the gamepad. I’m sure it plays well with the Super Scope too, though it’s sure to be harder than it is with mouse. The game has good graphics, a great, entertaining sense of humor, and multiple different types of stages to keep things interesting. Sometimes you’re defending the jail, other times shooting it out on a train, and more. The game is broken up into seven days, and at the end of each day, your character TinStar faces off in a one-on-one showdown against a boss enemy. These can be tricky, and get harder as you go along, but do your best! Overall, TinStar does get a bit repetitive, as usual from lightgun games, but it’s fun. The save system is nice, too, and since the game has a battery, there’s some strong incentive to try again, play better, and get better results. The game is short, but it does have replay value, and rewards better play. Not everyone’s going to love it because of the repetition, but TinStar is a fun game well worth playing.


Tiny Toon Adventures: Buster Busts Loose – One player. Tiny Toon Adventures was a popular cartoon in the ’90s, but I never watched it very much. I loved the Looney Tunes, but the spinoffs, like Tiny Toons and Animaniacs, I didn’t watch. Still though, some of the Tiny Toon Adventures games are pretty good, so I have a good number of the older ones, including both SNES releases. These games are from Konami, and they live up to third and fourth gen Konami’s usual high standards. This game is a good, if conventional, platformer, with very nice, large graphics, very good controls, a moderate amount of game to play through (it could be longer, but for a game with no saving it’s not too bad), and plenty of fun. The music’s great too, as you expect from Konami. It is unfortunate that you can only play as Buster, and that the game has a generic plot, but the gameplay makes up for it. This is a fairly standard platformer, and you’ve got to run, jump (though you attack with a sort of jump-kick attack, do not jump normally onto enemies…), and dash your way around, defeat the other characters, and save the day. There are multiple difficulty levels and some definite challenge too, at times. Even if the game is a bit short, getting through it the first time will take a decent amout of time, and regardless, it’ll definitely be fun while it lasts. Well worth picking up.


Tiny Toon Adventures: Wacky Sports Challenge – Four player simultaneous/alternating (depending on minigame, most are simultaneous) (with multitap), password save. Wacky Sports Challenge was the first Tiny Toon Adventures game that I bought, back around ’05 or ’06, and it was well worth the purchase. This game is a great olympic-style sports game, and it might be the best game of its kind on the SNES. But wait, there’s more! It’s not only that, it’s also a pretty good minigame collection. So yeah, this is something in between Track Meet and Mario Party, with great 4th gen Konami graphics and sound, and four player simultaneous play too. Yeah, go get it now. You can play as Buster, Hampton, Plucky, or Babs. That’s great. However, the game does have a few problems. Most importantly, while most of the minigames here are pretty good, the “racing” ones are disappointing, oddly enough. Instead of being your standard “press the two buttons back and forth as fast as you can” olympic sports racing games, they’re more collectathon races. The four characters all are on the screen, and you try to pick up items as you run through a course. The person with the most items at the end is the winner. There is fun and mayhem to be had, but it’s too bad that there aren’t any traditional races in a game where you would definitely expect to see them. Other than that, though, this is a great collection. There are those collection-focused races, weightlifting, and lots more. Plus, there are some special events which are done in Mode 7 or behind-the-vehicle flight “3d”, which is pretty awesome. The Mode 7 bungie-jumping game is great. I like the hang-gliding game as well. Overall, Tiny Toon Adventures: Wacky Sports Challenge is a must-have game. This is the closest thing to Mario Party you’ll find on the SNES, and if you have anyone to play games with, pick this one up. It’s not quite as good in single player, but still, it’s fun enough to be worth playing.


Top Gear – Two player simultaneous, password save. Top Gear is a racing game from Gremlin, a British studio, and was published by Japanese studio Kemco. It started Kemco’s varied, long-running, and usually quite good, Top Gear series. It plays a lot like earlier Amiga racing games of Gremlin’s, or Lotus on the Genesis too, but better. One major difference is that Lotus only has you racing against the clock, but in Top Gear, you’re racing against a field of other cars, trying to take first place. Top Gear was one of the games I got the day I got my SNES in ’05. I wasn’t sure whehter it would be good or not, but once I tried the game, I quickly realized that I absolutely loved the game. Top Gear is an exceptionally good “linescroll-style” racing game. That is, it has that conventional Pole Position style, except with additions like rolling terrain and two player. The game is, much like Super Mario Kart, forced splitscreen — in one player mode, a computer is on the lower half of the screen. The two player is co-op as you go through the campaign. I didn’t really mind this; sure, it gives you a smaller play window, but it’s not too bad. And plus, the computer opponent on the lower half of the screen is a fun one to race against, because it’s a computer which actually doesn’t cheat! I think that the one on the lower half is the only AI racer who actually has to stop at the pitstops. It’s great that it does. The other AI racers cheat. Top Gear has only four songs, but all four are very good and extremely catchy. The game is broken up into eight country circuits of four races each. You get a password (a reasonable 8 characters each) after completing all four races of each country, and there are three difficulty levels each with their own passwords to try to complete. Each one of the four songs plays on each track of each circuit, so the first song is on the first race of each country, etc. Your car has a fuel gauge, so you need to watch it on the longer races, and stop for pit stops to refuel occasionally. In a cool touch, your car speeds up as you run out of fuel in this game. I’m not sure if any of the sequels do this. You also have a limited number of turbos you can use per race. There are several cars to choose, each with different stats and fuel usage. I like the slower car which lasts longer on each tank; it can finish some races without pitting that the fast red car can’t. I got quite addicted to this game, and eventually finished it on all three difficulties. Fantastic game, and a real must-have for any racing game fan!


Top Gear II – Two player simultaneous, password save. Again from Gremlin and Kemco, Top Gear II is similar to the first Top Gear, except with better graphics, a full-screen single-player mode, and much longer passwords. This time you win money by winning races and can buy parts with your winnings, you see, so it needs a long password to save what you have. I like the improved graphics and full-screen play in this game, and it still has the two player splitscreen campaign as well, but somehow, overall, I don’t like the game quite as much as the first one. The music is good, but it’s not quite as catchy as the songs from the first game. The graphics are quite nice, but even if the first one is simpler, I like its look more. And long passwords are annoying to write down. Still, Top Gear II is a good racing game, and it’s well worth getting. It’s not better than the first game, but it is still a pretty good game. Also on Amiga and Genesis, though the Genesis port is, by all accounts, not as good — as with Gremlins’ other Genesis racers, Lotus and Lotus II, and their Amiga Lotus games as well, it forces you to choose either music or sound effects but not both, while the SNES Top Gear games all have both music and sound.


Top Gear 3000 – Four player simultaneous (with multitap), password save. Top Gear 3000 was Gremlins’ final Top Gear game, as after the Super Nintendo, the series would move on to other developers. At least they went out on top, though — Top Gear 3000 is a fantastic, and under-appreciated, game! This is one of only two SNES games with a four player splitscreen mode. Unfortunately as in the other one, Street Racer, it’s all vertical splits (four narrow vertical windows), so that classic N64-style cross split hadn’t been thought of yet or something, but still, it’s a very cool feature to have. Top Gear 3000 is a futuristic car racing game. It’s got good music, good graphics, four player races, a two player co-op campaign (unfortunately, as usual in games the 3-4 player mode is single race only), and new additions such as jump pads, special items, and health and power (fuel) recharge through colored strips on the ground, somewhat F-Zero-style. You also have a limited number of turbos per race, upgradeable from the shop. You don’t need to stop in pit stops anymore, now you drive over recharge areas. The game still has money and upgrade systems as in the second game. It still can be tricky however, particularly when you need to stop on the refuel or shield-recharge areas in order to fill up enough to finish the race. This is a tough game, and finishing it will not be easy. The game is only 24 races long in Easy difficulty, but is twice as long in Hard, so it’s worth it to play the harder mode. You travel to many planets over the course of the game, so the environments are varied. There’s a neat “ship flying to the next planet” cutscene after each race. As in the previous games the core gameplay is linescroll racing though, so it’s all smooth curves only. Unfortunately the game does not have raised highways, transparent floating roads, or other cool stuff like Outrun 2019 on the Genesis has, but I do like the gameplay additions here, such as the jump pads, warp pads, items (there’s a turbo, a jump, and more), and such. It’s a strange hybrid of traditional and futuristic racing, as you’re in normal cars and the cars aren’t armed, but it’s set in the future on alien worlds, but it works! This game should be enjoyed by anyone who likes either regular car or futuristic racing. As with the second game the passwords are not short (16+ characters), but it’s worth writing down for a game this good.


Twisted Tales of Spike McFang, The – One player, battery save. The Twisted Tales of Spike McFang is a decent-playing, and pretty good-looking action-RPG from the mid-life SNES. You play as Spike McFang, a child vampire who eats tomatoes instead of blood. He’s also got some friends who act as NPC allies in the missions. This game is a sequel to the Japan-only TurboGrafx-16 platformer Makai Prince Dorabocchan, but this one changes genres, and was released in the US too of course. Unfortunately, while there are some good things about the game, it’s also got some frustrating flaws. The graphics are a standout; the visuals, art design, and style are all great. There are a good variety of enemies to fight, but fighting really is what you do here — don’t expect puzzles like a Zelda game. Fighting and exploration are it, apart from the story scenes. Also, there’s a bit too much grinding required at some points in this game. I got quite frustrated with how sometimes I’d simply have to stop and grind some levels before I could progress. Eventually, in the last world, I just dropped the game there, instead of spending perhaps hours more grinding before I was strong enough to get anywhere in the area. This grinding is absolutely necessary. Still, I did get fairly far into the game, and had fun more often than not while playing. Each of the different areas you visit is fun to see, even if the settings are unoriginal (snow level, jungle level, castle, etc.). The game has only five areas, so it’s on the short side. The plot is basic; it’s enough to keep you going, barely, but isn’t anything really of interest. If this game was for kids, I don’t know if they’d have the patience to keep playing through all the repetition that playing the game entails… still, it’s decent to good, overall. I just wish it had more variety and less grinding.


U.N. Squadron – One player. UN Squadron is a great horizontal shmup from Capcom. The game has some original elements, and despite lots of slowdown, is one of the better SNES shmups. UN Squadron is actually a licensed game based off of the anime Area 88, but for its US release the license was removed. Still, if you’re looking, it is obvious that it’s an Area 88 game. That’s okay though, as this is one of the great licensed games. First, the graphics and sound are good for an earlier SNES game; there’s better on the system for sure, but still, the game looks and sounds good enough. The game isn’t that long, as is common for shmups, but it more than makes up for that with a high difficulty level and somewhat steep difficulty curve, too. UN Squadron gives you three hit points per life, so you don’t die in one hit, but you do have limited continues. There are three ships to choose from at the start, each with somewhat different weapons; each is piloted by a different character from the anime, renamed of course here. The weapons’ firing patterns in this game are somewhat unique; machine guns, for instance, fire in bursts, so if you press fire once with the machine guns, you’ll fire for about a second or so before stopping. You get used to it eventually. There’s also an ingame shop, where you can spend your winnings on new weapons and ships. It’s a very nice feature. The most important unique element in this game, though, is that you can choose which mission to take at any time. In the game the goal is to take over the whole map, from your starting airbase over to the enemies’, and you’ll be given several mission options most of the time. You can then do them in any order you want. I really like this, as it gives you more choice than other games. The enemies on the map actually move towards your base, so you’ll have to win battles eventually if you want to keep them from taking your base, and the game. It’s different and fun. The levels are well-designed too, and the bosses are varied, interesting, and often a challenge. Overall, UN Squadron is a fantastic game, and a must-have for shooter fans. The game has an arcade-only spiritual sequel (with similar shooting gameplay but no map selection screen), Carrier Air Wing, but sadly that game did not get any home console ports; otherwise, this is a one-off title. Arcade port.


Uniracers – Two players, battery save. Uniracers is a fast and extremely fun side-scrolling racing game. In the game you play as a riderless unicycle, zooming through stylized side-view rails that you drive on. The game has a big stunt component, as you can do tricks while in the air, and you need to land right in order to score points — an early example of this kind of stunt system! It works great. Stunts help you gain speed as well, so they are essential. The game is tough, until you memorize each track that is, but with how much fun this is, it’s well worth the effort! The graphics are somewhat simple, with only the rounded lines you drive on, the two racers, and a background on screen — and often only your unicycle will be on screen — but with the speed, and general good quality of what graphics it has, the game looks pretty good I think. This game is one of the better racing games on the SNES — highly recommended! (Plus, yes, it has a two player splitscreen mode.)


Utopia: Creation of a Nation – One player, battery save. This is a strategy game, and a port of the PC game of the same name. The game looks and plays a lot like Populous, except it’s set in the future instead of the past. Also on PC.


Vortex – One player, password save. Vortex is a Super FX-enhanced polygonal 3d action game where you control a transforming vehicle and have to destroy the badguys. The game, like Star Fox and Stunt Race FX, was made by Argonaut. Your ship has four forms, including a mech, a tank, a jet, and one more. Some levels are on land, while in others you fly through space. The game is not auto-scrolling like Star Fox though; here you have free movement. Vortex is an extremely ambitious game, with lots of stuff going on, sizable levels to fight through, multiple ship modes and weapons, and more, but it all comes at a cost, a framerate cost, and complex controls too; this game uses all of the buttons on the SNES controller, and uses some button combinations on top of that. But about the framerate, yes, like all Super FX 1 games, this game has a quite poor framerate. I think that this game simply tries to do more than the hardware can actually handle well; it’s playable, but the SNES is definitely better at 2d games than 3d. The game is difficult, and the low framerate sure doesn’t help there. The game is somewhat slow-paced, but still, this game is tough. The game does have a map, which helps, but not all of your objectives are well marked, so sometimes figuring out where to go next can be frustrating. You’ll also need to use a lot of hit-and-run tactics — the enemies are numerous, and charging straight at them is often suicidal. Overall, this is an okay game, but this kind of thing really pushes the SNES harder than it probably should be; big-scale polygonal 3d action games like this need more powerful hardware than this. Still, it’s an interesting effort, and people who can tolerate Super FX framerates will find a big, challenging vehicular combat game here.


Wario’s Woods – Two players, battery save. Wario’s Woods is a unique, interesting and challenging puzzle game. while the format looks like a fairly standard block-dropping design, but the game does some things differently. Most notably, instead of controlling the blocks as they fall, instead you play as a character (a Toad) standing in the field, on top of the blocks. You move around with the pad, jump up on top of higher piles of blocks, etc. In order to play, you must pick up blocks, move them around to match them up, and drop them in order to clear them out. So yeah, it’s basically your standard block-dropping game… except with a completely different control scheme. That you control a character in the field instead of the blocks makes this game MUCH more challenging than most games of this type, and it adds a real learning curve, too. Fortunately, the game has an extenstive tuturial mode that will teach all of the needed skills. Definitely play through it. Even then though, the game is complex; this game is good, but I’m not sure if it’s great. Puzzle games are great in part because of their mixture of simplicity and depth, but this game is much less simple than most in the genre because of the controls. It’s not something everyone will like, but it is an interesting game. On the other hand, it is awesome that this game has battery save — this is one of Nintendo’s only puzzle games for the SNES with battery save, so it’s pretty cool to see. IT really adds something to the game that other SNES puzzle games, like no-saving games like Yoshi’s Cookie, Tetris 2, and Tetris & Dr. Mario, or password-save-only games like Tetris Attack, don’t have: this one actually keeps track of your best scores. The game is also on the NES; this is similar to that version, but has better graphics (both do have battery save though). The NES version is available in the Wii Virtual Console, but not the SNES one, oddly enough. Needless to say, this is the better version.


Warlock – One player, password save. Warlock is an above-average licensed platformer based on a movie I’ve never seen. Well, why get the game then? This was a game I’d played a little of back during the SNES’s life, and it had interested me, so I wanted to try more of it. When I found a torn-label copy for somewhere around $1, I picked it up… and didn’t regret it. While this game certainly isn’t great, it isn’t a bad game either. The game is your typical platform-action game, and has you wandering around a variety of levels as you go through the story of the film; you play as this warlock guy who has to defeat evil and such. Levels are decently designed, and there is an exploration element so it’s not entirely linear. The level designs and controls are solid, and the game plays well. It’s a somewhat average, but fun, game. Try it out. Also on Genesis.


Whizz – One player. Whizz is an isometric 3d platformer published by Titus. The game has bright, colorful graphics, large, complex levels to explore, and an excessively high difficulty level. With strict time limits in the levels, multiple paths so you will not know where to go until you memorize the layouts, no saving or passwords, and limited continues, this game is just insanely, insanely difficult. If you could save between levels it’d be doable, and maybe even fun, but as it is… sorry, I just can’t enjoy this game. As it is, you wander around as the rabbit Whizz. You have to collect stuff in each level, and that timer ticking down won’t stop until you find the next place you need to get to. There are enemies, jumps, and puzzles along the way. The game does look nice, and apart from the usual isometric-platforming issues plays okay, but overall, I find this game too frustrating to enjoy. Each level individually can be fun, if tense and high-pressure, but with the life limit and no saving, it’s just not very fun. The game is a port of a PC and Amiga game, and was later also ported to the Saturn and Playstation, though only the SNES version released in the US (the PC/Amiga versions were Europe only, and the PS1/SAT versions are Europe and Japan only). I’m not sure if any versions support saving, which would be awesome; if they do, I don’t know about it.


Wing Commander: The Secret Missions – One player, password save. Wing Commander is, of course, a classic space sim/flight combat series. I always very strongly perferred Totally Games’ X-Wing/TIE Fighter games over Wing Commander, but Wing Commander is at least a decent space flight shooter, even if it doesn’t have X-Wing’s depth or genius. This game is a port of Wing Commander 1’s first expansion pack. Yeah, I have the first addon, but not the SNES version of the original game. I got this as one of my earlier SNES pickups, because I was interested to see how well this game translated to the SNES, and because I found this one first, but haven’t picked up the original, becuase this series only moderately interests me, and because if I really wanted to play Wing Commander, I’d rather play it on PC. Still though, this is actually pretty decently done. The graphics and fake scaling look decently good, most notably. The interface does take up a lot of the screen, so the play window is only partscreen, but it’s large enough. The biggest issue here, though, are the controls. As you’d expect from a port of a PC game that required a joystick and keyboard, this game uses not just every button on the SNES controller, but uses many button combinations too. Memorize or print out a control listing before trying to play this game, you’ll need it! As for the game, it’s Wing Commander, but shorter — unlike the good-length original game, The Secret Missions has only 17 missions in in 8 campaigns, versus 40 in the original campaign. You’ll only play 15 of those missions at most in each game, too — there are alternate final campaigns for the good and bad endings. You get a password between campaigns. Of course, though it’s shorter, Secret Missions 1 makes up for that with a higher difficulty level than the original campaign. Addons are expected to be harder than the games they expand, and this is no exception. Overall, this game’s okay. It plays as well as Wing Commander could be expected to on a 4th gen console. It’s no replacement for the PC original, but it could have been a lot worse, for sure. Also, this is the only 4th gen console release of this addon (yes, the Sega CD Wing Commander game is just the base title). However, there was a second, computer-exclusive addon, Secret Missions 2, so to play that one, you will need to play it on the PC, Mac, or 3DO — Super Wing Commander for the 3DO includes both addons, joystick (FlightStick Pro) support, and enhanced graphics. Yeah, the computer and 3DO versions are best, if you like this game. This is good for its system though. Just start getting used to those button combinations… Also on PC and Mac, and 3DO in Super Wing Commander.


Winter Olympic Games: Lillehammer ’94 – Multiple players, mostly alternating. The Winter Olympic Games is by US Gold. And no, this isn’t one of their better games; quite the opposite, this is one of their bad ones. US Gold’s Winter Olympics is an awful game that you should avoid. This game could indeed be worse — this is much better than the Game Gear version, which I also have, because you have a much better draw distance in the downhill skiing levels, for example — but it’s still a quite poor olympic sports title. There is a small variety of olympic sports to play, generic 2d graphics, and not not much fun in any of them. The downhill skiing may be more playable than the GG version, but it’s still not very good, and it might be the best thing here. The other ones… yeah, just avoid this. Ski jumping is terrible, for instance! It’s not worth the frustration that learning how to be good at it is worth, not at all. Bobsledding is okay, but looks bland as expected. If you want a decently good winter olympic sports game on a 4th gen console, I recommend Accolades’ Winter Challenge, for the Genesis and PC. It’s much better than this game. US Gold’s Olympic Winter Games is also on Genesis, Game Boy, Game Gear, PC, Amiga, and Master System (Europe only for the latter two).


World Heroes 2 – Two players. World Heroes 2 is a port of the SNK Neo-Geo arcade game of the same name. As with all of the SNES Neo-Geo fighting game ports, this game was made by Takara. The quality of the SNES/Genesis Neo-Geo ports varies, to say the least — World Heroes 1 for Genesis is not very good — but this is one of the good ones. Yes, World Heroes 2 for SNES is a great game. Sure, the graphics aren’t nearly as good as they are on the Neo-Geo, but the game looks good, and it’s got all of the characters and modes from the arcade game, too. No cut content here! The game plays well as well; this is one of my favorite SNES fighting games. World Heroes 2 has that classic SNK/ADK feel. It’s a simple but great fighting game with a unique cast of characters, each of whom is pulled from a different period of history. So, you’ve got the modern Japanese martial artist woman, an American football player, Blackbeard the pirate, a Ghengis Khan analog, Erik the Red, and more. The concept is amusing, and each character is well designed, if quite ’90s in style. Each character has a couple of moves; this game isn’t overly deep, but there is enough to keep it interesting. As always this generation, the moves are only listed in the manual, though at least they DO list all of the moves in the manual. Some games, such as the Mortal Kombat series, didn’t even do that. The game has two modes, regular or Death Match. In regular mode, you play standard best-of-3-rounds matches, on standard stages. In Death Match mode, however, there are traps on the stages, such as landmines on the Vietnam stage, spikes in the death-arena stage, and more, and instead of playing to three rounds, you have one powerbar each that you’re trying to push to your side. You won’t win based on a preset amount of damage, but on overwhelming the enemy, pushing them into the traps, and such. Death Match mode is unique and interesting, and it’s my favorite part of this game — it’s quite different from other fighting games. Unforutnately, after this game the series dropped Death Match mode, so it’s not in World Heroes 2 Jet or World Heroes Perfect. That’s too bad, they should have kept it. Also on Neo-Geo, Neo-Geo CD, and TurboGrafx-CD Arcade CD (in Japan only for the TGCD); the Neo-Geo version’s also in the World Heroes Anthology on PS2 as well.


Yoshi’s Cookie – Two players. Yoshi’s Cookie is a one-off puzzle game from Nintendo, and was Yoshi’s second puzzle game of three; the first was Yoshi, and the third is Tetris Attack. Each one has completely different gameplay, though, so they are not a series. Yoshi’s Cookie is another matching-style puzzle game, though it’s got its own twist on things — instead of having blocks fall a few at a time, the fields come a screenfull of tiles at a time, and your challenge is, with your cursor, to flip the tiles to match them so that they are destroyed before the screen overfills with cookies and you lose. Keep matching, and clearing cookies, until you’ve cleared enough to complete the stage. The game starts with small fields of cookies, but as you get better the size of the field increases. It’s an okay to good puzzle game that’s easy to learn but challenging to get good at. I’d put this game as a mid-tier SNES puzzle game — it’s good, but not one of the system’s best. The game is simple, and gets old faster than better, deeper puzzle games like Tetris Attack. However, it is at least better than Yoshi (NES/GB game). There are several modes: the main single player stage game, a puzzle mode (where you have to clear a specific field in a preset number of moves), and multiplayer. The game doesn’t save, but does have levels; you’re simply allowed to play the stages in any order. Also on NES and Game Boy. There’s also a Japan-only remake of this game on the Nintendo Puzzle Collection for the Gamecube. As with Wario’s Woods below, bizarrely enough, only the inferior NES version of Yoshi’s Cookie is on the Virtual Console.


Ys III: Wanderers from Ys – One player, battery save. Ys III is a port of this side-scrolling action-RPG. The game is a sequel to Ys I and II, which are top-down action-RPGs, so this is the “Zelda II” to those games “Zelda I”. That said though, the Ys games aren’t Zelda. They are fun, but simplistic, hack-and-slash action-RPGs. However, the perspective change was not all for the better — this game isn’t as fun as Ys I & II are. I can see why they switched back to top-down after this. The game starts out with some backround story for why you, Adol Christian, generic male warrior hero guy and the main character of almost all Ys games and the only playable character in all Ys games through the sixth one, are in yet another new place, saving everyone’s problems for them as usual. Once you’re done with the plot, you go to a dungeon, where you explore, fight monsters, level up, and repeatedly retreat to the enterance. You see, when you go to the enterance of a dungeon, you automatically heal up — no need to go to town and rest, just going to the door will heal you. The game has save anywhere, a common feature in this franchise, and you get an impressive 12+ save slots. So, the game is simple: go into the next dungeon, grind at the front entrance until you are strong enough to progress, and then go deeper in and fight the boss. Yes, it gets old after a while. The YS games have always been extremely grindey, and this game is not exception, but the side-view perspective limits things versus the topdown games, and doesn’t add too much. As for the graphics, the game looks okay, but the sprites are very small; you can tell that this game wasn’t on SNES first, the later SNES-exclusive (and sadly Japan-only-released) Ys IV (SNES), V, and V Expert games have much better visuals (and are top-down). Still, even though this is far from the best Ys game, and probably isn’t the best version of this game either, it is a solid version of the game, and if repetitive, it is at least fast and easy to play. Also on Genesis and TurboGrafx-CD; all three versions released in the US. There’s also a remake for the PC and PSP (released in the US on both platforms); it’s pretty much a completely different game with similar settings and story, as it drops the side-view perspective, but it is considered to be much better than this original game. Still, this game is okay.


Zoop – One player. Zoop is a puzzle game released in the mid ’90s for almost every platform that existed at the time. In the game, colored shapes move along paths on the four sides of the screen towards a central square. You control a cursor on one of the grid points in the square. You can move around the square, and by pressing the button, you shoot out the current shape you have. This will switch the one it hits and all similar-looking ones touching it to that shape, or will destroy them if they’re the same shape. You can’t move the cursor outwards though. So yeah, the goal is, as usual, matching — if shapes moving towards the center hit same-colored shapes, they’ll be destroyed. The game gets challenging quickly, as the shapes keep coming at you faster and faster, and you frantically move around trying to keep all four sides clear. It’s an okay game overall; there are better, but this is a decent one. Note: If you want a version of this game that saves your scores, you’ll need the PC or Jaguar versions. Oddly enough, the PS1/Saturn versions don’t do that, and nor do the 16-bit ones of course. Needless to say, that’d be a nice feature to have. Also on Game Boy, Genesis, PC, Jaguar, Playstation, and Saturn.

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Game Opinion Summaries: Game Boy

This is a new name for my series of short (one to three paragraphs each) reviews of all the games I own for a system. This one is one of my personal favorite videogame systems ever.

Note: This thread is for games compatible with the original, B&W Game Boy. Game Boy Color only games, which require that system, will be done another time, in a GBC article someday. The Game Boy and Game Boy Color are different systems, so I will not list them together. That will cause some repetition, but still, I think this is the right way to do things.

Nintendo’s original Game Boy was one of the most important videogame system releases ever. It created the modern handheld gaming market, lasted 12-13 years, and was a great system along the way, too. I actually started on a SNES Game Review Summaries thread first, but got bogged down with about 50 to go, so I dropped it for the time being (I’ll get back to it), and started on this one instead… and it went much easier, and here the thread is!

The Game Boy, in its original form, was the first console I ever owned — I got one for Christmas in 1993. Before that we’d had a computer for a while (since early ’92; yeah, I didn’t have anything beyond a couple of LCD handhelds for video/computer games at home before I was nine), but this was my home introduction to Nintendo. I had no chance of convincing my parents to let me get a TV console, but they finally gave in on handhelds, so I looked at the GB and Game Gear. I was interested in both, and listed what stuff I’d want for each one of course, but ultimately ranked the Game Boy higher because it had more games I was interested in. I ended up getting the GB, Super Mario Land, and Kirby’s Dream Land on Christmas. I think that I made the right decision asking for the Game Boy, and I’ve liked Nintendo handhelds ever since.

As a result of this, expect a bit more personal recollection stuff in these reviews than in any of my previous threads. I’ve had the N64 since 1999, sure, but I got a GB a good 6 1/3 years before that… the several dozen GB games that I got between 1993 and 1998, particularly, have pretty strong nostalgia value for me, good or bad. I got a Game Boy Color for Christmas 1998, so from that point on I more played GBC games. However, many GBC games released between 1998 and 2000 have original Game Boy compatibility, so those games will of course also be in this thread.

Oddly enough, though, I don’t have nearly as many games for the Game Boy as I do for consoles that I got much, much more recently; I have at least 150 games each for a bunch of systems I didn’t even own before 2005 or later, like the SNES, Genesis, PS1, and PS2, and also some systems I’ve had for longer but not as long as the GB, such as the N64, but still have only about 98 GB games, plus 27 more dual-mode black-cart titles, for a total of 125 games. It’s a good-sized library, but I do have more games for a bunch of other systems now. I’m not sure why I don’t have more, but one reason would be availability — it’s harder to find Game Boy games than it is consoles like the NES, SNES, or Playstation — and also maybe because I’ve owned the GB for longer, so I might have higher standards or something… I mean, I regularly buy not-that-great console games, but for the Game Boy? Unless it’s something I think I might actually like, I don’t get it. So yeah, I do not have a large collection of mediocre licensed Game Boy games. Maybe someday I’ll lower my standards for GB purchases more. I do have some interesting, lesser-known titles, though, and look for reviews of those games here, along with the more popular stuff. Oh, I should mention that I own all but one of the GB games that I have ever owned. The only one I don’t have anymore is Ken Griffey Jr.’s Major League Baseball, which is one of two GB games I disliked so much that I sold it — that style of top-view baseball screen where you can’t see much of the field and have to catch balls by the minimap isn’t something I like at all. I was quite partial to the Hardball series (on PC particularly). The other GB game I sold is Toy Story, but I bought a $1 or $2 copy of that sometime last year, so I can review that below.

This is the original Game Boy box. I do have my original GB box, but it’s not this model; I have the later version that came with only the system and batteries, not the link cable and Tetris like this original pack did.

My favorite Game Boy and dual-mode (as played in B&W/SGB only) Games (of what I have only) – #1 is for sure, but numbers two through nine can shift around. Numbers 3 through 6 could be in almost any order, for instance, and I’d like the list just as much…

1. The Legend of Zelda: Link’s Awakening
2. Super Mario Land 3: Wario Land
3. Donkey Kong [’94]
4. Kirby’s Dream Land 2
5. Gradius: The Interstellar Assault
6. Final Fantasy Adventure
7. Kirby’s Pinball Land
8. Mega Man IV and V (tie)
9. Micro Machines
10. Hexcite (GB/GBC dualmode game)
#10 for GB-only games list: Gargoyle’s Quest

Honorable Mentions (after Gargoyle’s Quest): Mega Man in Dr. Wily’s Revenge, Mega Man III, Kirby’s Block Ball, Kirby’s Dream Land, Kirby’s Star Stacker, Super Mario Land, Super Mario Land 2: Six Golden Coins, Quarth, R-Type DX, Wario Land II, Looney Tunes, Montezuma’s Return, Wave Race, Survival Kids, Aerostar, Quarth, Bomberman GB, Shanghai Pocket, Tetris DX, Speedy Gonzales, Looney Tunes, Taz-Mania, Daffy Duck: The Marvin Missions, Out of Gas, Amazing Penguin, Operation C, Alleyway

Worst game I own: Toy Story

Top 5 for GB/C Dual Mode (black-cart) games only

1. Hexcite
2. Montezuma’s Return
3. Survival Kids
4. The Legend of Zelda: Link’s Awakening DX
5. Wario Land II

Top honorable mention: R-Type DX

Worst game I own: Pokemon Pinball

Table of Contents (games are mostly in alphabetical order, but I mostly put series together, regardless of alphabet order.)

Game Boy (grey carts/B&W-only) – ~98 games

4 in 1 Funpak Vol. 1
Adventure Island II: Aliens in Paradise
Aerostar
Aladdin
Alfred Chicken
Alleyway
Amazing Penguin
Balloon Kid
Bart Simpson’s Escape from Camp Deadly
Batman
Battle Arena Toshinden
Bionic Commando (1992)
Wario Blast: Featuring Bomberman!
Bomberman GB
Bonk’s Revenge
Boomer’s Adventure in Asmik World
Brain Drain
Bugs Bunny Crazy Castle 2, The
Castlevania Adventure, The
Cosmo Tank
Daedalian Opus
Donkey Kong [’94]
Donkey Kong Land
Donkey Kong Land 2
Donkey Kong Land 3
DuckTales 2
F-1 Race
Final Fantasy Adventure
Flipull
Gargoyle’s Quest
Gradius: The Interstellar Assault
Incredible Crash Dummies, The
Iron Man / XO Manowar in Heavy Metal
James Bond 007
Kirby’s Dream Land
Kirby’s Pinball Land
Kirby’s Dream Land 2
Kirby’s Block Ball
Kirby’s Star Stacker
Lazlo’s Leap
Legend of Zelda: Link’s Awakening, The
Lion King, The
Mega Man: Dr. Wily’s Revenge
Mega Man II
Mega Man III
Mega Man IV
Mega Man V
Mercenary Force
Metal Masters
Metroid II: Return of Samus
Mickey Mouse: Magic Wands!
Micro Machines
Milon’s Secret Castle
Mole Mania
Monster Truck Wars
Motocross Maniacs
Mystical Ninja Starring Goemon
NBA Jam: Tournament Edition
Ninja Gaiden Shadow
Operation C
Out of Gas
Pokemon Red Version
Prehistorik Man
Quarth
Radar Mission
Revenge of the Gator
Rolan’s Curse
Rolan’s Curse 2
Samurai Shodown
Sneaky Snakes
Solar Striker
Speedy Gonzales
Star Wars
Street Racer
Super Chase H.Q.
Super Mario Land
Super Mario Land 2
Wario Land: Super Mario Land 3
Super Off-Road
Super R.C. Pro-Am
Super Star Wars: Return of the Jedi
Tarzan: Lord of the Jungle
Taz-Mania
Teenage Mutant Ninja Turtles: Fall of the Foot Clan
Teenage Mutant Ninja Turtles 2: Back From the Sewers
Tetris
Tetris Blast
Tiny Toon Adventures: Babs’ Big Break
Tiny Toon Adventures [2]: Montana’s Movie Madness
Torpedo Range
Toy Story
Trax
Turrican
Wave Race
Yoshi
Yoshi’s Cookie
Zen: Intergalactic Ninja

GB/GBC Dual Mode – 28 games

Asteroids
Ballistic
Conker’s Pocket Tales
Ghosts ‘N Goblins
Hexcite
Hot Wheels: Stunt Track Driver
Jeff Gordon XS Racing
Klustar
Looney Tunes
Looney Tunes: Carrot Crazy
Looney Tunes: Twouble!
Montezuma’s Return
Oddworld Adventures 2
Pocket Bomberman
Pokemon Pinball
Power Quest
Prince of Persia
Quest for Camelot
R-Type DX
Rats!
Roadsters
Shamus
Shanghai Pocket
Survival Kids
Legend of Zelda, The: Link’s Awakening DX
Tetris DX
Turok 2: Seeds of Evil
Wario Land II

Games use my standard format and list save type (if any), multiplayer (if any), and other accessories supported. For multiplayer, I list whether the games use the Link Cable, the 4-Player Adapter, or whether they support same-system multiplayer, and whether the game is alternating or simultaneous play in multiplayer. Games with Super Game Boy or GB Printer support also mention that in accessories. I also list which techniques I know Super Game Boy games to be using — custom (SGB-exclusive) screen borders, enhanced sound versus a normal Game Boy, a custom color palette (the selection of four colors used on the screen), auto-changing color palettes (games which change palettes during play, so each level looks different), multiple color zones on screen (a SGB technique that allows you to have specific parts of the screen use a different palette from the rest of the screen. These zones cannot scroll, but are useful for status bars and the like.), and multiplayer on the SGB with SNES controllers (supported in some fighting and Bomberman games) are the ones. Only the techniques a game supports will be listed with that game.
Remember, the Game Boy Color, and GB/GBC dual-mode games as they run on the GBC, GBA, GBA SP, or GB Player, will be in a separate list; that is a different system from this one, and should be listed separately. Also, the reviews of Game Boy/GB Color dual-mode (black cart) games in this thread are supposed to focus on how they run on the original Game Boy, GB Pocket, GB Light, and Super Game Boy, not the GB Color or beyond. I will mention some of how they run in color too though.

At the end of each review, I mention other platforms the game is available on. If none are listed there, it’s an exclusive.


Game Boy (Original) – 95 games


4 in 1 Funpak Vol. 1 – Two Player Alternating – Link or Same System. This game is a collection of board games. It includes Chess, Checkers, Backgammon, and Reversi. There’s no saving here, so all you can do is just play a single game of the game of your choice. All four games do play reasonably well, but there are surely better options than this now, on newer consoles. Still, for Chess and Reversi (aka Othello), this was worth the very low price; I like those games. There are multiple difficulty levels too, as you would hope, and it supports two players on one system, which is great. While that might be expected, it isn’t a given, so it’s good that it is here. The game has very basic, early-GB graphics that aren’t too impressive, but do the job.


Adventure Island II: Aliens in Paradise – One player, password save. I’ve never loved the Adventure Island series, and find the games too simplistic and kind of boring or frustrating, and this game does not entirely escape that. However, it isn’t too bad. Adventure Island II for the GB is a game inspired by Adventure Island III on the NES. (The first GB Adventure Island is based on AI II for the NES, so this makes sense.) It may be a little confusing (III is II…), but that’s what it is. The game is not identical to the NES game, though; even though the area themes are the same, so this game has dinosaurs to ride on as with the NES game, which is great; the better AI games are the ones with the ridable dinosaurs. The general game structure is the same as the NES version as well, but the level designs are, as usual on the Game Boy, new. The levels are still very short, unfortunately — I have never liked SMB3’s super-short-levels concept that AI3-NES/II-GB takes its inspiration from — but the layouts are new, and the levels are fun while they last. I like how the path can branch at times, and that there are hidden levels to find, too. Considering the different screen resolution, it makes sense to redo things, and that’s what they did here. The graphics are good, with nice detail and art design, justl ike the second and third NES games, but in monochrome. Overall, even if you have played the NES games, these Game Boy games are worth playing if you like the series. And even if you usually don’t, like me, the NES and GB games are as good as Adventure Island gets. This game is still overly simplistic and gets boring quickly, but at least this one has passwords, so you don’t have to play it all at once! The NES games don’t have saving, but the GB games do. Still though, even the Game Boy Adventure Island games are average at best. I first played the first GB Adventure Island back in the early ’90s, and didn’t like it very much, and that impression of the series has stuck. But overall, this one is alright, and is improved over the first GB game. Remake of Adventure Island III for the NES.


Aerostar – One player. Aerostar, or Aero Star, is a fairly unique shmup. The game is a fairly early GB game, from 1991, but it has pretty decent graphics for the time, and not much slowdown either. The game also has some original game design. You see, in this game, instead of simply moving around the bottom of the screen, your vehicle here must stay over the roads. Yeah, your craft looks like a futuristic fighter plane, but it’s landbound. It’s kind of odd, but makes for some good gameplay. To move between road sections, you can hit the Jump button, which makes you take to the air. However, in the air you have a very limited flight time, as marked by the meter on the top of the screen. If you don’t land, or at least go over road surface when the meter runs out, you will crash and lose a life. Yeah, make sure to land on the roads! The game is a vertical-scrolling autoscrolling shooter, so you always need to pay attention and learn the levels. There are often multiple roads you can be on on the screen, so as you play you will learn which ones are the better paths. The game doesn’t have any areas where the screen scrolls horizontally, so it’s always just one screen wide, but they put a lot of interesting challenges into the stages. There are four different weapon powerups available, too, and they are all good, and different from eachother, so there’s a nice variety of weapons here as well. Aerostar is a moderately challenging game, and I haven’t managed to finish it yet though I have gotten pretty far. This game is cheap and highly recommended — it’s a pretty good shmup, and most people haven’t heard of it, either. The graphics and sound are somewhat average, but are classic Game Boy stuff and look nice enough, and the gameplay holds up great.


Aladdin – One player, Super Game Boy enhanced (w/ background and single color palette). Aladdin for the GB is in fact a port of the Genesis game of the same name. Yes, the Genesis game has a Game Boy port. It’s also on the GBC as well, but I don’t have those versions, only the original. The game is somewhat cut down from the Genesis original, as you would expect — the animation isn’t as good or as smooth, there are fewer levels, and the graphics are on the small side. This game is not anywhere remotely near as good as the all-time classic that is the Genesis original. It’s mostly interesting in that they actually tried to port the Genesis game to the GB, and didn’t make a new game for the handheld, unlike the Game Gear game, which is entirely different. An original title probably would have been a better idea, honestly, but this version wasn’t helped by its mediocre, cheap-handheld-games budget and development team. The sprites have outlines around them to make them stand out; they do, but it looks kind of ugly.For Genesis Aladdin, this game sure looks average. The Super Game Boy gives it a nice, appropriately yellow color palette and decent border. There are nine levels in this version, so it’s not as short as some GB games, but isn’t all that long either. Unfortunately, no saving. This is really only a curiosity. Also on the Genesis, Game Boy Color, and PC.


Alfred Chicken – One player. Alfred Chicken is a European platformer for several platforms. The game’s somewhat difficult and has no saving, so this one will be frustrating. The gameplay is classic ’80s/early ’90s Euro-platformer stuff, so the game has good-sized levels which you have to wander around as you try to find your way through. The levels are nonlinear, as expected, and the game is frustrating. The graphics are extremely bland, as well; have low expectations for this one. The game is quite short, with only five levels, but it’s not easy to finish, in part because of the puzzle elements in the level designs and the limited lives and continues, and in part because you can only get to level five if you collect a certain item (the watering can) in each one of the first four levels. This is one of the few games where you play as a chicken, but this game isn’t really funny like, say, Mort the Chicken for PS1 is. This really is for classic Euro-platformer fans only. Also on NES, Amiga, and Amiga CD32.


Alleyway – One player. Alleyway is a very early Game Boy game, and looks it. This game is a Breakout/Arkanoid style blockbreaking game, and it’s really quite good and addictive. I wasn’t sure if I would like this game or not when I got it a few years ago, but I most definitely do. I want to mention the biggest drawback first, though — ball bounce angles in this game are limited. The ball seems to only bounce at a couple of angles, and this can make hitting that one last block VERY frustrating at times. Apart from that though, I really like the game. It’s simple, but great. The game is mostly like Breakout, as there are no Arkanoid-style powerups or enemies in this game, but it has some new elements to make things more interesting. Each area in the game has a unique block layout and is made up of four stages. The first stage has a static block pattern. The second stage has a pattern where the blocks horizontally scroll across the screen, with each of the three block colors moving at a different screen. Once they hit the side, they wrap around and appear on the other end. The last main stage in each world has the blocks slowly descending down towards you. In the first area there is only one pattern of blocks, but after that these stages always have two full sets of blocks in them. You can’t lose if you fail to get them before they hit the bottom, though — all that will happen is that the blocks will vanish when they get too low. This should be avoided when possible, though, because you don’t have any continues in this game, and it’s easy to lose lives, so every extra life you can get from points is precious, and you won’t get points from blocks that vanish that way. The last stage in each area is a bonus level, where you have to try to destroy all the blocks in a Nintendo-related shape before time runs out. As usual in such stages, the ball passes through bricks in this mode. Overall, Alleyway is a quite challenging game, with its limited bounce angles and no-continues design, but it’s addictive and has kept me coming back again and again. This is one of my most frequently played GB games in the last few years; I’ve probably played it more than anything other than Hexcite. Also on 3DS Virtual Console.


Amazing Penguin – One player, password save. Amazing Penguin is a quite good classic arcade-style game. There’s no story ingame, but you play as a penguin, and apparently the idea is that you’re a penguin cutting away the ice blocking your access to the sea, or something. The game has basic but functional graphics; it’s nothing special looking, but it’s good enough. It’s the gameplay that keeps this game going, though, and this game is good enough to be well worth it. I’d never heard of this game when I got it, but it’s a good game. The game is a topdown game, and you move around a maze along lines. The lines form square areas, and the game is somewhere in between Crush Roller or Zoom! on the one hand (that is, games where you win by passing over all of the territory in the level), and Pac-Man. So, in Amazing Penguin you win by turning all of the rectangles from blank to patterened, but you don’t do it by just passing over the ground, as in that first group of games; instead, you do it by clearing the screen of these little items. You turn each side of a rectangle by hitting a button when you pass over the item, or items, which usually are at the midpoint of each side. Destroy all of the items around a rectangle and you kill any enemies touching it. There are two types of items, The black one can be kicked, with one button, or destroyed, with the other. Destroying it will just get rid of it, but if you remember to press the other button, you’ll kick it in a straight line, which will kill any enemies it hits. The other item, which is white, can only be destroyed; the kick button will do nothing to these. Enemies respawn while you’re playing, so you can’t get rid of the enemies forver. You win each level once you’ve cleared all the ice. The game may sound basic, and at first it is, but as you progress through the game, the levels get more complex and more challenging. You have to make tough decisions, such as when to use an item — do you knock it away right away, or keep that one in place in case you get cornered and need to defeat some enemies? You can only destroy the enemies around a square once, after all; once all four sides are clear, the items around it won’t come back. At first levels are only one screen in size, but later on they expand. The game also plays great on any model of Game Boy. I liked the game from the beginning; it’s simple, but fun. But yes, as easy as it may seem at the beginning, it does eventually challenge. There are 40 levels, broken up into 10 4-level worlds. The difficulty curve is done well, overall, as is this game. There are harder games for sure, but it’s a fun one. It’s a classic arcade concept, altered a bit and adapted well to the Game Boy. Plus, with passwords for each world, you don’t need to start the game over every time you play! Good game, and it’s recommended.


Balloon Kid – Two player simultaneous – Link. Balloon Kid is an early (1990) GB game from Nintendo where you play as a girl who has to rescue her brother, who floated away on some balloons. Yeah, it’s a reverse of the usual game story; nice touch! A girl saving a boy? You can tell Miyamoto didn’t have a part in making this game. :p Anyway, the game is essentially a sequel to Balloon Fight for the NES, and was only released in the West on the original GB; Japan had to wait ten years before they got the game on handhelds, though they did get a colorized version of it, with battery save added too. That version was only released in Japan. Looking at the version we did get, though, I like the game. It may not have saving, but this game is short, so that’s not so bad; this one is not hard to finish in one sitting, once you are good enough to do so. Getting good enough to finish it will take some effort, though, so there’s solid replay value here. The game is a sidescrolling “platformer”, except of course you spend most of the time in the air. There are also bonus areas to find. This game doesn’t include the original Balloon Fight’s Joust-clone single-screen arcade mode. There is a versus mode in that style, but that’s link cable only. Instead, the main game is a platformer, inspired by the original game’s Balloon Trip mode, but more complex, and with a level structure and ending. Balloon Kid has basic, small early-GB game graphics, but they’re decent enough, and if small, they have some nice detail. The levels are made up of walls and platforms, as well as pits. There are boss fights every couple of levels, fought on the ground. You can walk on the ground anytime though, and even jump if you land and lose or get rid of your balloons, though playing this as a traditional platformer is impossible, as many areas require balloons to traverse. There are times where you’ll just have to lose a life to continue, if you get stuck without balloons somewhere where you need them. So, don’t get hit too much and lose those balloons! You have two hits before dropping, as with the original Balloon Fight (and indeed, that you got two hits instead of one was just about Balloon Fight’s ONLY difference versus Joust, Balloon Trip mode aside…). I never really liked Joust all that much, but in this platformer form, I think the concept works well. It’s pretty much a flying platformer, and avoiding the obstacles and finding the bonus rooms is quite fun. The game has some challenge to it, and you have limited lives and there are no continues, so it will take some replay to finish, but it’s more than fun enough to be well worth it. I imagine that the import color version is pretty short; a lot of the playtime here is in the time it takes to get through it all at once, but with saving this would be a very short game. The game also includes an endless “Balloon Trip” mode, as in the original Balloon Fight, so you can also play that and try to get better, though of course in the Western version you’ll have to write down your scores yourself, since it won’t save them. There’s also a versus mode, which apparently is a classic versus Joust/Balloon Fight-style game, though as I have only one copy of the game, I haven’t tried it. I’d like to get another copy eventually so that I can. Also on NES (Japan only, reprogrammed and redrawn as “Hello Kitty World”), GBC (Japan only, as “Balloon Fight GB”) and 3DS Virtual Console (US/EU have only the Western B&W version, Japan only the Japanese color version). Of course, the 3DS VC version has the multiplayer removed.


Bart Simpson’s Escape from Camp Deadly – One player. This is a very difficult, mediocre Simpsons game where you play as Bart, as he has to, well, do as the title says. The game has some pretty nice graphics, but the game really is very hard and frustrating. You’ve got limited lives and continues, and you’ll lose them quickly, with how many obstacles there are to avoid in this game, and because of the not-the-greatest controls. I remember this game being a popular one back in the early ’90s, because of its license, and you certainly could do worse — the visuals at least are good — but the high frustration factor drags the game down quickly. As with most Simpsons platformers of the era, unfortunately, this game isn’t that great. Even just playing long enough to beat the first level might take some effort — this game’s hard from the start, and I didn’t play long before quitting. I did pay only $1, though, so it was probably worth the cost.


Batman – One player. Batman is one of Sunsoft’s earliest Game Boy games, and you can tell — this game has tiny, simple graphics. Fortunately though, the game plays great, even if it looks quite unimpressive visually. The game is a horizontal platformer. You always move to the right, and can’t move backwards either (the screen doesn’t scroll back). Batman is tiny, and you will do a lot of breaking blocks as you go, as they hold various weapons and collectables in them. Yeah, it’s a simpler game than the NES Batman game — there’s none of that game’s huge levels or grappling action here, this is a simple, but good, platformer. The game is quite difficult, too, just like that game. You do have infinite continues, but there’s no saving, so this is a tough one to beat. I’ve gotten to the final boss, but as with the NES Batman game, The Joker’s just too tough, and I eventually gave up right at the end. The last level before the final boss is hard as well. Still though, Batman is a pretty good game. You have several different weapons, including, oddly enough, a gun, and the level designs are well, if sometimes cruelly, designed. The music is fantastic, as well; the graphics may be early-GB basic, but Sunsoft’s usual audio mastery is in full display here. This game is worth playing for sure.


Battle Arena Toshinden – Two player simultaneous (Link or Super Game Boy req.), Super Game Boy enhanced (w/ background, two player mode with 2 SNES controllers, and auto-switching color palettes). Toshinden for the Game Boy is a 2d handheld fighting game from Takara based on the then-popular PS1/Saturn 3d fighting game franchise. The 3d Toshinden games are of mixed and dated quality, with early polygon graphics, some odd design decisions, and mediocre at best gameplay; they can be fun, but aren’t that good. Toshinden for the Game Boy, though, is a better game. Yes, this is my favorite Toshinden game overall. It’s a very, VERY easy game, but it’s legitimately well designed, works well on the handheld, and plays great. The basic game is a button-mashing heavy 2d fighter, but there is a unique element here in the ring-out system. You see, once pressed against the left or right ends of the arena, you can knock out the other player if you hit them enough times. You won’t just fly off the first time, but if you lose all of your ‘ringout protection’ marks through taking too many hits to the wall, well, then ring-out can happen. This mechanic really makes the game different, for a 2d fighter, and I like how it works. As for the cast, you can choose from the eight characters from the original Toshinden game, and there is a basic plot here of course. The game looks great on the Super Game Boy, and I highly recommend using one with this game! The border is nice, the color palettes are well chosen, the game switches palettes to fit each stage best. The two player mode on SNES is great, too. There’s also a higher game speed only accessible on the SGB. There is also a link cable mode, though, and that’s quite fun as well; I do have two copies of this game and have played it in link mode. Great fun. On a note of the difficulty level the game IS easy, and that really is the biggest drawback here. I beat the game on Normal the first time I played it, without losing a single match! I may have lost a round or two, but never a whole match. Yeah, really. There is a difficulty level option, of course, but even on hard, this game is not challenging. Still, it’s fun enough that the fun factor makes up for that. Overall, this is probably the best fighting game I’ve played for the original Game Boy. Don’t expect too much depth here, but it is fun, fast, simple, and entertaining. (Oh yeah, I think Ellis is the best character.)


Bionic Commando (1992) – One player, password save. Bionic Commando, from ’92, is a sequel of sorts to Capcom’s classic arcade and NES Bionic Commando titles. This game is set in the future, and Nathan “Rad” Spencer has to save the day — as usual, Super Joe was captured, and the enemy is trying to take over the world. This game has definite similarities to the NES game, but is an entirely new title in level designs, story, and graphical design. Plus, they added password save in this game, which is fantastic, and makes the game much more fun than the NES game was. As with the NES game though, you still have a world map to explore. That map has 16 stages on it, but 5 are Neutral Areas, so there are only 11 actual levels. As with the NES game, the Neutral Areas are short zones where you usually will not fight anyone, so they mostly exist for weapon/item collection. They feel kind of pointless, but I guess they do tell a bit of the story. There are also enemy vehicles on the world map, as with the NES game, but here the fights you get into if your ship runs into one of those vehicles are side-scrolling, not top-down. So, yes, this entire game is all sidescrolling. Otherwise the vehicle missions work as expected, though — you go through the area, beat the enemies, defeat the bosses, and pick up those vital extra lives the bosses there drop. The controls are good. I do think that Bionic Commando: Elite Forces has even better controls, with greater command over your bionic arm swing, but even though the controls here are a bit more restricted, they do work well, and once used to them, it’s easy to swing around, cross levels on the ceiling, and more. I just love the freedom you get from the bionic arm, and though the arm controls are stiffer than Elite Forces, it is implemented well. The difficulty level here is only moderate, too, for anyone who knows Bionic Commando games, so this game is definitely on the short side, unfortunately. that really is the game’s only flaw, though; Bionic Commando for GB has great pixel art, good, classic Bionic Commando controls, the usual assortment of weapons and items you expect from the series, some challenge in the later stages, and more. I’ve loved Bionic Commando ever since I first played the NES game, and this really is a fantastic game too. I didn’t own it in the ’90s, unfortunately, and I do like Bionic Commando: Elite Forces for the GBC even more than I do this game, but still, GB Bionic Commando is an absolute must-have game!


Wario Blast: Featuring Bomberman! – One player (on any handheld Game Boy) or four player simultaneous (on Super Game Boy), password save, Super Game Boy enhanced (with multiple borders, auto-changing color palettes, enhanced sound, and 4 player multiplayer via a SNES with Super Multitap). This game is listed here because in Japan, its title was Bomberman GB, and it’s really a Bomberman game, so I’m keeping it together with the below game. Wario Blast is a Bomberman game, so it plays like Bomberman. You go around a maze, lay bombs, blow up the destructible blocks, and try to kill the other players or monsters with bomb blasts without getting hit yourself. It’s a simple formula, but it’s as fun here as ever. Plus, this is the only Bomberman game with Wario (or any other Nintendo character) in it. The game has a single player mode, where you choose Wario or Bomberman and then go through a traditional Bomberman game, somewhat like the original NES game in its somewhat bland graphics and “kill all the enemies” gameplay, and a multiplayer mode on the SNES only where up to four people can blow eachother up. The multiplayer is of course great, if you have the setup, but Bomberman GB (next) is similar, but better. And that really is the biggest problem with the game — Wario aside, this is a pretty basic game, and feels almost entirely superseded by its sequel below. That game has better graphics, a more unique theme, more powerups and abilities, more map variety in both single and multi player, and that hidden 1p vs CPU opponents battle mode, too. This game has none of that. Still, if it’s cheap, pick it up. It’s a fine Bomberman title. But Bomberman GB is better.


Bomberman GB – One player (on any handheld Game Boy) or four player simultaneous (on Super Game Boy), password save, Super Game Boy enhanced (with multiple borders, auto-changing color palettes, enhanced sound, and 4 player multiplayer via a SNES with Super Multitap). Bomberman GB, released in Japan in 1994 but the West in 1998, is actually Hudson’s third Bomberman-franchise title on the Game Boy. First came Atomic Punk (Bomber Boy, in Japan), second Wario Blast (Bomberman GB, in Japan, and sans-Wario), third this game (Bomberman GB 2, there), and last was the Japan-only Bomberman GB 3 (1996). Bizarrely, that last one has no multiplayer at all. Yeah, I don’t know that we missed much. Oddly enough though, Bomberman GB 3 is available on the Japanese 3DS VC, while the previous games are not anywhere. As for this game though, it is unfortunate that the link cable mode Atomic Punk (the first GB Bomberman game) had is absent here. The previous GB Bomberman title, Wario Blast, is like this too, but still, it’s just bizarre that this Bomberman game, which is a classic top-down action-puzzle Bomberman title, has multiplayer, or that no GB Bomberman game supports the GB’s four player adapter. Only when played on the SNES through a Super Game Boy and Super Multitap can you play four (or even two) player. The battle mode option won’t even appear on the screen unless you play on a SGB, though you can access it through a code, if you want to play one player versus three (comically bad AI-controlled) CPUs. Despite how hilariously bad the AI is in single player battle mode is, though, I loved this at the time when I got this game in ’98, and played it a lot. I can still see why, too — this is a really good game, whatever mode you play. Overall, this is probably my favorite Bomberman game. I’m sure that nostalgia is part of that, as this was the first full-version Bomberman game that I owned, but still, the game has that classic Bomberman design, executed well, and it’s certainly one of the better games in the franchise. The main game has a somewhat Indiana Jones-esque theme, as you play as a Bomberman with a Indy-style hat, travelling through ruins looking for lost treasures. Naturally, the ruins are full of monsters. I like the theme, it makes the game more interesting than generic Bomberman games. The game has eight worlds, with a password for each one. The last world is a boss-rush, and it’s very difficult; I got up to that point, but always got stuck there, so I didn’t quite finish the game. Still, it’s great, classic Bomberman fun. You explore mazes, blowing up the destructible blocks, and hopefully the enemies as well, as you try to clear each stage by destroying all of the monsters, or the boss for boss levels. In battle mode, you can choose a stage (there are eight, each one based on the setting for one of the eight worlds in the game) and number of players, each human or CPU controlled. Each level doesn’t only have a different layout, but also its own unique elements. For instance, in some you can control the bikes which let you drive over the indestructible blocks. Others have warp squares which move you from one point to another. Others have more powerups available — you can’t select which powerups are available in each stage, but instead it’s set so each level’s stage has more stuff than the last one. While lots of options might be nice, I think that this design works well enough too, and there’s good variety between the stages. Overall, Bomberman GB is a great game. The lack of a link cable mode is a real flaw, but still, with good graphics and sound, great gameplay, and some fantastic multiplayer if you have a SNES with SGB (seriously, I like playing Bomberman GB more than Super Bomberman, for a SNES 4-player Bomberman title…), get this game!


Bonk’s Revenge – One player, Super Game Boy enhanced (with border, auto-switching color palettes, and multiple color zones on screen). Bonk’s Revenge is an original Bonk game for the GB. The game may have the same title as the TurboGrafx-16 Bonk’s Revenge game (the second game in the TG16 Bonk trilogy), but it is in fact an entirely different game, and overall, it feels more like Super Bonk on the SNES than it does the game they borrowed the title from. The first Bonk game for GB was a modified port of the original Bonk’s Adventure, but this second and final Game Boy Bonk game is new. The game is crazy but somewhat easy fun, and anyone who enjoys Hudson platformers should definitely get this game. I may somewhat dislike Adventure Island, but Bonk’s games are good, and this one is no exception. Bonk’s Revenge has good, detailed graphics and art, solid level designs, decent music, and a very strange style. The game has great Super Game Boy support, too — not only are the color palettes well-chosen (space looks dark, for instance), but the game even has separate color zones in the status bar, which is rarely seen in third party titles. The game’s a classic, if basic and slightly slow (as always in the franchise, though it’s a little worse here; there is some slowdown), Game Boy platformer. As always in the series, you play as Bonk the caveman. He defeats enemies by jumping, flipping over, and then hitting them with his hard head. As with Super Bonk, this game is set in a silly world that has a random mix of cave-people-with-dinosaurs, modern, and futuristic elements. You may be playing as a caveman, but as in that one, this game has a wild array of crazy environments you’ll travel through, up to and including a space station. Or at least, I think it’s a space station… it’s either that, or Bonk can breathe in a vacuum. :p Your goal is to stop King Drool from stealing half of the moon. No princess rescuing this time, nicely enough, just a basic, nice “save the day” story. In this game, when you pick up meat, Bonk will start quickly flipping between three different special forms which you can change to. Hit the button to see which one you end up with. Each form has different powers, so one can open doors to some rooms with more point items and meats in them, another can stun all enemies on screen with an attack, etc. Of course, you’ll lose your power if hit. The powers are a fun aspect of the game; the way you change form is different from the TG16 games, but the results are similar and fun to see. There are also bonus rounds, of course. The most common one is a versus game where you have to fight a computer opponent in a best-of-three bout, with an extra life on the line. The game is definitely on the easy side, as the enemies are somewhat sparsely laid out and are usually easy to defeat, but levels are long enough that as in the TG16 and SNES Bonk games you can be worn down by the end, and if you get game over you do start the level over. The game’s such a weird game, and I just can’t even begin to figure out how Bonk got into space halfway through the game, but seeing the silliness is definitely part of the fun! Bonk’s Revenge is a good game well worth playing for anyone who likes platformers. Plus, the passwords make getting through it even easier. Save functions always improve games. So yeah, overall, Bonk’s Revenge is a nice looking and decently good game that I like. SGB owners should be particularly sure to pick this one up.


Boomer’s Adventure in Asmik World – One player, password save. Boomer’s Adventure in Asmik World, from Asmik (surprisingly enough!), is a somewhat odd top-down action/puzzle game that I find more frustrating than fun. In the game, you have to go around small levels, slightly Pac-Man-esque, trying to look for the hidden treasures. The problem is, these treasures are buried under the ground, so you can only find them by digging. You’ve given a hint arrow showing you the general direction you should go in, but beyond that, have to find them by trial and error. Really, I don’t think that the game was improved versus other classic arcade/puzzle style games by hiding your objective items; quite the opposite, it makes the game kind of annoying. At first the game may look like some kind of adventure game, but it’s not; it’s really a maze-hunting game, where you look for those hidden treasures. There are boss fights occasionally, but other than that, you just hunt around similar-looking mazes beginning to end. If you enjoy the basic gameplay it might be good, but I find it more annoying than anything. There are a lot of enemies here, and I just don’t really like the hidden-objects element that is central to the game.


Brain Drain – One player, password save, Super Game Boy enhanced (with background). Brain Drain is a difficult puzzle game from Visual Impact, and published by Activision. It’s a somewhat odd tile-flipping game, where you beat each stage by rotating tiles until you get all of the tiles into matching squares of four. You have a square cursor, so when you rotate, you’ll rotate all four currently selected one space each around the square. The game takes some getting used to, but once learned, is an okay game. The game starts simple, but quickly gets quite hard as the tiles will take a lot of flipping to get into their proper matching-squares orientations. The game’s not great, but it’s okay to good, I think, and the concept works well. There are two modes (the main mode, and a mode where you try to finish a set of levels as fast as possible), passwords in the main game, some powerups and negative effects which can make things harder, and over 250 puzzles, but everything is about flipping tiles into squares, so there’s no variety here. As a result, the game really succeeds or fails based on how much you like this kind of challenging, tricky matching game; the variety of content is limited. If you do like it it’ll take a while to get through, for sure, due to the difficulty. I’m not great at this kind of thing… it’s okay for a while, but I start to get quite frustrated. Still, it isn’t a bad game. After a long convalescence, Brain Drain returned in 2010, when Visual Impact (and a new publisher, Enjoy Gaming) made WiiWare and DSiWare versions of the game. Obviously the graphics are much better there, and it saves to the system instead of passwords, but the basic concept is the same. I haven’t played those versions. Oddly though, neither IGN nor NintendoLife’s reviews of either game ever mention that they’re remakes of this older title. They obviously didn’t do any research (like, five seconds at GameFAQs would do it)… ah well. Regardless of platform though, this is classic portable-puzzle-game fare. This kind of thing frustrates me after a little while, but some will like it. GB exclusive, but it has WiiWare and DSiWare remakes.


Bugs Bunny Crazy Castle 2, The – One player, password save. The second game in a puzzle-platformer series from Kemco that lasted until the GBA, this game plays like all of the other ones: you explore a mazelike level with a small character, hunting for all of the doors and items. While the first Crazy Castle game was on NES and GB, this sequel is Game Boy only; it must have sold better here than on the console. The series has a somewhat odd history, as while it’s best known for Bugs Bunny in Japan some of the games starred Mickey Mouse instead, and the last one has Woody Woodpecker in it, but regardless of the character and platform, the game is the same: you explore the mazelike levels, find collectables and items, and figure out how to use them to defeat the enemies. Doors transport you to other parts of the stage. Even though you’re a rabbit, you cannot jump in this series. Yeah, odd character choice, considering. All you can do is find ways to drop weights on baddies, and things like that, no jumping on them! Most paths are only just tall enough for you to stand in anyway, but even so, considering the character, it’s odd that you can’t jump. That does make the game more strategic, though. You will need to plan out your moves in each level in order to complete it, once it gets harder. I think that this is an okay game. It’s not great, but it’s alright, and figuring out the puzzle that is each level can be fun. Level designs are good, with a nice mix of fun and frustration. Some people may find it too hard, though; it is tough, and not all will like this game. The graphics are well-drawn though, even if they are small. And yes, it’s nice that the game has a password system so that you can continue from the level you left off at. There are 28 levels. Note that this is the only B&W-only Crazy Castle game — the first was also on NES, the third one is a dual-mode GB/GBC game, and the fourth was color only for GBC (and of course the fifth is for GBA). It’s just as good as any of the others, though, from what I know. Eight years passed between this game and the next one (1991 for CC2, 1999 for CC3), but the gameplay was left unaltered. It’s one of many franchises, and publishers, which largely left the GB through the mid ’90s, as the system slowed down, only to return after Pokemon and the GBC resurrected handheld gaming.


Castlevania Adventure, The – One player. The Castlevania Adventure is the first of three original GB Castlevania games. As with many series, there were two early releases (’90-91), then one more in ’98 after the recovery of the handheld market. This is probably one of the better-known early third party Game Boy games, and it’s got a mixed reputation at best. The music is great, but the gameplay… well, there’s better. Castlevania Adventure is an okay game, with decent if somewhat basic graphics (the characters are on the small side, and the art clearly early for the system) and very slow gameplay. Your character, Christopher Belmont, the latest whip-weilding Belmont would-be defeater of Dracula, really trudges along in this game. The game is short, with only five levels, but it’ll take a while to finish because as likely as not you’ll turn it off out of boredom or annoyance before the end. There’s also a time limit, with a clock on screen, though you have more than enough time to finish; the clock isn’t a big issue. You go back to the last checkpoint when you die, and there isn’t a checkpoint right at the boss, so a tougher boss can require some level replay. But the biggest issue here is simply that the game isn’t as fun, or as well designed, as the NES Castlevania games. With your slow movement speed and the quite different style of level design in this game, it’s more average than great. The game does have some unique features though, such as how when fully powered up your whip shoots fireballs, which is cool, or how instead of those iconic Castlevania staircases that you have to hold Up to use, this game, and its sequels, instead use ropes you can climb on. When you think of this game’s level design, the ropes, which are everywhere, are the first thing I at least think of. I first played this game as a kid, and I thought it was okay, if a bit hard for me when I was ten, but I liked other games more. I’d say the same thing now. However, The Castlevania Adventure is an okay game, and is worth a try, for a cheap price. It’s not so much bad, as it is not as great as many other titles in the franchise. And the soundtrack at least is really good. The game is GB exclusive, but Castlevania Adventure ReBirth for WiiWare is theoretically a remake of this game. It’s got almost nothing in common with the original version apart from the rolling-eyeball enemies, that it has the same main character and story, and that it also has five levels, though, so if you’ve played that, don’t consider it the same game — really, it’s completely different. That is a better game than this, but the original isn’t all bad. It’s more fun than Castlevania II for the NES, at least… Also available on 3DS Virtual Console.


Cosmo Tank – Two player Simultaneous – Link. Cosmo Tank is a somewhat interesting, but flawed, topdown and first-person tank action game by Asuka Software and published by Atlus. The game is in some ways good enough to almost be a forgotten classic, but it has some downsides dragging it down, most notably that this game is WAY too long and difficult to not have a save system. Seriously, games like this, particularly on a handheld, this long and this tough, with no saving? Why would you do that? It’s awful game design. You have infinite continues, but in a handheld game particularly, that’s not much help; you’re not going to leave a Game Boy on for days while you play a game like this, after all! And don’t expect a level-select code in this game either — there isn’t one. As for the actual game, though, Cosmo Tank has okay, if repetitive, visuals and design. The graphics are fine for a 1990 release, but the early release date does show. The game has three gameplay modes. Some of the time, you drive around in your tank, killing the enemies and looking for where you should go next. Levels are large and somewhat open, so there is an exploration element to this game. There are plenty of enemies, and also recharge areas which heal you. This part of the game is mostly fun. Once you find a cave and enter it, though, the game switches to first person. This is not a FPS, however — instead, it’s more like a first-person RPG, or something. You have a static view, and can turn and move as in early first-person adventure games or dungeon crawling RPGs. When you run across an enemy in first-person mode, you fight it from a first-person viewpoint where you can scroll the view horizontally. The enemy, or boss since most bosses are fought in this viewpoint, appears in front of you, and you have to get it first. If you turn so that the enemy is offscreen, they can’t hurt you — you are only vulnerable on the front, apparently. So, you turn to avoid fire, then turn back to hit the moving target. These fights are okay. There is no map in the dungeons, so if you don’t want to get lost, I recommend either looking the game’s good GameFAQs guide, or drawing a map yourself; otherwise, the game will get frustrating, fast, as you get lost in the identical-looking passages. There’s also a short shmup section at the end of each of the six worlds. The controls are basic — you can move, fire your main turret, or fire bombs, and that’s it. There are a couple of powerups to restore your ammo or health, but no alternate weapons. So, overall, Cosmo Tank is a somewhat unique title, but overall it only sort of works. The game lacks variety, both of level designs and armaments; yes, it has three different game types, but within each one, almost nothing ever changes. The graphical variety is limited as well. As for the other modes, there’s also a training mode, where you try to defeat as many enemies as possible in top-down action before time runs out, but it’s only moderately interesting. As for versus mode, I only have one copy of the game so I can’t test it, but it’s probably a versus shooting game in the overhead view. Might be okay. Overall, Cosmo Tank is a moderately disappointing game. I was hoping that it would be good, and at first it seems like it is, but it’s just got too many issues, and within a world or two, I had lost interest. This would be more tolerable with saving, I think. And a map for the dungeons.


Daedalian Opus – One player, password save. Daetalian Opus is a puzzle game where you have to fit shapes into a larger shape. You clear a stage once you manage to fit all of the pieces into the shape, filling the interior with no overlapping or space left empty. So, it’s like those physical puzzles that work like this, only in a videogame. The game may seem simple at first, but it quickly gets quite challenging. The game has password save so that you can return to the puzzle you’re at. Daedalian Opus is an early Game Boy game, with simple graphics and presentation, but the challenging, thinking-required gameplay carries it over. This is a simple game, but it’s a good one.


Donkey Kong [’94] – One player, battery save, Super Game Boy enhanced (custom border, auto-changing color palettes, enhanced sound, high-color static screens). Donkey Kong for the GB, aka Donkey Kong ’94, was the Super Game Boy’s firs system-seller title, and it’s one of the best Super Game Boy games, too. The game makes amazingly good use of the SGB, showing off most of the capabilities of the system. About the only things it doesn’t do is multiplayer and having an actual SNES game on the cart… (missed opportunity to have a SNES version of arcade Donkey Kong! Ah well.) But Donkey Kong ’94 wasn’t only popular because of the Super Game Boy, it’s also popular because of its great gameplay and game design. While it may share a title with the early-’80s classic, this game’s quite different from the original one. This game’s a brilliant puzzle-platformer with nearly 100 stages to play through. It’s the best Donkey Kong game where you play as Mario, I’d say, and as with many people, it’s one of my favorites from the GB. The game isn’t the longest game around, since even though it has a lot of levels they are short each, but if you get stuck, it can take a while. Still, when I first played it back in the ’90s, while it took me a decent while, I did have a huge stock of lives by the end. It’s very easy to build up enough lives to get near the 99 life cap. That’s as much a testament to how much fun it is as it is to the moderate difficulty, though — this game’s as fun to replay as it is to play.

The game is broken up into four level blocks. You play through three standard puzzle stages, with a goal of finding a key, picking it up, and bringing it to a door. If you drop the key for too long, it will return to your starting location. Mario has a lot of acrobatic moves in this game, including a handstand, spinning on wires, a triple jump, a backspring, and more — it’s the first appearance of the acrobatic Mario that would next be seen in Super Mario 64. Mario could have used that handstand in some other games, being able to fend off things dropping on you from above is handy. Mario here can also pick up and throw enemies, as in Mario 2 for the NES. The fourth stage in each world is a vs. Donkey Kong stage, where you have to reach the top, next to where Pauline is, in order to yet again fail to rescue her from DK (until the end, that is, of course). You can only save after DK stages. The little cutscenes between worlds are funny stuff, too. The level designs are absolutely brilliant, and almost every stage is great. The graphics are small, but detailed, and it’s a good looking game. The game also plays well on original Game Boys, as the somewhat limited scrolling works well on that blurry screen. With moving platforms, wires, numerous enemy types, lots of moves, temporary platforms that you have to place, and more, the puzzles get more and more interesting, and challenging, as the game goes on. This game really is one of the best ever in its genre. Its sequel of sorts, Mario vs. Donkey Kong for the GBA, isn’t nearly as good. That game’s alright, but it’s no Donkey Kong ’94. Also available on 3DS Virtual Console, tragically in B&W only of course. Buy the cartridge and a SGB.


Donkey Kong Land – One player, battery save, Super Game Boy enhanced (custom border, auto-changing color palettes). Donkey Kong Land, released in ’95, is an original title in Rare’s Donkey Kong reboot franchise. This was the first Rare Donkey Kong game that I owned, and it’s the only one of the GB/GBC Rare DK games that I actually bought during the systems’ lives. Maybe I should have bought some more of them, but while this was a good game, it has some issues, and I can understand why I passed on them. The biggest issue is that the graphics, while quite good, blur horribly on an original Game Boy. This game really was meant for the SGB, and on a standard Game Boy is very hard to play. Unfortunately, the original GB’s all I had, at the time. You can finish this game on the GB, and I did, but it’s far from ideal. Detailed ACM (computer-rendered) graphics like this just weren’t meant for the original GB. As for the gameplay itself, though, though, this game isn’t a port of Donkey Kong Country. The story is new, and the levels are as well. This game has four worlds, Jungle, Underwater/Temple, Snow/Ice, and City/Construction. Yeah, it’s similar to worlds from DKC, but there are fewer of them, with more levels in each one. You can play as either Donkey or Diddy Kongs, and switch between them with Select. However, the other Kongs, from Cranky to Candy to Funky, do not appear in this game. It’s just DK, Diddy, three of their animal friends (Espresso the Ostrich, Rambi the Rhino, and the swordfish) and the Kremlings. To save, instead of going to a save hut, in this game you have to collect the K-O-N-G letters in a stage. After getting all four in a level, you’re allowed to save. It’s a somewhat poor design, and leads to frustration at times. At least this means that you can save after any level as long as you got the letters, though, so it’s got that one advantage over the first two SNES DKC games, where you have to get through several levels when you first reach a world until you’re finally allowed to save. A common tactic used is to get through a tough level, return to an easy one, and play that one to save in, since it’s much less dangerous that way if you’re low on lives. As with the first SNES game, there are secrets to find here. Every level has several hidden bonus areas in it to play, and you won’t get the max percent completion unless you find them all. I did like this game enough to beat it, but not enough to find all of the hidden bonus rooms; many are, as always, in quite obscure locations, so you’d be very unlikely to get them all without a strategy guide. Oh, as for the SGB support, it’s just barely adequate. There’s a basic border, different color palettes in each level, and that’s it. Nothing special. Overall, Donkey Kong Land is an okay game. I liked it back in the mid ’90s, but I didn’t love it, as that I didn’t buy the sequels shows. Donkey Kong ’94 was, and is, the better game, and the SNES DKC games are better too. Still, when played on anything other than an original Game Boy, the game is a good (not great, but good) game and is playable and fun most of the time. It’s worth it for classic platforming and Rare fans.


Donkey Kong Land 2 – One player, battery save, Super Game Boy enhanced (custom border, auto-changing color palettes). DKL2 released a year after the first one, and is the least improved of the three DKL games, when you compare the GB games to their SNES counterparts. This game doesn’t have a new story or theme; instead, it’s a conversion of the SNES game, albeit one with level designs that have been redone to fit the handheld’s resolution, but they tried to be as accurate as they could to the SNES levels here. The other two GB DKL games at least have all-new level designs, even if the themes are similar, but not here. So, here you play as Diddy and Dixie Kongs, who have to rescue the captured Donkey Kong and save the day from K. Rool again. But because of the level design changes, despite that this is not a straight port, and is worth a look even if you’ve played DKC2, but still, as it’s the least new, it is somewhat less interesting than DKL1 or 3. The game is bigger-scale than DKL1, and has all of the settings and NPC Kongs that you’ll find in the SNES game, all of the animal companions, and lots of levels, too. The graphics are similar to the first DKL, so it has the same problems running on an original GB, but at least by the time this game came out the Game Boy Pocket was available, so there was a system able to run this better that was portable. I never got one, and still don’t have a GBP, but it did exist. Maybe if I had one, I might have been more interested in this game. Overall, DKL2 is a pretty good game, with the good level designs, detailed graphics, and classic Rare DK gameplay you expect from the series. It’s definitely not as good as the SNES game, with downscaled areas and plenty of slowdown, but it is an impressive effort at least. Still, on originality, this is the least of the three DKL titles. The SGB features are also not improved; there’s a new border, but it’s not any more impressive looking overall.


Donkey Kong Land 3 – One player, battery save, Super Game Boy enhanced (custom border, auto-changing colore palettes). DKL3 was released in 1997, and it’s one of the relative few good Game Boy titles from that low period in the system’s life. Despite that, I didn’t get it. I still only had the original GB, after all, and as always, the DKL games are horribly blurry. Sure, they’re playable (I beat DKL1 on an original GB, after all!), but they’re very blurry and the enemies are hard to make out. The GBC solved that problem, though, so these games are much more fun now than they were then; even on the SGB enemies can blend in with backgrounds sometimes, but with how the GBC can make sprites and backgrounds different colors, stuff stands out. As for the gameplay, DKL3 is a pretty good game. The graphics may still be blurry, but they are better than the first two games. This game is a sequel of sorts to DKC3, at least in story; in gameplay, it’s far behind it. The setting is similar, and you have a similar world and similarly-themed areas to explore, but the level designs themselves are all new, and the story explains how this actually is set after that game. The game has the various bears in it to visit, and lots of stuff to collect too of course. I liked DKC3 the best of the three SNES games, and I might like this one best of the three GB games, though not by nearly as much. Unlike DKC3, which centered around unique elements in almost every level, this game is for the most part still a standard platformer, as the first DKC and DKL games had been. It’s a bit more complex basic platformer than the original DKL was, but still, it’s still a standard platformer game with (slightly less) blurry graphics. The level designs are solid and the game reasonably fun, though. The main negatives are that the gameplay is similar to the last two games at its core, that ACM graphics just aren’t ideal for the GB, and that it’s still the most fun to play on hardware that didn’t yet exist when the game was released (the GBC, GBA, or GB Player, that is). Still, for Rare DK fans, this is worth a look, unless you’re planning on playing it on an original GB for some reason, of course. This probably is the best-playing DKL game, and it’s a good game. Also on Game Boy Color, in Japan only (they did not get the B&W release, but instead got an exclusive GBC-only colorized version), as “Donkey Kong GB: Dinky Kong & Dixie Kong”.


DuckTales 2 – One player. DuckTales 2 for the GB is a Game Boy game based on the NES title of the same name. As with most of Capcom’s GB Disney games, even though the name, story, and level themes are the same as the NES title, the actual level designs are original, so this is not a port. That’s almost unfortunate, since this game is cheap while DuckTales 2 for NES is pricey, but that’s how it is. I do wish that the game had password save, but otherwise, this game is a classic, great DuckTales adventure. As with the other DuckTales games, you play as Scrooge McDuck, and have to collect treasures, and as much money as possible, in various lost cities and the like. As with the first game, the levels are somewhat nonlinear, as getting money and secret treasures is as much of a goal as finding the bosses is. The game has good graphics, great gameplay, and generally is a very good game. Perhaps partially based on nostalgia I think I like the original NES DuckTales game the best, but still, this one’s well worth playing as well. The controls work just like the original but with a few more moves, so Scrooge can bounce on his cane like it’s a pogo stick, hit blocks with the cane, push and pull blocks with the cane, and more. The levels are full of secrets and gems and more to find, and you can play the initial levels in the order you choose. The game has good, detailed graphics as well. DuckTales was one of my favorite cartoons as a kid, and I loved what I saw of the first NES game. It’s too bad that I never got either GB game back then, but I’m sure I’d have liked them. Regardless, this is still a great fun game to go back to. Original title based on the NES game of the same name.


F-1 Race – Four player (with multitap and link cables), battery save. Perhaps most famous for being packed in with the GB’s Four Player Adapter, F-1 Race is also a decently good racing game. F-1 Race is actually the second or third F-1 Race title in Japan, but the previous ones, for the Famicom (NES) and Famicom Disk System, only released in Japan. This one finally got a Western release. Like the original F-1 Race for Famicom, F-1 Race for Game Boy is a behind-the-car racing game. (The FDS F1 Race game is top-down, so the series had done both styles.) F-1 Race is a simple but challenging racing game. The battery save feature is a nice surprise; when this released in 1991, that was not standard in even first-party GB titles. It’s grea that this game saves your progress, as winning the races will be quite tough. It would be even more frustrating if you had to start the game over each time. But you don’t, thankfully. Still though, winning the races in this game will take skill and memorization. The graphics are simple, but work well, and the game looks nice for an earlier GB game. Behind-the-car racing on GB is always going to be visually limited, and for one this looks good enough. As always in this kind of game the game has smooth curves only; this Pole Position-esque linescroll style of design requires that. So, as always in these games, the actual course won’t be quite the same as how it looks on the map. Still, that will tell you when curves are upcoming, which is essential — you will need to carefully manage your turbo in this game, and some turns will require the brakes too. This is an arcadey game, but there’s definitely some skill involved. Your turbo in each race is limited. You can turbo quite a lot, but once that meter runs out that’s it; there’s no way to refill it during the race. So, save it for when you need it most. Also of course, you’ll need to learn the courses well enough to not go off the side of the track on turns if you want to win, which you’ll have to do to advance. You need to run very good, near-perfect runs to win in this game. As for the multiplayer, it’s like the single player, but against other humans. It’s fun stuff, and if you have a GB multitap and cables, do try this game with them (note that there is no GB Pocket or Color Four Player Adapter, but you can use those systems with the one that came with this game if you use the Universal Game Link Cables that have a GBP/GBC plug on each end, with a GB-sized adapter for one end. The Four Player Adapter of course has all larger GB-sized plugs, so use the adapters.). Overall F-1 Race isn’t a great game, as the visuals are simple and repetitive and the gameplay gets frustrating after a while, but still, it’s a reasonably good game at least.


Final Fantasy Adventure (Sunsoft re-release) – One player, battery save. Also known as Mystic Quest in Europe and Seiken Densetsu: Final Fantasy Gaiden in Japan, FFA is Square’s one and only action-RPG for the Game Boy. It’s also the first game in the long-running Mana series. In the game, you play as a guy who is a gladiator slave in the villains’ empire. The game starts in a boss fight against a monster, in fact. You soon escape, though, and end up on a quest trying to save the world from the villains who enslaved him and want to kill the Mana Tree, the source of the world’s power and life. The main character is a nameless boy you name. There’s also the Girl, who also is nameless until you name her, but she travels with you some of the time; it’s not a “rescue the girl at the end” kind of game, the story has a bit more to it than that. The writing is simple early-90s Square stuff, but it’s good for its time. Square only released four Game Boy games, this game and thre three SaGa (Final Fantasy Legend) RPGs, and only supported the Game Boy for two years, releasing their last title for the platform in Japan in late 1991. They would not make another handheld game until they started supporting the WonderSwan in 2000, and didn’t return to Nintendo handhelds until the GBA. Despite this, the GB games they did make were popular, and while I haven’t played, and am not so sure I’d have much of any interest in, the FFL games, this game I love. Final Fantasy Adventure is an amazing game, one of the best games on the Game Boy and still my favorite Mana title. The game plays sort of like Zelda, except with RPG elements like JRPG towns, levelling, having to buy new equipment regularly, and the like. The graphics are okay, but it looks like an early release; the game looks good enough, but the system can do better than this. It’s really too bad that Square didn’t keep making handheld games. The game does have a great soundtrack though; the compositions are in the top tier of GB music. The main menu theme is simple, but it’s still my favorite track in the game… it really nails the somewhat sad tone of the game.

As the title suggests, I got this game when Sunsoft re-released it in 1998. I was not too interested in their re-releases of the FFL games, but this one looked good, so I picked it up sometime in ’99, after getting my GB Color. The actual contents are the same as the original version though, so you still got that thick 80-page manual. And as for that gameplay, in the game you waner around, killing stuff, levelling, solving puzzles, getting items, and the like. In towns you talk to people, either tocontinue the story or for clues about what to do next. The game has some tricky puzzles, such as the infamous one with the palm trees in the desert town, but what’s wrong with some challenge? Exploring the world and figuring out what to do is part of the fun. Plus, the game has save anywhere, which is fantastic. However, there are points where it’s possible to get stuck if you don’t have the right stuff. Always carry enough keys when in dungeons! Maybe also use both save slots, too. Regardless, having four keys at all times is a good idea. The game has maps in the dungeons,, and of the overworld, but they aren’t highly detailed, it just shows the squares and connections in the dungeons, and town locations in the overworld. Still, they’re great to have. The battle system is great and works well. Like in Zelda, it’s just basic hack-and-slash stuff. It’s much more fun than the annoying Secret of Mana battle system with that bizarre delay between when you attack and when the hit registers. As in that game though you can charge up for stronger attacks, but it doesn’t affect your regular damage; either you do a regular attack, or a charged one. Again, I think I like this better than Secret of Mana’s style. You also have a companion with you most of the time, though you can’t choose who. Instead, you are partnered with different people at different points in the game. The AI ally can’t really die, and isn’t much use in a fight, but they do each have a different special ability that you can call on. The Girl can heal you, for instance. As for the story, Final Fantasy Adventure is pretty dark, depressing game. There aren’t too many characters in this game, but among the small cast, the bodycount is fairly high. Several named characters who the main characters know die right near the beginning of the game, the first time you meet them, for instance, and more die later on. There’s one particularly cruel moment midgame, with one of your character’s friends… that the game actually forced you to control your character during the scene made it matter so much more than if it’d just been a cutscene. The story is simple, and predictable at times, but good. The ending has some real emotional weight, I think. It’s perhaps over-depressing, but still, it’s good.

Overall, Final Fantasy Adventure is one of the GB’s very best games. It’s got okay graphics and art design, great music, great gameplay, good game design, and more. Overall it’s a fantastic, compelling game that I couldn’t stop playing until I’d finished it. Incredible work. The game is GB exclusive, but there is a mediocre GBA remake, Sword of Mana. The game lets you play as the girl instead of the boy if you wish, which is great, and it has a two player link cable mode, but otherwise it is a highly disappointing, bland game. It’s got a combat system and graphical design like the SNES games, a very linear design that gets rid of almost all of the open-world and actually challenging puzzle elements the original game has, and it changes the story, too. There are massacres in this version, to make the villains nastier, but some characters who die in the original GB version don’t in this one, so somehow it doesn’t feel as dark, even if in other ways it’s worse. Hopefully that makes sense. They make many changes to the plot, and they’re definitely not for the better. Yes, the original version has a simple script and expanding on that could be fine, but this really wasn’t the best way to do it. Play this original version instead!


Flipull – Two player simultaneous – Link. Flipull is a puzzle game also released on the NES in Japan, but in the US on GB only. In the game, you have to toss blocks at a field of blocks that is in the lower left part of the screen, trying to match them to clear the field. The game has some somewhat confusing rules, and will take a little while to learn. The game is a matching-tiles game, sort of, but instead of just breaking blocks when you hit ones of the same type, the way it works is that the matching tile(s) and the next non-matching one PAST the matching tile(s) will be destroyed, and then the piece you threw will be left behind in the field. To be clear, if there are several of the same type in a row, all of them will be destroyed, plus the next non-matching one, and in the last spot, the thrown block will now be. Lines will collapse as blocks fall, as according gravity. So, the game is unique. But is it fun? Well… for some people. This is a complex, challenging game which takes time to get used to and definitely will not be something everyone likes. The bland graphics don’t help either, certainly; this game looks very basic, though this is a 1990 release so that isn’t too surprising. The music’s probably even worse than the graphics, too. And the game gets quite hard, quickly. I find this kind of thinking puzzle game too hard for its own good, and haven’t gotten too far into it. The game has some unique elements, but the flaws, and limited-audience issue, are significant too. As this is a color/shape-matching game, I’m sure it’s more fun on the NES than it is on GB, because this kind of game is the kind that most suffers from a lack of color — you have to go entirely by shape here, which is much more challenging. Also, the graphics in this game are quite small. In order to fit the whole field onto one screen, they shrunk everything down. It’s easy to distinguish tiles in, say, Kirby’s Star Stacker or Yoshi, but here, with them so small, you will probably occasionally make mistakes. But returning to the gameplay, in addition to the normal tiles of several types, there are also some special ones, like the S tile. Also, you can toss tiles at either the left or upper sides of the block field — there’s a sloping ceiling in the game screen, and toss at that to have the block then fall vertically down onto the blocks. You lose if you can’t play anymore because you destroyed the blocks in the wrong order, so each level is a puzzle you have to carefully work your way through by doing everything in the right order. The concept makes me think a bit of a very hard version of Zoop, but that game’s simpler than this one, and probably more fun. This kind of logic puzzle isn’t my favorite thing. Still, there’s surely a market for this kind of game, and for its genre, Flipull is quite competent. Beating all 50 levels will be very hard, though, considering that the game has limited continues and no saving. Yeah, ouch. Also on NES (in Japan only). That version is better because of the color.


Gargoyle’s Quest – One player, password save. Gargoyle’s Quest is an early GB platformer-RPG from Capcom starring Firebrand, aka Red Arremer, the gargoyle villain from Ghosts n Goblins. The American cover is somewhat toned down, with a cartoony green gargoyle, but make no mistake, that’s really supposed to be bright-red Firebrand, and here he’s a hero saving the demon world. The game has very nice graphics, great design, and is a popular classic. And yes, I like it too. I didn’t get this in the ’90s, but it was one of the first GB games I got when I started collecting GB games again in the mid ’00s. Other than the occasional slowdown and moderate-length passwords, there isn’t really anything here to complain about. Gargoyle’s Quest is nowhere near Ghosts n Goblins levels of hard, thankfully; this is a more fun, approachable game. This game’s unique element is the RPG-platformer hybrid. The game has an overworld with random battles, and JRPG-style towns, but the actual “dungeons”, and random battles, are sidescrolling-platformer fare. You can get powerups as you progress to get more health, more abilities, and more, as expected. The story is simple enough, but works; the inhabitants of the demon world are threatened by, well, even worse villains, and need you to save them. Fortunately, Firebrand is up to the task: He can not only run and jump, but also hover and fly. You can also upgrade these abilities as you progress. Gargoyle’s Quest is one of the best looking early GB games around, too. The graphics are large and beautiful. This does come at something of a framerate cost, but still, it’s quite playable. As your character is large you can’t see too far ahead, but the levels are well designed, and you can hover of course, so it works overall. Gargoyle’s Quest isn’t especially long, unfortunately, but it’s fun while it lasts, and the game doesn’t feel too short; it’s more that it just isn’t extended out. The length as it is is pretty good, it doesn’t need to be longer. I was hoping to like this game when I found a copy a few years ago, and I did; it’s as good as advertised. This game shows what the Game Boy can do, and does some interesting new things too, with how it mixes RPG elements into a platformer. I don’t even mind the random battles here; the fights are fun, and it makes world exploration take a little longer in a game with an only moderately-sized overworld, so it works fine. This game was successful and has two sequels, Gargoyle’s Quest II (for NES in all regions, and also on Game Boy in Japan only; I have it for NES, but would love to see the GB version sometime… I actually like the first game more than the second, comparing 1 for GB to II for NES.), and finally Demon’s Crest, a popular and expensive SNES game. Only the first one has the overworld random battles. Also available on 3DS Virtual Console.


Gradius: The Interstellar Assault – One player. Interstellar Assault, also known as Nemesis II, is the second GB Gradius game. This game was the first GB shmup that I owned, and it made a big impression on me at the time. And as its place in my top 10 shows, I still think that this game is one of the best on the system. Released in 1992, this game has the most complete story and setting consistency in any of the classic Gradius games; only Gradius V compares. It’s also the only Gradius game with little level intros, showing how you got from each stage to the next. There’s also a short cutscene at the beginning showing the enemy attack that started all this. Yes, this game’s actually connected in a narrative, it’s not just a disconnected sequence of levels, as you almost always see in shmups. The game starts with a chase scene, as a giant ship tries to catch you, so it starts on a high note. The game has only five levels plus a final boss area, and for a Gradius game is on the easy side, but still, it’s an outstanding game and is one of my favorite shmups. I’ve played the game so many times that I find most of it pretty easy now, but the level 3 boss still gives me trouble. That guy is also the only boss in the whole game with a traditional Gradius “shoot the core” design; the other bosses are more interesting, and do things differently from the Gradius norm. I like that this game mixes things up and isn’t just another Gradiuys game just like the others. Gradius may be my favorite shmup franchise, but the series would be even better if more of the games took cues from this game’s good ideas, of which there are many. The game has great graphics, good backgrounds, almost not slowdown, a wide variety of environments and enemies, and more. The music is even better — this game’s soundtrack is Konami at its best, and every track is outstanding. This is one of the better Gradius soundtracks. The next handheld Gradius game after this, Gradius Gaiden for the GBA, is a much harder, longer game than this one, but its music isn’t nearly as good. The game also has the classic, and great, Gradius powerup system. You can only have two Options max on the Game Boy, but other than that it’s all here. You can also choose between three different laser types, three different missile styles, and three different gun types at the beginning of the game, giving the game a good amount of customization. I like the Ripple laser, top-and-bottom (both forward) missiles, and forward-and-diagonal-up/forward gun, myself.

As for flaws, they are minor quibbles. I should mention them anyway, though. Most notably, the game does have some odd level design choices. For instance, the first level is the longest, with more segments than any of the others, and it’s also the only level with multiple screen high areas in the main level. Why didn’t they put any more of those in? The one in level one is great, but otherwise, the only vertical parts are when you travel straight up or down for at the beginning of a few of the later levels (going from one stage to the next; remember what I said about level transitions). In comparsion to level 1, level two is suprisingly short. It’s a great level full of cool design elements, enemies, and challenges, but it’s short and on the easy side. Level three then gets tougher, but after that level four is easier again. Then level five and the final boss section (it’s sort of a “level 6”) are tougher, but still, nowhere near console Gradius levels of challenge, even on Hard. And none of the later levels match the first one in length. On that note, I would recommend Hard for anyone at all used to the game; it adds things like making those falling rocks early on into things which will destroy you, and I like the challenge of having to dodge the rocks. It’s kind of silly how in the lower difficulties they just pass through you. Even at hard though, some bosses have blind spots where you can’t be hit. I know several of them. But overall, the game’s absolutely exceptional, and is one of the system’s best games. Most highly recommended — this is my favorite handheld shmup of the ’90s. The game was also re-released in one of the Konami GB Collection volumes (which were released in only Japan and Europe, in different forms in each region). In Japan this series is GB/SGB only, so it’s the same except for a SGB background, but in Europe the collections are for GBC too (the SGB support was removed, but GBC support is added), so the games are all colorized. I’d love to import those collections from Europe sometime… but still, the original B&W cartridge is pretty awesome too.


Incredible Crash Dummies, The – One player. This game is based on a license. Back in the early ’90s, the government tried to get people to buckle up more by having crash dummies, those dolls used in car crash tests, as marketed cartoon characters. This game is a part of that franchise. It’s kind of silly, but I don’t know, the idea sort of works… I mean, why not? The Incredible Crash Dummies for GB/GG is a minigame collection, sort of. That is, each level in this quite short game has you doing an entirely different task, with different controls and game design. None are standard platformer levels, either. The SNES Crash Dummies game is a generic platformer that’s average at best (and that’s being kind), but this one’s more original, and even if it’s somewhat ludicrously short, I quite like it. This game looked interesting when I first saw it in the early ’90s. I didn’t get the game then, but when I did a few years ago, I liked it as much as I was hoping I would. It’s quite fun, and I like the variety and style of the different levels. The first level is easy: you have to jump off a building, get as many points as you can on the way down (but don’t run out of time or health), and land on the target if possible. You can get down quickly (and tear through the obstacles) if you just dive and go for the bottom, but you can slow yourself down by tilting up and bouncing on awnings, for example. This level is short, but it’s fun, and I like the different ways you can get down. Second, you drive a car into a wall. Along the way there are obstacles to avoid and powerups to pick up. There’s also a somewhat strict time limit. The controls are okay, and the level’s again, fun. Very short, but fun. Third, you have to ski down a mountain without hitting anything (until you reach the bottom, of course). You have to get a certain number of flags along the way. This level’s harder than the last two, but it still plays well. It is easy to lose lives here by turning the wrong way though, so some memorization will be needed here. Once you run out of lives, it’s game over — to make up for the short length, the game has no continues. Then, there’s level 4, which is sort of like a modified version of Tapper. Here you have to put out bombs in a bomb factory. You hit one button to blow out lit bombs coming down the line, and can use the hammer to hit other (non-bomb) objects and collect them. If bombs comes off the line that line fails; a couple of misses and you lose a life, so it’s strict. The fifth level is a sort of Lunar Lander or Sub-Terannia style gravity-flight game, where you have to navigate a test bomb horizontally through a landscape through of obstacles, without hitting anything. You win by landing correctly on the target. This is challenging and will take practice — touch anything and you die instantly, and the path is narrow and there are lots of obstacles that are easy to hit. That’s the last new level, though if you want the good ending, you’ll have to play through four progressively more difficult loops of the game before it ends. Each loop is only 7-10 minutes long, though, so this is a quite brief game. But if you spend only a couple of dollars for it, I’d say get it; the tasks are varied and fun, and I like the controls, level designs, and gameplay. Also on Game Gear (US/EU) and Master System (EU only); that version is pretty much the same as this, but in color. I think this might be the original version, and those ports.


Iron Man / XO Manowar in Heavy Metal – One player, password save. Iron Man/XO Manowar in Heavy Metal is a licensed superhero platform-action game from Acclaim that stars Iron Man and… um, that other guy probably best known for being in this game with Iron Man. Isn’t it just a crazy cooincidence that XO Manowar was in a comic book published by Acclaim’s comic book company? I know that they got Turok from their comics publisher too, but XO Manowar’s games weren’t nearly as successful. This game is a GB-only title related to the Playstation and Saturn 2.5d platform-action game of the same name. Neither game is well-liked, to say the least, but going against the standard opinion, I think that they’re okay games, and like them. This handheld version has basic, not-so-good third-party GB graphics, so it looks quite bland and has mediocre art design. I never liked this style of GB look that much, with small characters that have outlines around them and somewhat disproportionate body styles. They certainly look nothing like the characters that they’re supposed to be. Ah well, at least the gameplay is better. The level designs are solid at least, and even if it doesn’t look great, the game plays fine. The game has large, mazelike levels, as with the console title, so whether you have the patience to explore them will determine whether you enjoy the game or not. I don’t mind, and think the level designs are good enough. I should say, though, you can play as either superhero in the title, but apart from the sprites, they’re identical. The most interesting element here is that you have a jetpack, so you can fly around. You do have limited fuel, which refills quickly when you land, so you can’t just fly around anywhere, but still, you have limited flight! It’s great. The levels can be complex and mazelike at times, so exploration is important. Fortunately, the game has password save to help you out. You’ll need them. This game is average overall, but it’s on the good side of average.


James Bond 007 – One player, battery save, Super Game Boy enhanced (custom border, auto-selected color palette). James Bond for the Game Boy is a sort of Zelda-esque from 1997. The game was moderately successful at the time, as it was just about only action-adventure game released on the system around that time, but even compared to the other ones on the system, James Bond 007 is a good game. I don’t think that this game is nearly as good as the GB and GBC Zelda games or Final Fantasy Adventure, but it is at least on par with stuff like the Rolan’s Curse games. The game has fighting and puzzle elements. The fighting is hand-to-hand, though you can also get some weapons to make your job easier. It feels different from other games on the platform, though the fighting engine is simple and doesn’t have much depth. The puzzles are also usually simple, though they get more complicated as you go along. This game is linear, so you’re stuck in each area until you’ve beaten it, and then you move on to the next one. This makes sense for a James Bond game, but don’t come in expecting a Zelda-style open world; all you get is a small open area within each level. The game has a nice variety of items and gadgets to use, for both puzzles and fighting. Make sure to talk to everyone and look everywhere, you’ll need everything you can find! The game can get frustrating if you get stuck, of course. Also, the graphics are only average; the sprites are a little small, and the game isn’t as detailed as some GB games. I’m also not much of a James Bond fan, so the theme doesn’t mean nearly as much to me as it does to many people. Fantasy and sci-fi settings interest me more than spies. Still, this is a good game, so maybe give it a look.


Kirby’s Dream Land – One player. Kirby’s Dream Land released in 1992, and the game started off one of Nintendo’s longest-running and, in Japan particularly, most successful franchises. After Mario, Kirby is one of Nintendo’s next biggest mascot names at home, and the series is reasonably successful in the US too. I first got this game with my Game Boy when I got it for Christmas in 1993, and my first impression (beyond the silly but charming box art) was that the game had good graphics and sound and played great, but seemed to be a bit too easy. Well, that’s a generally accurate description not just of this game, but of the Kirby franchise in general — Kirby games are usually fun, but somewhat on the easy side. Kirby’s Dream Course for SNES is a notable exception to this, but most other Kirby games are easy. The first Kirby game is a platformer, and it’s a short one. The game has no saving, but since this game has only five moderately-lengthed levels, that isn’t a problem; this game’s maybe half an hour long, if you don’t die.

However, the game has several features to keep you coming back. First, there’s the great graphics, sound, and gameplay. While Kirby does not yet have his most distinctive ability, the ability to get powers from enemies he swallows, in this game, he can fly and swallow enemies here, so he does have that. Kirby has six hit points per life, and there are infinite continues from the beginning of the level if you get a game over. The graphics and design are just so charming and lovable. The bosses in this game are memorable, from Wispy Woods the eternal pushover of a first boss, to Lololo and Lalala, Hal character references, that balloon that shoots cannonballs at you, and Kracko, the tough cloud… not to mention, of course, the final boss, selfish King Dedede. Also, though, this game has a hidden Extra Game. Once you beat the game on Normal, at the end of the credits you get the code for Extra (aka Hard) mode. This time the game is much more challenging than it was the first time. Enemies are harder, and you see tougher enemy types earlier, too. Getting through this will take some actual effort, and it’s more fun overall. Once (or if) you beat the Extra Game, wait through the credits again, and you get a code for the secret options menu. Here you get a sound and music test, and can set your starting lives and maximum health for the main game. If you want a very steep challenge, play the Extra Game with one life at the start and a maximum health level of 1 hit… that means get hit once, and you start the whole level over. And no, health powerups won’t increase your max level. Yeah, even the first level’s tough if you do that. I have beaten the Extra mode, but not with 1 hit max. Still, Kirby’s Dream Land is a real classic. It’s cheap, so get it. Also on 3DS Virtual Console.


Kirby’s Pinball Land – One player, battery save. Released a year after the above game, Kirby’s Pinball Land was the second Kirby title. The game is a video pinball game, and it’s one of the best videogame adaptations of pinball I’ve ever played. This game still is pre-powerups, so Kirby, here a pinball of course, doesn’t have other powers here. Also, the table themes and characters, including Wispy Woods, Kracko, and the bomber brothers, are all from the first game. That’s quite fine, though, because this is pinball, and it plays like it should. The game has three tables, each three screens high. Each table also has a boss, and there are two different bonus games you can access from any table. There’s also a final boss, if you beat the other three. The game also has battery save, and saves your top four high scores, and your game in progress. More than four scores would be nice, but still, it’s great that it saves some, that really helps this kind of game.

The best thing about Kirby Pinball is the table designs, though. This is a classically videogame pinball game, in the Alien’s Crush vein, in that each screen has its own flippers. I think that this style works great, and is better than a multiple screens high scrolling table, as some handheld pinball games try to do. All three tables have some design similarities. The lowest screen, where you can lose your ball, has some letters you can hit to open a warp to the table-select screen, so yes, you can leave any table for any other table if you go in the warp. There’s also some way of putting a stopper in the bottom so you can’t lose the ball. If you do fall down below this screen, you have a chance to save the ball, though each time it falls down the save spring gets smaller. Eventually, you can’t get back up. On the middle screen, there’s some way to get to the bonus stages, and also to the top screen of course. Try to get the warp stars here if you want to go to the bonus stages and work up your score multipliers. The bonus games, particularly the soccer/hockey-like one, are fun. On the top screen, there’s some way of getting to the boss area. Kirby Pinball endlessly loops, but you can “beat it” by beating all three bosses and then Dedede. Afterwards you’ll return to the stage select screen, able to start over and keep building up your score. I like this compromise, as pinball is a score-based game, but as a videogame I like the idea of there being an ending of some kind — I generally prefer games to have endings than not. This game has the best of both, pretty much. I thought that Kirby Pinball was amazingly good back when I got it in 1994, as did my sister, and I still love the game; it’s one of my favorite Kirby games ever, even if I have always been frusterated in my efforts to beat that high score she set back then. :p Also in 3DS Virtual Console.


Kirby’s Dream Land 2 – One player, battery save, Super Game Boy enhanced (special border, auto-changing color palettes, enhanced sound, multiple color zones on screen). Kirby’s Dream Land 2 was the GB’s big game of 1995, and it’s one of the few Game Boy games that got a Nintendo Power cover, along with Link’s Awakening and few others. This game stands as still my favorite Kirby game ever made. I love some others too, including Kirby’s Adventure, Kirby’s Pinball Land, and Kirby’s Dream Course, but this one is my favorite. KDL2, actually the third Kirby platformer since Kirby’s Adventure on the NES released in between the two Game Boy ones, is bigger, better, and longer than the original Dream Land. The basic game is just like the first one, so you play as flying pink terror (to his consumed enemies that is) Kirby. There are seven worlds this time, with multiple levels each. Kirby’s Adventure introduced the powers system, where you can get special abilities by swallowing certain types of enemies, but this game builds on that by adding friends who you can ride in. These friends are Kine the fish, Rick the hedgehog, and Coo the owl. KDL2 has six base powers, spark, fire, ice, needle, etc., but four versions of each power, as each power will do something completely different with each friend. The game doesn’t have the special one-time-use powers that abound in Kirby’s Adventure and Kirby Super Star, but instead varies things with the power/friend combination system. Between the two styles, I definitely prefer this one. Some of the combinations work better than others, of course, but it’s fun to experiment. Coo’s needle attack and Kine’s spark attack are great, for instance.

Kirby 2’s graphics are similar to the first game, but it’s even better and more varied than the first one. The game also has great SGB support, with multiple color zones on screen and more. It’s a very good looking game for the system. It’s also ridiculously cute, of course, but it works great. Kirby 2 also added collectables to the franchise: KDL2 also has some hidden things to find, if you want the good ending. You need to get one star piece item in each world, if you want to face the real final boss. The first five are easy enough to get, but the last two are trickier. You need specific powers to break down the walls, so you’ll need to get the right power, then get to the correct place without losing it. Getting all seven takes some effort, but it’s worth it — the final boss fight is great, and matches Kirby’s Adventure’s in epic scale. Once you beat the real final boss, you unlock a boss-rush mode and a minigames-only mode. The minigames mode is a fun amusement, as you play all of the six bonus games you play after completing each world, but the bosses-only mode is tougher, and is a fun challenge. Overall, this game’s an absolute must-play, and it’s one of the Game Boy’s, and Kirby series’, best games too. Later Kirby games are longer and harder, but this game strikes a good balance — it challenges, some, and has a bit of collecting, but it doesn’t go overboard with it like Kirby 64 would. As with all 8-bit Kirbies, the game also keeps its pace up, avoiding the tediously-slow-gameplay pitfall that Kirby’s Dream Land 3 (for SNES) and Kirby 64 both fell into. This game plays just the same as Kirby 1 or Kirby’s Adventure. Also on 3DS Virtual Console, without the Super Game Boy enhancements of course.


Kirby’s Block Ball – One player, battery save, Super Game Boy enhanced (custom border, auto-changing color palettes, multiple color zones on screen). Kirby’s Block Ball is a Breakout/Arkanoid-style Kirby game. The game, from ’96, is Kirby’s fourth GB title, and it’s a good one. I got this game shortly after it came out, and liked it then. I did think that Kirby 2 and Kirby Pinball were better games, but still, Block Ball was a great game too, and I played it until I beat everything. The game is an interestingly unique Breakout-inspired game. Of course, Kirby is the ball. You can hit a button while playing to use a power, if Kirby has hit an enemy that grants one, or to inflate into larger Kirby for a stronger hit. These powers mix up the gameplay a lot, making this more than just your standard Arkanoid clone. Also, instead of just having a paddle on the bottom of the screen, or one you can move around, in this game, you have one paddle on each side of the screen, and you control all four at once, with up and down moving the side paddles together, and up and down moving the top and bottom paddles. Not all stages have four paddles, though; indeed, through much of the game, you just have the standard bottom-only paddle design. Also, instead of open space, the sides have spikes on them. In boss fights, you will have all four sides with paddles, and the spikes can be covered with items which Kirby will bounce off of once, if you collected them during the levels within that world. In order to have the best chance at the boss, try to get all the star panels for full coverage! There are also four minigames this time, and as usual, they’re good. You can unlock direct access to them if you beat the game (the real ending, that is). Regardless, your goal in each world is to get a score above that world’s Borderline score. Beat all the borderlines, and you’re allowed to go to the real final level. These will take some practice though, as the game, while not really hard, does at least get more challenging as it goes along. The game has nice SGB support too, with a good border and colorization. Kirby’s Block Ball isn’t my favorite Game Boy Kirby game, but it is a very good game, and is one of the more original blockbreaking games around. Also, Kirby will move at any angle, so the game avoids that frustrating angles-restriction element that made Alleyway so tough. Progress indeed. Also on 3DS Virtual Console.


Kirby’s Star Stacker – Two player simultaneous – Link, battery save, Super Game Boy enhanced (custom border, auto-changingcolor palettes, multiple color zones on screen). Kirby’s Star Stacker, from ’97, was the last B&W Kirby game. It’s too bad that Kirby didn’t get one final platformer, as handheld gamers had to wait all the way until the GBA to get one after Kirby 2, and even then the first GBA Kirby game was a remake so only the second was actually original, but still, what we did get is a great game. A great block-dropping puzzle game, that is. I didn’t play Kirby’s Star Stacker back in the ’90s because I was less interested in it than the other GB Kirby games due to its genre, but I under-rated it; once I finally got a copy, I found that this is actually a fantastic puzzle game. I may like puzzle games more now than then, but really, I think that I was just underestimating the game. Star Stacker is a little on the easy side, as far as puzzle games go, but it’s brilliantly designed and fun. The only real negative is that you need two copies and a link cable for multiplayer. It’d be awesome if one of the GB puzzle games had a 2-player mode with two controllers on the SNES with SGB, but sadly, while some board, fighting, and Bomberman games have that, block-dropping games do not. Ah well. What you do get is great use of colorization areas to make the screen look even better than it does in B&W. It looks very nice, though it’s great in B&W too, of course.

The core gameplay in the game is of you dropping tiles to try to destroy the blocks on screen. There are five types of blocks: star blocks, black blocks, and Rick, Kine, and Coo blocks. The core game is about matching Rick, Kine, or Coo blocks; if two are in a connected vertical or horizontal row, with no blocks of one of the other friend types in between, they will be destroyed. Just destroying pairs won’t get you anywhere, though. The real goal here is to destroy the required number of star blocks, which will be destroyed if they’re in between those pairs of animal blocks you’re destroying. You can set off chains too, if things are set up so that once one pair and the star blocks between them are destroyed, things will fall into place to line up more. You see, setting off a nice line will cause temporary star blocks to drop down, and set off a bigger chain if the other blocks are in place to line up one after the next. Black blocks are double-thick star blocks, so you need to destroy an animal pair once to turn them into a regular star block, then again to destroy the star. As with many GB and GBC puzzle games the blocks are large and the field small, so the pressure is always on here. While the game isn’t too hard, it is easy to lose a stage if you mess up, because once you reach the later levels, you often have virtually no margin for error. The game has a bunch of modes, but is not endless. Instead, you play through stages, clearing each one once you hit its star-block target. There are four difficulty levels in the main game, plus there are several other modes to play too, plus multiplayer of course if you have the setup. I do have two copies of this now, so I’ve played it in versus; it’s as good as I thought it would be. And of course, the battery saves your progress and high scores. This is one of the only B&W GB block-dropping puzzle games with battery save, so it’s a great feature to have. The game was also released on the SNES in Japan only, as Kirby no Kirakira Kids. It’s an even better version of the game, and even has multitap support for playing with a bunch of people! It was a 1998 release, though, so they didn’t release it elsewhere, unfortunately. Really, the game should have had an N64 port… even had it been feature-identical to that SNES version, it’d have been much appreciated! I really don’t know why Nintendo would release this on SNES and GB but not N64. Back in the early ’90s they did puzzle games like Yoshi’s Cookie, Wario’s Woods, and Tetris 2 on both NES and SNES. Why not do that again with SNES and N64? Also on 3DS Virtual Console, without the SGB enhancements or multiplayer support as always.


Lazlo’s Leap – One player, battery save. Lazlo’s Leap, more understandably called Solitaire in Japan (who’s Lazlo, anyway?), is a very difficult version of this classic boardgame. Now, this isn’t the cardgame Solitaire; this is the one played on a Chinese Checkers-style board, where you jump over marbles with other marbles. As with the Solitaire card game, the game is named as it is because it’s a one player only boardgame. Each level has a different starting layout, so this isn’t just full-field Solitaire; instead, each puzzle has black pieces on certain spots. You can control any piece, but can only move via jumps over other pieces. In order to win, you must end with only one piece, that should preferably be on the center square of the board. This is much easier said than done. You’ll fail if there are two or more pieces on the board in places where they can’t jump anywhere. So, you have to carefully plan out each move, as you try to figure out how you can manage to jump over every single marble on the screen, fluidly, going from one to the next. It’s a good game, with impressive production values thanks to the battery save system and decent graphics for the time, but this is also a very difficult game. Go into this expecting a serious challenge, and you will not be disappointed. I liked the game at first, but eventually gave up once I hit a level that I just couldn’t figure out. You can play the levels out of order, but still, this game gets HARD, and then even harder. There are a lot of puzzles to challenge, 100 in all, so there’s a lot of content here. However, with simple graphics that work perfectly in B&W and battery save, this is a perfect handheld title. Recommended, if you want to challenge yourself. Lazlo’s Leap may be unknown, but it shouldn’t be.


Legend of Zelda: Link’s Awakening, The – one player, battery save. Link’s Awakening was the first Zelda game that I owned, and it’s still my favorite 2d Zelda game. This game isn’t the first Zelda game I ever played, as I’d played a bit of the first NES game before, but it was the first one I owned. I loved it then, and it’s held up impeccably. I could write a lot about LA, but I don’t know if I want to… it’s the best. (Yes, I think I want to.) And yes, it’s still my choice for best handheld game ever made, too. This is my favorite version of the game, as well; I think the colorized version is fine, but the original is the best.

Link’s Awakening also has by far the best story ever in a Zelda game. Now, that’s saying very little, because even though Zelda is my favorite console game series most Zelda games have quite poor stories, but still, it’s absolutely true. Link’s Awakening ascends out of the mediocrity and stupid sexist rescue-the-princess-again junk that most Zelda games have as their core plot, and instead tells the story of a strange world, and the tragic tale of Link’s adventures in a place he never should have been able to reach. The story is told through a minimum amount of text, but the brilliant writing and design maximizes the impact of that minimal text. This game is the best example of great storytelling through simple, short writing that I’ve seen in a game. Supposedly the guy who did the story had to sneak it in so as to not let Miyamoto know that he actually wanted to tell a decent story in a game, something Miyamoto has always opposed; he makes some of the best games ever gameplay-wise, but his idea of a good story is … bad, to say the least. I’m thrilled that he succeeded, though really this game is the best of both — great story, AND incredible gameplay! The cast of characters is memorable as well. The game has not only classic Zelda enemies, a cast of original characters, including Marin and Tarin, the animal village’s inhabitants, and others, but also characters who reference other Nintendo titles, like Kirby, Goombas and Pirahna Plants, Mr. Write (from SNES SimCity), Richard (from a Japan-only GB action-adventure game tragically not released outside of Japan), and more. The game has eight dungeons plus a final maze and boss. The dungeons aren’t as long as the dungeons in some other Zelda games, like LttP, but all are brilliantly well designed. There are no bad design decisions like the ones you find too often in LttP. LA’s overworld is also vastly superior to that games’; no more boring box level designs here, this game has detailed, complex areas that are fun and challenging to explore. LA has the best overworld design in a 2d Zelda. I do kind of wish that the game had used that Raft Ride section for something else, and put that in a minigame or something, since that takes up a big chunk of the map, but that’s a minor issue. The game more than makes up for it with its better art and level design; there’s no reason other than “to waste space” that trees are four times larger in LttP than they are in LA, for example. LA is such a better game…

As for the combat, LA ditches that awful, way-too-small LttP attack animation in favor of a nice, wide one that hits almost three whole squares. It’s just great, the LA attack animation is fantastic. You can also change your equipment in both hands in this game. Only the LA engine games, that is LA and the two Oracles games, have the shield and sword as equippable items; in every other Zelda game, they are auto-equipped and are hard-mapped to certain buttons. I love LA’s design, because it lets you customize your equipment more, and because it forced them to make the shield better, too. LA’s shield is far and away more useful than the weak shields from previous Zelda games. You will have to regularly switch items in LA, but really, that’s not a problem; it works fine. LA has no magic or magic system, but I’ve never missed it. The game does have some cool item combinations like bomb-arrows, and fun parts like when you can ride on the giant chicken or when Marin is following you around, so overall, in terms of items, LA has lots of variety and originality. I’d love to see Zelda games get back to letting you fully re-equip your character, instead of being locked to the sword on this button and the shield on that one. Another way LA distinguishes itself is that it’s the only Zelda game where you can walk up to objects and get text descriptions of some of them. Chests in buildings, things you can pick up with the Power Glove or break with the Pegasus Boots, and more, they all have text blocks that pop up when you touch them. While it is slightly annoying when you’ve seen them 50 times, it’s cool that the game has them. It adds a sort of adventure game feel that doesn’t exist anywhere else in the Zelda series. Overall, LA is one of the best games ever made. The game has some flaws, but they are very minor, and the strengths are legion; I only began to list them in this review. There’s also a remake, Link’s Awakening DX, for GB/C, listed (and reviewed) below. That version (in color only) is on 3DS Virtual Console, but not the original one, or the DX version in B&W as an option (hah, VC with options… as if!).


Lion King, The – One player, not actually Super Game Boy enhanced but the box and cart lie that it is (yes, really!). I got this game back after watching the movie, because I loved the movie so the game has to be good too, right? Well, poor 12-13 year old me, I sure learned how wrong that idea was. The Lion King for GB, one of the many Lion King games based on the Disney movie of the same name, is not a horrible game, but it is a deeply flawed one thanks to several poor design and programming decisions. Most importantly, the controls are not very good. GB The Lion King requires pixel-perfect accuracy to do anything much at all. Want to land on that ledge? You’ve got to jump from the EXACT right spot to do so. Otherwise you’ll hit some invisible obstacle, or drop through what looks like solid floor, or what have you. Want to kill an enemy? Be sure to land on them just right, or you’ll get hit instead! Etc. It’s aggravating, and really makes the later levels a nightmare to play, once you’re adult Simba and also have to deal with a third button, Slash, which is on Start. Yeah, it’s not good; I never finished this game mostly because of how hard it gets in Adult Simba’s part, and the controls are part of why that is. There’s a slight delay on the controls, too. The game IS easier than the SNES Lion King game despite the serious control flaws, because of how much shorter this game is than that one, and because of design changes that simplify some very difficult parts of that game like the ostrich ride, but it’s still not easy, but not for any good reasons. Poor controls, poor hit detection, and frustrating level designs (in part because of the controls and hit detection that make level navigation annoying) are not a good combination. I’ve played worse games than this, and it definitely has a good-sized nostalgia factor, and it IS playable and sometimes fun… but still, overall, it’s a disappointing, subpar game. This game was the first one I owned that told me that yes, licensed games sometimes weren’t good.

The game does have a good side, though. Past the bad controls, which you DO get used to with time (watching Youtube videos of the game is painful, the people are mostly so bad…), the actual level designs are mostly not too bad. The last few levels are frustrating, but the first three quarters of the game at least are okay. They also did keep in the avoid-the-stampede level, as a topdown stage. Also though, the graphics and sprite animations are very good. The game does a much better job of looking like the SNES/Genesis game than you might expect, and really does look good. Unfortunately they obviously were more focused on the audio-visual presentation than on the gameplay here. Also, second, the game has an absolutely OUTSTANDING soundtrack. The gameplay may be mediocre, but the music is top-tier stuff! Really, it’s one of my favorite GB soundtracks, it’s that good. The GB version’s main menu theme is just amazing stuff for the hardware, and the ingame music’s just as good. The Game Gear Lion King game (entirely different level designs in that one, I should mention) may have even better graphics than this game, but it’s the other way around for the music; the GB version’s is powerful and strong, while the GG’s is weak. Also, the GB version has a simple level-skip cheatcode, so the lack of a save system isn’t too bad, while the GG version has not only no codes, but doesn’t even give you one single continue! Other Lion King games were on many platforms, and they all share some basic design similarities, but this game is different from any of the others in the details. For versions, there’s a SNES/Genesis version, a GG version, a GB version, and a EU-only NES version. All focus too much on graphics above gameplay, unfortunately.


Mega Man: Dr. Wily’s Revenge – One player, password save. Also known as Mega Man I, Mega Man in Dr. Wily’s Revenge is a good Mega Man platformer. I first got this game when I borrowed it from a friend in the mid ’90s. He never returned the game he borrowed from me (despite my repeated requests for him to give it back…), so I never returned this. Well, at least it’s a pretty good game; I remember he also had Adventure Island (1, for GB). I sure chose well in picking this one over that. The game is probably the fourth best of the five GB classic Mega Man games, but that still leaves it as a good game overall. Mega Man I is a short but tough game. The game has only six full-sized stages, but the fifth level has five bosses in it, so there are as many bosses here as in any other Mega Man title. Still, it does feel cheap that the second set of four bosses, the ones from Mega Man 2 (NES), don’t have their own levels, but instead are just fought from a set of teleporters. The later GB Mega Man games all have a level for each boss. Also the last password is, of course, from before the first of the two boss levels. Beating both boss levels in one sitting’s definitely not easy; this may be one of the shortest Mega Man games, but it’s certainly not one of the easiest! (That would be Mega Man II…) Mega Man I has classic Mega Man action-platformer gameplay, for the levels it has, though. The new-here GB Mega Man engine zooms in significantly versus the NES games, so that you can’t see as far, but everything is designed for the small screen, so there are no blind jumps here. Level designs are impeccable. The music is good, but visually you can tell that this is an early GB game, as it has way too much flicker and slowdown, and they would improve significantly on both of those things in the later games. Minus the number of levels, this game set the standards that the next three GB Mega Man games would be based on: the game reuses bosses from the NES games, but designs all-new levels for those bosses, and the bosses are fought in a different order from in the NES games, too. Also it uses four bosses from one game (MM1, here), and four from the next (MM2). Each of the next three would copy that. And before Dr. Wily, there is one new boss, from the Mega Man Killer series. The fifth GB game brings back all four past Mega Man Killers, for a nice reference to the past titles. And the tough challenge in this game is something that really kept me coming back for a long time. The controls are near-perfect too, of course. Still, the rougher graphics, the flicker, and the skimpy level count are real negatives here. Mega Man I is a decent to good game, but it’s not a great one. Regardless, play it. Also on 3DS Virtual Console.


Mega Man II – One player, password save. Mega Man II is a seriously disappointing game. Indeed, when you compare expectations to results, this is one of the Game Boy’s worst, and most disappointing, releases. I didn’t own MMII until recently, but first played it back in the ’90s, when I played my cousins’ copy… and I finished it less than two hours later, the very first time I picked it up. Yes, this game is ludicrously easy. It’s probably the easiest Mega Man platformer ever made, in fact. It’s strange that it is so easy, because the other four GB Mega Man games are quite difficult, but it is, that’s for sure. And it’s not only easy, it also has horrible music for a Mega Man game, and it’s got some bugs as well. Yeah, this game was a shoddy effort all around. The controls are of course great, tje graphics are decently well done, and I like the stages on a conceptual and visual level, but for a Mega Man game, there’s not much else good to say about this one, unfortunately. With that crazy-low difficulty level and awful music, this game’s poor and one that should be skipped. Unfortunately, of course, the Million Seller line late ’90s re-releases of GB Mega Man titles ended with this game, so this game is cheap and common, while the vastly superior later titles are much pricier, IV and V particularly. Sad.


Mega Man III – One player, password save. Mega Man III is something of a forgotten classic. That is, while the game is brilliant, and one of the GB’s best platformers, it doesn’t get much respect because it comes before Mega Man IV and Mega Man V, two of the few games that are even better. I didn’t play this one in the ’90s, so I under-rated it then too, but when I found a cheap copy a few years ago and played the game, I realized that I really had missed something great. Mega Man III does not have the original features of MMIV or V — that is, no shop, no P-chips, no Tango or Arm Buster, etc — but it does have great design, great music and graphics, and very challenging gameplay. It all adds up to a compelling quest that really is a must-play game for all those people who probably have passed over it, looking more at its two sequels. This might be the hardest of the five GB Mega Man games, but don’t give up just because of how frustratingly difficult it is; keep playing, it’s worth it! It really is amazing when you compare MMII to MMIII, this game is incredibly much improved in every category. Plus, since the game is half MM4 as well as half MM3, this game has the charge shot in it, which is great; I prefer MM games with the charge shot to the oens that don’t have it. The engine is the same as ever, only it’s been mastered now. The art is the best it’s been yet, and the slowdown and flicker are pretty much gone. The level designers really pulled out all the stops with some of these levels, but the game is beatable with effort; I finished it, after all. I haven’t finished most of the other super-hard Mega Man games, like MM Zero, MM & Bass, or MM X6, but I did beat this one. So yeah, it’s a great game. Not quite as great as its sequels, but great all the same, and it’s a whole lot cheaper than either of them, too!


Mega Man IV – One player, password save. Mega Man IV was the first Mega Man game that I owned for the Game Boy. It was the first one released after I got my GB, so I was understandably interested, and I ended up getting it. Before this the only Mega Man game I actually owned was the “Mega Man 3” for the PC… I don’t actually hate it, but yeah, that game’s not Mega Man at all. This game not only is, but it’s one of the greats. First, the graphcis and sound are, of course, outstanding. This is top-level work for the Game Boy. The game is challenging, but probably isn’t quite as hard as the previous game. That’s probably a good thing; MMIV’s balance is just right. The game’s as fun as anything in the franchise, and should be on the short list of the great Mega Man games. Mega Man IV still has recycled bosses, from MM4 and 5 on the NES, but this time there are some important new features. Most notably, the game is the first ever Mega Man game with an ingame shop where you can buy items for money that you get in the levels. It’s a good mechanic that works well and adds something to the game. Beyond that this game goes by the formula, but the level designs, from the deserts of Pharaoh Man to Wily’s final fortress, are so well designed and great that that really doesn’t matter at all. Of course, as always the levels and boss orders themselves are all-new. Mega Man IV really is Game Boy Mega Man perfected. It’s got none of the graphical and length issues of the first game, none of the flaws of the second game, and a slightly less cruel difficulty level than the third game. Really, MMIV has it all. The only thing it’s missing is a cheap price online, or a re-release… this game’s price is very high now. Hopefully we will finally see that on 3DS Virtual Console. Here’s hoping! It’s outstanding.


Mega Man V – One player, password save, Super Game Boy enhanced (custom border, auto-changing color palettes). Mega Man V was the last GB Mega Man game. The next GB Mega Man-related title, Mega Man Xtreme for GB/GBC dual-mode, wouldn’t release until 2000, and even then, the game was just a collection of straight ports of SNES levels; it’s not an original title like the GB Mega Man games are, and that’s the main reason why I don’t own it. This game is the least common and most expensive of the Game Boy Mega Man games, and it’s one of the most pricey US Game Boy releases, too. I was very lucky though, and found a cart-only copy for $3 last year. I even mentioned that the game was rare, but the price for the game ($3 for anything in that box of GB games) was the price. I didn’t think I’d actually own this game because of its value, but now I do… and yes, it’s outstanding! The game is the only Mega Man game with Super Game Boy enhancements, too. I unfortunately didn’t get this game when it came out, probably because I was still busy with MMIV and MMI, but I should have, because the price rose to $50-plus for cart-only copies later that decade.

Anyway though, in the actual game, MMV does some interesting things. First, this game is the only GB Mega Man game with all-new bosses. No rehashed settings or boss sprites and attacks here, it’s all new. The bosses are all themed after planets, and the different theme is great. The final boss is even new; this game doesn’t have Wily in it, crazily enough. The game does reuse the usual GB Mega Man engine, with the addition of that Super Game Boy support. The graphics are about as good as MMIII or MMIV. The border and colorization look nice; that’s the best way to play the game, probably. The basic gameplay uses the standard GB Mega Man system too, so it is familiar in that respect. The shop from MMIV makes a reappearance as well. There are two major gameplay additions, though. First, you have the new, and MMV-exclusive I believe, Mega Arm, which is a new animation for your full-power shot which shoots out Mega Man’s fist like a boomerang. You an also do stuff like grab items with super shots now. However, full-power shots knock you back a little. Getting used to the new charge shot takes a while, but once you do, it’s an interesting change that works. Second, the game has one new companion, Tango the cat. Sadly Tango is only moderately useful, and only shows up in one other Mega Man game — Tango’s only other appearance is in the obscure, Japan-only, and apparently not any good Rockman & Forte game for (B&W) Wonderswan. That game also has some appearances from other GB Mega Man series characters, so it’s too bad that it wasn’t good; it wasn’t made by Capcom, and the team making it just wasn’t good enough. This game was internal, though, and it shows. As with MMIV, this game is of the absolute highest quality, and MMV is equal to MMIV in greatness. I probably mostly gave that game the edge for nostalgia reasons. Mega Man V is a truly great game. It’s too bad that Capcom stopped publishing handheld Mega Mans for six years after releasing this game; another victim of the GB’s weak mid-decade period, I assume. It’s even more unfortunate that once they finally did return, it was with games that, in my opinion, are nowhere near as good as the better GB Mega Man games. I mean, I loved Mega Man X, but Xtreme 1 and 2? Yeah… they’re okay, but are not my favorite Mega Man games. This game, though, would be on that list.


Mercenary Force – One player. Mercenary Force is, though the name may not sound like it, a horizontal shmup set in premodern Japan. Instead of controlling a plane or tank or mech or something though, in this game you play as a team of four people, walking on the ground. You have five different characters to choose from, each with a different attack pattern, and can choose any layout of characters you wish. And yes, you can use multiples of the same one; you’re not required to use one of each. Each character has a different strength (health) level, and costs a different amount of money. Part of the strategy of the game is in picking the attack pattern layout that you like the most. The game has okay but not great graphics and sound; it looks and sounds fine, but the system can do better. You’ll get game over if all of your characters die, but if you get far enough to reach a store point, you can buy new mercenaries with the money you’ve gotten from enemies in order to fill up your party again. There are also some shops, such as teashops, where you can pay to refill some health. It’s kind of a funny game, as you’re playing as this group of four characters all controlled together, and all attacking with different types of attackes each time you hit the button. Oh, and there are no continues here; if you have no characters left, that’s it. The games’ fantasy classical Japanese theme is great; you’ve got ninjas, samurai, fighting priestesses, etc. Most enemies are humans, samurai, ninjas, thieves, and such, but there are also monsters to fight. Overall, Mercenary Force isn’t one of the Game Boy’s best shmups, but it is a decently good one that genre fans should definitely check out.


Metal Masters – Two player simultaneous – Link. Metal Masters is a not very good fighting game. Most GB fighting games are on the weak side, it seems, and this game is no exception. The game is a very simplistic fighting game where you choose from one of a variety of robots (hence the title) and beat up other robots. On the good side, the music’s alright. It doesn’t play during matches, though, naturally (I mean, can’t have too many good thigns here!). Also, there are two planes, so you can step in or out in the arena. Also your robot has health stats in four different areas (body, armor, arms, legs), and you can upgrade your robot between matches with your winnings. Decent mechanic. However, with bland graphics, unfair difficulty (the AI cheats…), and no extra lives or continues at all, this game isn’t much fun. Yes, it’s a fighting game where you get one and only one chance; lose a match and you start the whole game over. There’s not much strategy here, either… just mash your buttons to hit the enemy, try to corner the enemy, and hope you win. This is one of the few GB games that I wish I hadn’t gotten; it was cheap, but isn’t really worth playing at all. The game is adapted from a European Amiga/Atari ST game.


Metroid II: Return of Samus – One player, battery save. Metroid II is a classic side-scrolling action-platform game where you, sci-fi female bounty hunter Samus, wander around a large world, killing enemies, collecting powerups, and trying to figure out where you should be going next. In Metroid II, you continue the story of Samus in what is, by the series chronology, one of the last games in the Metroid series. Here, Samus exterminates the remaining Metroids from their homeworld of SR-388. The graphics, sound, controls, and gameplay are all very good and are similar to the original game, only this time you have to defeat all of the Metroids, so there is an ingame counter of how many are left. Also, many areas of the game only open up once you’ve beaten enough Metroids to unlock them. The game has good graphics for its time and plays well, but REALLY needs an ingame map; use a printed map or something with this one if you’re going to play it. Metroid II is a popular classic, but it’s not something I played more than a couple minutes of during the system’s life. And I was hesitant about going back to it, too; Metroid II, after all, like the first game, still doesn’t have an ingame map, and in a game like this that’s a serious flaw. I think that Metroid 1 (NES) is kind of fun, but really requires a printed map or walkthrough (or hand-drawn map) if you want to actually play it because of how large and mazelike the world is, and because of how much backtracking is required in your quest. Metroid II is kind of in between on that. On the one hand, the game does have a large world and no map, and there aren’t even color differences to help you out since it’s in B&W, so everything looks the same. On the other hand, the game locks off areas until you’ve killed enough Metroids, so the game is more linear than the first one… but you still need to wander around and figure out exactly which one of the many walls was taken down each time you kill enough Metroids to progress, so it’s really not much better. Still, the game has a bit less random wandering wandering at least, which is good. Still, I would much rather play the GBA Metroid games (either one of them) than this one. Ingame maps really do wonders for this kind of game. Overall it’s okay, but there’s better. Also on 3DS Virtual Console.


Mickey Mouse: Magic Wands! – One player, password save. Mickey Mouse: Magic Wands! was an early midlife (1993) Game Boy release in Japan, but the graphics and sound look even more dated than that. By the time the game finally released in the West though, oddly enough only under the Million Seller line (no, there are no Western non-Million Seller copies of this game), it was even more dated. It is somewhat notable as it’s the only one of the five Kemco Mickey Mouse games that actually released in the US starring Mickey Mouse (more on that later), but other than that, it’s bland. The game is an okay at best puzzle-platformer. As Mickey Mouse, you have to explore around levels, find all of the crystals, and use your magic wand on them to reveal the picture piece or item hidden inside. You complete each level once you complete that level’s picture. The controls are basic, with one button for jump and the other for wand. The first two levels are very simple, but the game does start to get more complex, and puzzley, as you progress. Returning to the series though, the first two Mickey Mouse games were released here as the first two Bugs Bunny Crazy Castle games (#1 for NES and GB, #2 for GB; #2 was released in Europe as Mickey Mouse though (no number, as the first one had released there as Bugs Bunny), and also had a later Europe-only version redone as Hugo). The third one was released here as Kid Klown for the NES. The fourth was released here as The Real Ghostbusters, and was released in Europe as Garfield Labyrinth. Only this, the fifth and last one, actually released everywhere as a Mickey game. (Oh, once Kemco restarted the Bugs Bunny Crazy Castle series in ’00, they just used the name “Bugs Bunny Crazy Castle 3” in all regions.) Anyway though, even though it’s a series of sorts, the third, fourth, and fifth games all have different gameplay, so it’s really a series in name only past #2. This game is a puzzle-platformer like Bugs Bunny Crazy Castle 2, but the actual gameplay is quite different. That’s probably a better game, overall.


Micro Machines – Two player simultaneous – Single System, Four player simultaneous – Link w/ Four Player Adapter. Micro Machines is a top-down racing game from Codemasters. The game uses the mini toy car brand license in the title, but this is no average licensed game! Indeed, Micro Machines was a great game, and it spawned a long-running series. There hasn’t been a new Micro Machines game in a few years, but the last one, V4, was on the PS2, PC, and DS, for instance. The original Game Boy has ports of the first two games. And yes, this is a port of the console great — the game, and course, designs are exactly the same here as they are on any other platform. So, it’s a top-down racing game where you drive on courses formed out of real environments, like breakfast tables, beaches, and the like. The roadways are marked by lines of objects, but you don’t have to stay in the road, and can drive around the table. It’s best to stay on the road though, as pitfalls and objects will stop you if you go off track. It’s a challenging game until you learn it, but it’s well worth the effort. The developers did a fantastic job bringing the game over to the small screen, and this game is outstanding and is easily my favorite racing game for the B&W GB. The graphics are good, and the gameplay even better. I loved this game back when I first got it in ’98 or so, and it’s still a fantastic game. At the start, you choose a racer. Three are better than the rest of the field, and three worse, so you can handicap yourself, or get an advantage, if you wish. Spider is the best racer, if you want the best chance of winning. In the single player game, you have to race through a several dozen track long circuit. In order to move on, finish 1st or 2nd on each race, out of four cars. Lose and you lose a life; run out of lives, and it’s game over (no continues here). The game’s tough, but it is beatable, and I eventually finished it back then. Micro Machines 1 is fast, but not too fast for the system. Memorization will be required for sure, but this game’s managable. You can see what’s coming at you. Micro Machines 2 really is too fast for screens this size; I have it for GBC in the Micro Machines 1&2 collection, and it’s really not fun in how far ahead of time you often have to turn, due to the increased speed. That game really is a pure memorizer. It may have more content than the first game, but it’s not as good on the portable. Also of course, MM2 for original GB was only released in Europe, and that GBC collection isn’t very good. I would unhesitatingly recommend this original GB version of Micro Machines over the MM 1&2 collection if you want to play Micro Machines 1, because this is a better, more fully featured game. The color choices are not well chosen and that adds nothing, and the GBC version cuts out the link cable mode! It’s quite sad. (MMV3 for GBC is good, though; still no link support, but the gameplay’s great.)

On that note, one of the most important elements of Micro Machines has always been its multiplayer support. This version has four player multiplayer support via link cables and a four player adapter, which is pretty awesome. I only have two copies myself, but the two player link game is still great fun. The game also has an interesting two-players-on-one-system mode, where the cars automatically accelerate, and one player uses Up and Down to turn and Left to brake, and the other uses A and B to turn and Start to brake. It works better than you might think. There are two different multiplayer modes. First, there’s the traditional Micro Machines mode, where all cars are on one single screen. When a car gets a full screen ahead of the others, they get a point on a meter. Your goal is to fill the meter with your color, or failing that, to have the most spots on the meter after three laps. All Micro Machines games have this mode, and it’s great fun. But exclusive to several of the older handheld Micro Machines games is a more standard multi-screen mode, where each racer races on their own system, and can be at any point in the track. Here, your goal is simply to be the first one to finish. Sadly there are no AI racers, but still, it’s fantastic to have, and this is one of the only Micro Machines games with this kind of mode in it. Remember, the GBC games don’t have it, even this game’s remake! The only downside to the multiplayer mode is that only a very limited selection of the single player game’s tracks are available in multiplayer, but this annoying restriction is present in every version of the original game. You need to play the second game to get every track in multiplayer (and yes, that EU-only GB version of MM2 does have link cable support), but again, at its speed, it’s a much harder game. Overall though, this is a very good game. Also available on PC, SNES, Genesis, Game Gear, CD-i, and more.


Milon’s Secret Castle – One player, password save. Milon’s Secret Castle is a platform-adventure game where you play as the wizard Milon who has to explore a castle in a generic rescue-the-princess-etc. videogame quest. For a weapon, Milon has a bubble-shooting wand. The game has the same name as the NES classic, and the same story and basic execution, but while the concept may be the same, the actual level designs here are often different. Really, it’s more of a remake than anything. Most of the level maps are new, the difficulty level is lower, and there’s password save this time, so you can save your progress. In a game this confusing, that’s great to have. As with the original though, the game is a very obtuse game where your goal is to explore each area, find hidden stuff, and figure out where to go next. Nothing is obvious, and a LOT of trial and error, and random guessing as to whether stuff is somewhere, will be required. I’ve never liked that kind of thing; I know it’s somewhat common in older (NES-era) games, but I don’t like it. I want there to be some kind of hint about what I should do, but this game doesn’t have that. You just need to go around randomly attacking every brick you can find in search of money and items, and such. Still, if you have the patience to wander around, do everything you can pretty much everywhere, and such, this can be a pretty good game. There’s also a shop where you can buy things with the money you’ve found. The graphics are average, but decent, and the music’s about the same. This is a decent game, well worth playing for exploration fans. The passwords and lower difficulty make it more accessible than the original is.


Mole Mania – Two player simultaneous – Link, Super Game Boy enhanced (custom background, auto-selecting color palettes, multiple color zones on screen). Mole Mania was one of the best Game Boy games released during its darkest period, those years from mid 1995 (or maybe even several years earlier, though this was the worst period) until early 1998 when it didn’t seem like either Nintendo, or much of anybody else, still cared about the system. Sure, the Game Boy Pocket released in 1996, but the new release lists stayed incredibly thin. It wasn’t until Pokemon took off in the West in ’98, and then the GBC rleeased later that year, that Nintendo handheld games finally got going again. Nintendo’s focus from mid ’95 to early ’96 on the Virtual Boy definitely didn’t help it (note: I actually like the VB, but it’s not a handheld.), but even after that, things did not improve for years. Anyway though, in addition to Wario Land II and a few Kirby spinoffs (Block Ball, Star Stacker), Mole Mania was one of the next biggest games released in this period. Even so, it’s more of a cult classic thian anything, and not enough people know about how great it is. The game is a brilliant puzzle game from Hal. The game is essentially a modernized, improved remix of the classic Adventures of Lolo top-down puzzle-action series, except this time, you play as a cartoony mole named Muddy, who has to save his wife and seven children from the farmer Jinbei who, angry at how they keep taking his crops, has kidnapped them all. The graphics in this game are great and quite cute, and the game is very likeable. The SGB colorization looks fantastic as well. This game really shows off what the SGB can do, and the tricks used to show multiple color palettes on the world-select screen (along the lines of Kirby 2, which does something similar) looks great. The puzzles themselves are every bit as good as the graphics, sound, and presentation, too. While it had been a while since Hal made a Lolo game, they obviously hadn’t forgotten how to make a great topdown puzzle title. And Mole Mania isn’t only good, it’s probably Hal’s best game ever in this genre. The key mechanic here is that since you are a mole, you can dig under the ground. This means that there are two planes on each screen, the above-ground plane, and the underground. You can peek your head above ground, but if you want to surface, you must dig a hole. However, your goal in each screen is to push the heavy metal ball into the rock blocking the door. The ball will fall into holes, you see. The only way to get it across holes is to push barrels into the holes, but those barrels will then block off that square in the underground layer. There are also enemies to deal with above ground (though there are none under the surface), walls aboveground, pipes underground blocking off some paths, and more. Each screen’s puzzle will require a specific set of moves to clear, and figuring out all of this is great fun. If you fail, you can reset screens as much as you like. You do need to watch your health and lives, but screen resets cost nothing. There’s also a boss fight at the end of each world, and they get interesting as you get farther. Also, at several points in each world, you will find old grandpa mole, who has some health, and advice, to give you. Be careful if you try to talk to him too many times without leaving the screen, though… :p There are also some other items, and cabbages, to find in each world, for hints and for completion percentage purposes. The game has eight worlds, so there’s a decent amount of content here, though it’s a testament to how good the game is that when I finish it, I always feel like I wish there was more. How about a sequel, Nintendo? It’d only be perfect on the DS or 3DS. Ah well. There is a multiplayer mode via link cable, where one player plays as Jinbei and the other as Muddy Mole. Each player is trying to defeat the other, boss-fight style. It’s fun, though it’s only a minor diversion compared to the main puzzle game. Overall, Mole Mania is a fun, moderately challenging puzzle game that’s the best in its genre on the system. Definite must-play game. Also available on 3DS Virtual Console, with no SGB or multiplayer support naturally.


Monster Truck Wars – One player. Monster Truck Wars is a short, simple top-down racing game. The game seriously lacks in variety, as there is only one environment to drive in. The game’s also on the easy side for sure, and isn’t very hard at all to finish. Replay value is also poor. The controls are fine though, and graphics are okay if always the same. The game’s fun enough to play, for the short time it lasts — drive around, go through the tracks, and win. You have to qualify for each race before you can race on it, and some qualifying times are tight, but still, this game is very easy. The gameplay all works fine, and the game has no glaring flaws, apart from the above stuff that is. The controls are decently good, you can see far enough ahead given the slow-ish speeds you drive at, etc. But really, don’t pay more than a couple of dollars for this game, if you get it at all. There’s almost nothing to it. This is only for top-down racing fans who really want to play something different. I moderately enjoyed it, but it’s just so short and lacking in replayability that it’s very hard to recommend. And it doesn’t even have multiplayer! Play the better games that this copies, like Micro Machines, Super R.C. Pro-Am, and Super Off-Road, instead. Also on Game Gear.


Motocross Maniacs – Two player simultaneous – Link. Motocross Maniacs is a side-scrolling motorcycle racing game. It’s sort of like Excitebike, but with tracks full of loops, platforms in the air, and more. The game is an early title for the GB from Konami, and the graphics and sound are simple. The gameplay holds up better than the graphics, though. The game has three modes, timed, vs. CPU, and 2-player link. Motocross Maniacs starts out easy, but gets quite difficult as you go along. Some later tracks require near-perfection throughout the race in order to succeed. The game has a turbo system, and the many powerups, which are usually in jumps, loops, and the like, are essential. You’ll need many to beat your opponent or complete each race in the time required. So, memorization is key in this game. The game doesn’t save, so instead you can simply start from any level when you turn on the game from a level-select menu. It works. The game’s fun, as driving through the tracks, zooming around loops and over jumps, and the rest is all pretty well thought out. There’s also multiplayer, though I don’t have two copies so I haven’t tried it myself, I’m sure it’s fun. The only real flaws here are the lack of saving, the frustration on some of the harder races, and the very simplistic graphics. The game was successful enough to get a sequel, though it came much later, and is a GBC-only title. I don’t have it, unfortunately, but I do have the third and last game, Motocross Maniacs Advance for the GBA. It’s too short and is a lot easier than this game, but is quite fun while it lasts, and I like it a lot. This one’s good enough to be worth playing if it’s cheap, though.


Mystical Ninja Starring Goemon – One player, password save, Super Game Boy enhanced (custom background, preselected color palette). This game was the second Goemon GB game in Japan, though it released seven years after the first one so there’s a big gap in between (1991 to 1998). Unfortunately, the game is also pretty poor, and is easily the worst Goemon game with a Western release. The first GB Goemon’s simple (it’s a side-view-isometric action game pretty much, walk to the right and hit things), but it’s a lot better than this thing; import that European GB Collection volume that includes that game, instead of wasting your time and money on this disappointment. The game has nice cover art, but that’s where the good side of the game stops. This game is a top-down action-adventure game. You play as Goemon, Sasuke, or Ebisumaru, and have to resue Yae, who was kidnapped. Yeah, so it’s off to a bad start; why isn’t Yae playable, and instead is reduced to must-rescue-girl status? She was playable in the third and fourth SNES games, and is in the first N64 game, but not this one. That’s not good. And once you get into the game, thigns don’t get better. This may have been a 1998 release, but it looks dated visually. The Game Boy can do much, much better than this, and did years before this game was released. The art design is bland and subpar as well. And as for the gameplay, it’s just as flawed. In this game, you go through five large, somewhat nonlinear levels. If you die (and you get one life per game) or use a password, you start you from the beginning of the level again, so you’ll have to beat each one in one try. The game isn’t easy, so that can be frustrating when you again and again have to start over levels that you’ve gotten almost to the end of. In each stage, you have to explore around, find the required items and get money from chests, and eventually make your way to the boss room. In each screen, you fight enemies. Combat is basic; you’ve got your main weapon, a throwing weapon, and that’s pretty much it. Enemies don’t drop money, so you can only get that from chests, and fights feel pointless. There is an ingame map, but even so wandering around the levels looking for the items and the end isn’t much fun, and quickly gets tedious and boring, too. Really, there’s nothing good about this game. I only got it because it’s a Goemon game, and I don’t entirely regret doing so because I like the franchise, but really… don’t. Oh, the SGB support’s decent. Nice border and such. Doesn’t improve the game though. Also on 3DS Virtual Console, minus the SGB support.


NBA Jam: Tournament Edition – One player, password save. NBA Jam was of course one of the most popular arcade games of the early to mid ’90s. I liked the arcade game, but with how you had to put money in every quarter, I didn’t play it all that often. So, once I got a Game Boy and this game was released for it, I wanted the home version, and picked it up. NBA Jam TE for the Game Boy is a port of this second version of Midway’s great arcade classic, and TE is still my favorite game in the franchise for several reasons. The game does have solid graphics and gameplay. The scaling is fake, of course, but it’s okay for the system, and the game plays well. However, while this version is pretty fun, the Game Boy and Game Gear NBA Jam games all have one serious flaw: no multiplayer! I have no idea why none of them even have link cable support, but they don’t. It’s a very unfortunate omission, considering how multiplayer-centric the original game, and console versions, all are. All handheld versions also have password save systems instead of batteries or save files. The passwords are short enough that it’s not too bad. What this game does have, though, is decently good graphics, all of the teams and players from the console game, and pretty decent gameplay. The game also has all of the features TE introduced, like being able to switch players every quarter, the damage ratings that affect your player’s performance as you get hurt, and those special options that make TE so great and better than the other games in the franchise, including the 2x through 4x turbo-speed modes that make the game crazy fast, the hot-spots which have circles appear randomly on the court where you can score up to 8 points if you make a shot from them, and the power-ups which let you get abilities like instant fire or knocking down the other players. I love these features, and have never understood why almost all of this stuff was reverted, removed, or made not as good in the next games, namely NBA Hangtime and NBA Showtime. Sure, the create-a-player modes in those games are cool, but they’re not as good as TE because of all the stuff they’re missing. However, since this version is single player only, I really can’t recommend it. If you really want to play a ’90s handheld version of NBA Jam, though, this version’s as good as any, and better than some.


Ninja Gaiden Shadow – One player. Ninja Gaiden Shadow, actually by the people who made Shadow of the Ninja, not Ninja Gaiden, is a short and mostly easy platformer where you play as, well, “Ryu”, who has to save the day again. This game’s great fun, but the extremely short length and low difficulty are important problems. There are no difficulty levels here to make it harder, either. There are only five levels here, and none are particularly long or difficult until the end, and even that final level is only moderately challenging. Also, don’t expect a story worth mentioning in this game. There are not cutscenes between levels, and the plot is quite basic. Still, Ninja Gaiden Shadow does have good graphics, good gameplay, a fine soundtrack, and a high fun factor while it lasts. Sort of like in Shadow of the Ninja, you can grab on to some ceilings in this game with a grappling hook you have. You also have super attacks with ninja magic, and six health points (refillable with items of course). The graphics are fine Game Boy stuff, and the music’s decent. Enemies are present, but generally can be avoided or defeated without too much trouble. There’s some decent variety though, and plenty of fun sections. But really, even for a GB game, this game is way too short and easy. It’s pretty fun while it lasts, but it’s over FAR too soon.


Operation C – One player. Operation C is the first of two Contra games for the Game Boy. So, the game is a side-scrolling and top-down run and gun action shooting game. From ’91, this is an earlier release for the system, but Konami did a great job here — the graphics and sound are all high-quality stuff. This game looks and sounds great, and the gameplay is just as good. Operation C is a somewhat easier game than the NES Contra games, with fewer enemies on screen than that version would have. I’m quite fine with this, though; I find the NES Contra very difficult and it’s not my favorite thing, but this game I like a lot more. Operation C is actually one of the better Contra games, I think, in my opinion. The game may have fewer enemies and less frustration, but there’s still plenty of challenge here. The game has three side-scrolling levels, and two vertical-scrolling (and top-down) levels. I think the vertical levels might be the tougher ones, but in general, the difficulty level slowly ramps up as you go. The game may seem easy at first, but it won’t be quite so easy to actually beat, since you don’t get many lives or continues before you’re starting the game over. There are some cheat codes, but if you don’t cheat, the game provides plenty of challenge. The game keeps me coming back, though, even if I’m not that good at it and keep dying in level 2 or 3. The graphics and weapons may be classic Contra, but the action’s also very much Game Boy stuff, and I mean that as praise. The graphics really do look quite nice as well. Because of my mixed feelings for the Contra franchise as a whole (basically, I think that Metal Slug blows Contra away, and the only Contra game I really liked was Contra: Hard Corps for Genesis) I went into this game not sure if I’d like it, but I quickly found that I did. Operation C is great running, jumping, and shooting fun.


Out of Gas – One player, password save. Out of Gas is an interesting futuristic “racing” game that’s really as much of an action-puzzle game as it is racing. In the game, you play as a guy in a spaceship who’s running out of gas, so you’re off to fill up. However, that’s much easier said than done, and you end up in this game, instead of just a space gas station. Poor guy, you won’t get stranded (on purpose) with your girlfriend so easily, she brought a gas can… (Yes, spaceships run on gasoline. Who knew?) So, in the game, in each level you have to shoot all of the target icons in the correct order, before time runs out and presumably you run out of fuel. Then, it’s off to the next level. How shooting targets refills your fuel I have no idea, but apparently it does. Yeah, the story and gameplay don’t really have much in common, but hey, at least the story is amusing, and the gameplay good! The concept is simple, but the levels get larger and more complex as you progress, and you will often have to wander around, remember where the various goal points are, and then go back and hit the min the correct order. So, the game has more than a bit of puzzle game in it as well. There are enemies to deal with, slightly skiddy controls to get used to (though they are good once you get used to them), and bullets to avoid, but the biggest challenge is getting to all of the targets, in order, within the time limit. As you go along you will also have to deal with things like one-way paths. The game’s good, and is fun to play too. I like the challenge the game presents, and even though the graphics are on the basic side, it does the job well enough. The game has 8 worlds, each made up of 8 levels, so there’s plenty of content here too. You get a password after beating each world, which you’ll need, because the game gets tough as you get farther in. Overall, it’s a good, simple game.


Pokemon Red Version – Two player simultaneous – Link, battery save, Super Game Boy enhanced (custom border, auto-selecting color palettes). While I technically own this game now, I’ve played it for under an hour total, so I really can’t review it. This game was originally my sisters’, and she played it a lot, but while my sister and two younger cousins loved Pokemon, I thought it looked stupid from the beginning, and had next to no interest in actually playing the game. “Collect them all” just doesn’t interest me, and the nearly nonexistent story and uninteresting JRPG battle system sure didn’t catch my interest either. I like JRPGs more now than I did back then, for sure, but still, I haven’t tried to actually play this game, and doubt I will. I will say that the Super Game Boy support is nice, though. For a final note, in more recent years all three people who used to like this game now admit that they have no idea why they ever liked the thing. So yeah, I was right all along… :p There’s a remake of Pokemon Red on the GBA.


Prehistorik Man – One player. Prehistorik Man for Game Boy, from Titus, is a downscaled, redesigned adaptation of the computer game Prehistorik 2. The plot is the same as any game in this series (such as the SNES/GBA game also released in the US), though: As Sam the Caveman, get the food back from the badguys who have taken it from you. The game has some nice graphical effects in it. The game’s yet another platformer, but the ingame graphics are pretty good. However, the most impressive thing are the scrolling text segments before levels. These are done from a third-person “3d” perspective, as the text smoothly scrolls into the screen. It’s a very cool look. It is a bit annoying once you’ve seen it, because the text scrolls quite slowly, but still, it looks great. As for the game, it’s a fairly simple platformer. You wander around the levels, trying to find your way to the exit. Enemies appear at points where arrows pop up, so they’re not on the screen all the time. Instead, they only appear when you’re about to run into the arrow, so be on your guard and ready with the attack button. You can take several hits before dying, but this game gets frustratingly hard after a while, and you have limited lives and continues, and no saving. The only real respite is that there are some codes, including a level-skip code. I’d recommend using them. Also, the levels are large, but somewhat empty. Unless you care about points, lots of the exploration isn’t really worth it, as often that’s all you get (apparently on the PC, you got a completion percentage after each stage. No such thing here.) Overall, Prehistorik Man is a pretty decent game for a Titus release, but it’s not above average by normal standards, and might be slightly below that. Nice visuals though. The game is original, but is based off of Prehistorik 2, available (in Europe) on the PC and Amstrad CPC. Prehistorik Man for SNES/GBA/iOS/DSiWare also has the same concept.


Quarth – Two player simultaneous – Link. Quarth is another early GB game from Konami. It’s a unique shmup/puzzle game. The graphics and sound are somewhat bland, but the game more than makes up for that with great, original gameplay. As in a vertical shmup, in Quarth you are always flying up the screen in a spaceship (you can choose from several, but they’re just visually different). However, instead of shooting enemies, you shoot out blocks, at a field of blocks that come down the screen towards you. Once blocks have formed into squares or rectangles because of your shots filling in spaces in the pattern, those squares or rectangles will be destroyed, clearing that space. Your goal is to beat the levels by not letting any blocks reach the bottom of the screen. The gameplay is simple, but compelling, and I quickly became addicted to this game while playing it. It’s a fantastic concept, and it’s executed very well, too. You get more points for making larger rectangles, and there is strategy here in how you deal with the blocks. Sometimes shapes that may look like you have to deal with them piece by piece actually can be dealt with in one large block if you fill in the right spaces. About the only real complaint I have is in the lack of saving. As with some other early Konami GB games there is a level select, but you can’t start from any level, only some of the earlier ones, so if you want to see the end, you’ll have to play a good-sized part of the game without turning off the system. Also, the graphics and sound could be better. It’s too bad that this game never got a sequel, it deserved one! The game also has link cable multiplayer. I do have two copies, so I’ve played it multiplayer a little. The multiplayer mode works well, as both players compete to be the first to get through a level. There is a handicap if one player is better. Good stuff. Overall, this game is highly recommended! Also on 3DS Virtual Console, with multiplayer removed.


Radar Mission – Two player simultaneous – Link. Radar Mission, an early GB game from Nintendo, is really two games in one. Game A is a Battleship knockoff, and plays pretty much identically to the real thing. If you don’t know that board game… look it up. You and a computer, or human via link cable (though I only have one copy so I haven’t tried it), take turns shooting at the other player’s fleet by choosing which square on a grid you want to shoot at. There are various sized ships to hit. It’s a fine version of Battleship, but it’s not too exciting as a videogame, I think. Game B is something different, however: the B-game is a shooter of sorts. Here, you play as a submarine. You can move left and right on your side of an ocean, and shoot at the enemy ships, which pass by you in the distance. You’ll have to judge their speed correctly in order to hit them. There’s also an enemy sub, again controlled by either a human (via link) or computer, shooting at your fleet. The winner is the first one to destroy the other side. Radar Mission doesn’t really have any kind of lasting campaign mode; instead, it’s just single-game stuff. However, the B-game particularly is both fun and challenging, and for a very low price, the game is probably worth it. It’s perhaps interesting to mention that part of Nintendo’s game Steel Diver for the 3DS is slightly reminiscent of Radar Mission’s B-game. Also on 3DS Virtual Console, with multiplayer removed (seriously, I’m not sure if it’s worthwhile with no chance for multiplayer… that’s a big part of the game.).


Revenge of the Gator – One player. Revenge of the Gator is Nintendo’s first pinball game for the Game Boy. This game has one three-screens-high table, and is quite fun, but became completely eclipsed once Kirby’s Pinball Land released. I know this game has fans, and after playing it I can see why they like it as it’s a quite good videogame pinball table. The game also has separate paddles on each screen, as in Alien Crush, Kirby Pinball, and some other videogame pinball tables. I think this design works as well here as ever, you really do need to be able to see the whole table for pinball to work well, and if each screen is a separate “table”, you can. Revenge of the Gator’s table is well-designed and great fun to play on. However, with only one table and no battery for high-score save, there’s a lot less content here than there is in Kirby’s Pinball, or many other pinball games. A pinball game with only one table can be great, but multiple great tables is even better. Still though, I do enjoy playing this game, and it’s a good game. I’d pick this one over Pokemon Pinball any day… yeah, I don’t like that game very much (see below for how bad that game is).


Rolan’s Curse – One player, password save. The Rolan’s Curse games are, along with Final Fantasy Adventure, James Bond 007, Zelda LA, and a few others I don’t have, some of the few action-RPGs, or Zelda-style action-adventure games, on the Game Boy. These games are much lesser-known than those I listed above, but are worth a look. As with all of th games listed, the Rolan’s Curse games are top-down, and have a world of connected areas to explore. Here the game does scroll, so it’s not all single screens, but each area is separated with screen breaks. The first Rolan’s Curse is a very simple action-adventure game. Since you level up by collecting items, as in Zelda, instead of by experience, it’s not really an RPG. In the game, you play as a generic warrior hero guy who’s off to save the land from the evil of Rolan’s Curse, naturally. The game has some towns where you can talk to villagers, but you spend most of your time in this somewhat short game exploring around the areas, finding stuff and fighting enemies. As I said though, this is a simplified action-RPG, so there’s not much depth here at all. Inventory and strategy here are kept to a bare minimum; instead, it’s mostly just about fighting and exploration. There are a few new weapons to find along the way, though, and you can also collect health and mana upgrad items, new armor, and healing potions. Some items are temporary, others permanent, so you’re always looking around for more. Rolan’s Curse is a somewhat early release, and the graphics are somewhat bland, but they look fine. Everything looks like what it is supposed to represent. The combat is simple but fun, as you go around whacking the various different types of enemies and seeing if they dropped anything. The game IS short (it’s got only four bosses in the whole thing!) and simplistic, but still, it’s certainly good enough to be worth playing. Simple but fun game.


Rolan’s Curse 2 – One player, battery save. Rolan’s Curse II is similar to the first game, but is on a somewhat bigger scale. This game is longer, with more dungeons, characters, and enemies than the first game, and battery save was added too. Visually the game looks somewhat similar to the first game, only better all around. The graphics are more varied and more detailed, and look nice. It’s no Link’s Awakening, but it looks fine. The music is alright to good as well. Rolan’s Curse 2 is set long after the first game, so your hero is a new generic warrior guy. This time he’s not your only player character, though — in Rolan’s Curse 2, as you play you will slowly amass more characters in your party. There are eight possible party members in the game, and you can have a maximum of four at any time. You can switch between characters on the fly while adventuring, and this is vital because each one has their own separate health and magic bars, and restoration items can be scarce. As with the first game, you level up by collecting items. These items appear in chests, oddly enough, so yes, you level up from treasure chests. Each character levels up when you collect the item that looks like their face, so you can’t really control who gets the most levels, it just depends on what you find. Generally they’re all reasonable, though, and it keeps all of your characters leveled up even if you’re using them less, which is a good thing once your other characters run low on health. I like how you keep getting new party members. First you find an elf boy who can drop bombs (this is more a mischevious little elf than a Lord of the Rings one), then a healer-mage girl, then a zombie warrior, and more. Though like the first game this is a simplified game, there are also some other items to find, such as healing items, armor or weapon upgrades, and such. In towns, about all there is to do is to talk to people (one of whom will have a quest for your newest party member, if you chose to add them), resurrect any dead characteres at the priests’, and that’s about it. No, you can’t heal there or buy anything (as with the first game, there’s no money system in this game), you’ll need healer characters (or items) to heal your health, and level-ups (or items) to heal your magic. Rolan’s Curse 2 is still a somewhat short game, though there are eight chapters (and bosses) this time instead of four. Each chapter’s dungeon looks unique, so there’s some good variety. Even so, the overworld explorable areas are on the small side, and the dungeons only a bit larger, so this isn’t all that long of a game. It does gradually get more challenging as you go along though, and it’s quite fun while it lasts, so that’s okay. And it is longer than the first game for sure, by a good margin. Do make sure to fight the boss once you reach the end of each dungeon, though. The boss warps look like a skull face icon on the ground, and you have to walk around on the icon until you warp to the boss’ chamber. The first time I played a dungeon I walked on it but the warp didn’t trigger, so I just went on, but later realized that I really did have to go back and fight that boss… the problem was that I guess it only warps on the right side, or something. However, since I’d leveled some, when I did fight that boss, it was pretty easy. Heh. The game does have an overworld map, but that just shows how the various explorable areas, towns, and dungeon areas all connect. There are no maps of the areas or dungeons themselves, that you’ll just have to figure out on your own. However, the maps don’t get that complex, so maps aren’t generally needed. It’s not too hard to find your way around. Overall, Rolan’s Curse 2 is a fun action-adventure game, and I like it. The game is uncommon and a little pricey (cart-only costs are $12 at least), but it’s well worth it.


Samurai Shodown – Two player simultaneous – Link or Super Game Boy (with two SNES controllers), Super Game Boy enhanced (auto-changing color palettes, multiple color zones on screen). Samurai Shodown is one of Takara’s earlier Neo-Geo-to-home-system ports. This Game Boy version is not nearly as good as the major-console releases, as you would expect, but it’s okay. The game has a somewhat slow pace, as with the arcade game, and it’s got all of the content from the original, too. Yes, unlike the Genesis and Sega CD versions, Earthquake (the character) is in this game. However, the gameplay really does suffer in the translation to Game Boy. While I like Samurai Shodown, this GB version feels a bit slow and boring. The graphics are only average, too, and the music somewhat bland. Takara would do a better job with its later GB fighting games, and if you want a great classic handheld Samurai Shodown game, the Neo-Geo Pocket and Pocket Color games are much better than this. The game is good on its own, though, even if it’s no match for the other versions of the game. For a fighting game on the Game Boy, a quite weak platform for the genere in general, this one’s above average. All the characters and moves are here, the superdeformed-style sprites look okay though not great, the backgrounds are nice looking, and it does have multiplayer either via link or SGB. The graphics and colorization here are not as good as some of their GB later games would have. The game doesn’t even have a custom border, just the usual one. Still, the two players on two controllers mode is great to have, though of course you could just play SNES Samurai Shodown. Overall, GB Samurai Shodown is okay, but has some issues. This version is GB-exclusive, but other versions of the game are also on many other platforms.


Sneaky Snakes – One player. This game is a 2d platformer from Rare based on their NES (and Genesis in Europe only) game Snake Rattle ‘n Roll. This game is sidescrolling, instead of being isometric 3d like that game, but it’s even less interesting of a game overall. I don’t particularly love Snake Rattle ‘n Roll, but it is at least better than this game is. Yeah, this one disappointed me. The graphics are okay for 1991, but don’t look particularly good. Audio is no better. The gameplay is somewhat like Snake Rattle ‘n Roll, in that your goal is, as one of the snakes from the original game, to eat enough food to grow your body long enough to weigh down the goal enough so that you’ll be allowed to move on to the next level. As it’s side-scrolling instead of isometric, though, this task is even less fun here than it is on the NES. There is plenty of platform jumping to do of course, though with this game’s somewhat mediocre collision detection that can be annoying, but the ultimate goal is always to eat the required amount of food and grow your snake. This game has little variety indeed, but the task won’t be easy, as getting large enough without falling in a pit or getting hit gets tough, but it’s not any fun either. Playing this game makes me want to stop playing almost immediately, not keep trying to get better and actually accomplish much. Not recommended at all, except to diehard Snake Rattle ‘n Roll fans who really want to try the other game starring those characters.


Solar Striker – One player. Solar Striker, another one of Nintendo’s first wave of Game Boy games, is their only ever attempt at a traditional shmup. The game has very basic graphics, controls, weapons, and design, but it’s playable and decently fun. The game has fans, but I think that the game’s a bit too simplistic; there’s almost no depth here. Games like Aerostar are much better than this one. Still, Solar Striker is an okay game. You just move left and right, shoot the enemy spaceships as they come towards you, and try hard not to die because when you do you lose a lot of weapon power, making getting much farther much more difficult. And as with many first-gen Nintendo games for the system, the game has no saving or continues. It’s not very long, but finishing it will require good play. I do like how your ship gets more powerful as yuo go if you do manage to stay alive, though, and the simplistic graphics and decent music keep it going. But this is an unexciting, generic game, and it’s really not all that interesting. Playable, certainly, but interesting or unique, no. Overall, slightly below average.


Speedy Gonzales – One player, password save. Speedy Gonzales is Sunsoft’s first game starring this classic Looney Tunes Mexican mouse character. The game is, as you might expect from a character known for running fast, a fast-paced platformer where you play as a somewhat small character character, zipping through worlds on your quest to do whatever it is. It probably involves cheese. The game is fast and fun, and the passwords save your progress after each level. As in most of Sunsoft’s GB and GBC Looney Tunes games, it’s a fairly short game with few levels, but the game presents a decent challenge and is a lot of fun to play. You have momentum in this game, Sonic-style, though the platform layouts are their own thing and are not Sonic-like for the most part, though there are some sloping platforms or loops that are reminiscent of that series. This is a challenging game, and each level will take some doing. Fortunately there are checkpoints in the levels to help you out. Instead of rings Speedy collects cheese, though they don’t work at health like in Sonic. The graphics and music are good, as expected from Sunsoft, and the game is pretty good. The levels are interesting and challenges are varied, with bouncing pads, moving platforms, angled wall areas to find your way out of, and more. It’s good stuff for sure! Many years later, after the handheld market’s recovery, Sunsoft did a second Speedy game, for GB/GBC dual mode. I haven’t played that one, but it looks similar to this original game, so I’d like to get it. Speedy’s SNES game is good too (unlike some of the Sunsoft SNES Looney Tunes platformers), and is longer than this one, but this game might be even better.


Star Wars – One player. Originally made for the NES, Star Wars is a multiplatform platformer published by JVC. As you expect, you mostly play as Luke, but later in the game you can play as Leia or Han too, though only in limited capacity (they have many fewer lives each). The game’s somewhat mediocre, but was popular because of the license. I was interested in the game back during the GB’s life, but didn’t get it… and playing it now, that was probably a good decision. The GB Star Wars game I did get, Super Return of the Jedi (below), is a lot better than this game, that’s for sure. As for this game though, it’s a difficult, and somewhat average, platformer. The first half of the game is on Tattooine. Here, you drive around in your landspeeder, and can play these levels in any order. There is a best order, but you have to find it. Some areas are unnecessary, too. The Game Gear version streamlines this, and is a linear game with a bit more level variety (so there are some simple desert levels, instead of so many caves), and I think I like that design more. Plus, that one starts with a level where you play as Leia on the ship before she got captured, which is cool. From the midpoint, though, the two games are very similar: after a somewhat frustrating flying level where you have to dodge or shoot rocks in the Falcon, the second half of the game in both is a sequence of mazelike levels on the Death Star. I’ve gotten partway through the Death Star levels, but not to the end of the game; you do have limited continues and no saving here, and it’s not an easy game. Also the play control is average at best, and the graphics and music somewhat bland, particularly here on the GB (the GG looks a bit better). Even on the GG though, this game is average at best. I love Star Wars, but there are much better Star Wars platformers than this. Overall, the Star Wars name is the best thing this game has going for it. With it it’s a borderline okay game maybe worth trying, but if this didn’t have the license, it wouldn’t be all that interesting. Also on NES and Game Gear, and also Master System (Europe only; it’s a GG port).


Street Racer – Two player simultaneous – Link, Super Game Boy enhanced (custom border, auto-selecting color palettes). Street Racer on the Super Nintendo is a somewhat little-known, but really good, Mario Kart style game that uses Mode 7. I actually think it’s better than Super Mario Kart. The controls are better than SMK, and the game is more fun to play. Plus, it had four player splitscreen support! The game was successful and later got Playstation and Saturn ports, though the Saturn version (better than PS1) wasn’t released in the US. But then they made a Game Boy version. Now, obviously the Game Boy cannot to Mode 7. So, the GB game is your standard behind-the-car GB racing game, with the same alternating-color-bars fake-3d, and pretty much the same gameplay, as anything else like it on the platform. That is, all turns are smooth curves due to the nature of the technology. You can ram the other karts, to make things slightly interesting, but really, this game is very unexciting. And even for a GB behind-the-car racer, this game’s not one of the better ones. There are a few modes: the championship mode, where you choose a championship to try to win, single race mode, multiplayer (I only have one copy, so I haven’t tried it), and Rumble mode. Then, you choose one of the various characters (the whole cast from the SNES game is here), and then pick a circuit. The graphics are okay, and they do try to at least hint at the SNES game’s visual style here. The track designs don’t vary very much, though. Just turn as the courses do, learn the tracks, and try to place well at the end. Rumble mode is the same, except here the goal is to push all of the other cars off of the track. Yeah, you do still push people off in Rumble, but otherwise it’s nothing like the SNES game’s battle arena-style Rumble mode, and it’s nowhere near as good either. Soccer mode is missing, too; that would obviously be impossible here. Overall it’s a simple game, and it’s not all that fun to play. You can definitely do worse tha n this for a Game Boy behind-the-vehicle racer, but you can do better too; though the visuals are better, this isn’t as good as F-1 Race in gameplay. It’s more like Jeff Gordon XS Racing in quality.


Super Chase H.Q. – One player. This game is a Game Boy edition in this popular classic arcade game franchise. Chase H.Q. is a behind-the-car driving/action game where you play as a policeman who has to catch criminals. Each level is made up of two parts. First, you play a traditional driving level, where the goal is to get to the end of a stage (to catch up to the crook you’re chasing) as fast as you can, in order to have as much time as possible left on the clock. Once you reach the end, you will catch up to the lawbreaker’s car, and have to batter them into submission. You’ve got a tight time limit, though, and the game’s kind of annoying in how many hits these cars take to take down. I know many people liked these games, but I have this game and the SNES Chase H.Q. game, and I don’t like either one very much. The driving sections are okay but generic, but the boss fights are frustrating, and I don’t really have fun. It’s not rewarding, either; you hit the other car, it zooms ahead, you catch up, rinse and repeat. The only variations are if you hit them from the side, or if you use a turbo, in which case you can bash them more. The game is somewhat tough, and it isn’t bad, I guess, but I definitely don’t like it that much. Since this came is third-person, instead of first-person-only like the SNES game, I might actually like this more than that one, but that’s not saying very much.


Super Mario Land – One player, battery save. Super Mario Land was Nintendo’s first platformer for the Game Boy, and it was one of my first games for the system too. Made by Nintendo’s primary handheld studio, R&D1, the game is a very unique Mario game, and you really can tell that Miyamoto’s EAD didn’t work on this game. Super Mario Land has small, but detailed, graphics; you can tell that it’s first-gen, and at first it may look ugly compared to the visually impressive styles of later GB platformers from Nintendo, but the detail does show, and I think that Mario Land actually looks nice. I like how original the visual design is; this is not your standard Mario. This is a game that I kind of liked at first, then turned against, but over time came to appreciate more again. I do like Wario Land the most, of the Mario/Wario platformers for the GB, but still, Mario Land 1 is a great game. The game has only 12 levels, so it’s not that long, but it does have limited continues; you don’t have any, unless you earn them (100,000 points per continue). That makes it much more difficult, and even though this was one of the very first GB games I got back in 1993, it was quite a few years until I managed to finish it. Two of the levels are shmup stages, one with a sub and the other with a plane, and the other ten platforming. So, there’s variety here — nowhere else does a Mario 2d platformer have shmup levels. The game starts out in a traditional Mario setting, but the later levels go to Egypt, Easter Island, China, and more. Some of these settings are unique to this game, unfortunately; it’d be great to see the giant Easter Island heads again in a Mario game. Yes, this game has some great level designs. Another unique element is Mario’s powerup in the platformer levels, the superball. Instead of a fireballa, Mario here throws a superball. It’s similar, but won’t bounce along the ground like a fireball; instead, it bounces once at an angle, then goes up into the sky, unless of course there’s a block up there for it to bounce off of, in which case it will bounce around. The superball also can collect coins, interestingly enough. I don’t know if it’s as good as the fireball, but it’s great to see something different. Also of course, here Mario needs to rescue Princess Daisy, instead of Toadstool (Peach). I guess Daisy’s smarter than Peach or something, because she only got kidnapped once, not scores of times like Peach does… and even this one time, it was to an alien in a UFO, not just to that same somewhat-hard-to-take-seriously-now giant turtle. On the negative side, once you are good enough to ge through it Super Mario Land is a somewhat short game, and also the coin rooms screens repeat — there are only a small number of them, so you’ll see each one many times through the game. Apart from that though, Super Mario Land is a great game. It’s about as good as it is different. Also on 3DS Virtual Console.


Super Mario Land 2 – One player, battery save. The second Mario Land game released several years after the first one, and it’s got much better, bigger graphics, more levels, battery save, another assortment of unique area concepts to travel through, and the first appearance of Mario’s money-loving rival Wario, too. However, the game’s also a bit too easy; this game isn’t hard to finish, that’s for sure. The game has six worlds, each with 3-5 levels, a long and reasonably challenging final level, along with two additional stages on the world map, a simple bonus game, and 5-6 secret hidden levels to find. Those secret levels add some replay value, but that’s about it. The game has two difficulty levels, Normal and Easy, but there isn’t a harder one. Still though, while it lasts, Mario Land 2 is a great game. The levels have all kinds of interesting settings, including inside a tree, in a giant Mario statue, shrunken and tiny inside a house, outer space, under the sea, and in a giant halloween-style pumpkin. The area themes are nothing like Mario Land 1’s, but the game certainly has variety, and the level designs are good too. I’m not sure if they’re quite as good as Mario Land 1’s are, on the whole, but they are pretty good. The game has an original powerup, too. This game has Mario’s standard fireball, but the other one is some bunny ears which give Mario a higher jump and the ability to hover. It’s a great, really powerful powerup. I particularly like levels like the outer space level, the one inside the tree with the sap in it, and the final level. And the three-phase final boss fight is great. Wario’s tough here, and big too. But overall, I’m honestly not sure whether I like Mario Land 1 or Mario Land 2 more. When I first got it back in the mid ’90s I preferred this game, but over time the first one has grown on me more, and this one has gone the other way… but still, it’s certainly a great, must-play game. Also on 3DS Virtual Console.


Wario Land: Super Mario Land 3 – One player, battery save. Wario Land: Super Mario Land 3 was R&D1’s third attempt at a Mario-style platformer, only this time they finally got to make one with their own character, instead of having to use Miyamoto’s Mario. Freed completely from the restrictions of Mario, Wario Land has a style all its own, and a quality above either of its predecessors. So, in this game, Wario, kicked out of Mario Land in the end of the above title, has decided to go make a fortune on his own. So, off to find treasure, he goes to where the Brown Sugar Pirates reside because he’s heard that they have a great treasure. Wario can jump on enemies like Mario, but also has a shoulder charge to bash them. If Wario hits an enemy on a non-spiky side, he can knock them unconcious, then pick them up and throw the poor enemy at other enemies or obstacles. He can also slam the ground with one of the powerups, the bull horns hat. The other hat powerups are a fire-dragon one which gives you a flamethrower attack, and the eagle hat which gives you limited flight, like the bunny ears in Mario Land 2, but even better. Enemies can be attacked on any side that they don’t have spikes protecting them, so each enemy type must be approached a different way. Unlike Mario, Wario won’t take damage when he just touches enemies; he’ll have to touch spikes, or spiky sides of enemies, for that to happen. This gives the game a very different feel from a Mario game. Wario feels tougher. He’s also bigger on the screen, but the whole game is designed for this very large sprite, so it works perfectly. It’s interesting, because in terms of scale, it’s sort of the other end of the spectrum from Mario Land 1, but the results stand for themselves. There are also bosses at the end of each world of course, and about 15 hidden treasures scattered around the game. To find these you must first find a key (probably hidden), then must find the door that it goes in, which is also probably hidden. This adds an exploration and replayablity element to the game which is important, and it’s done well. Plus some levels change as you progress through the game, too. The first level feels quite different after the tide comes in later in the game, for example.

On that note, you start on the island’s beach, and from here each world is set on one part of the island, as you cross ice, fire, water, and more on your quest for the great treasure. One of the areas is optional, the others required. Wario Land is a little bit on the easy side again, but even so is an outstanding, incredibly good platformer, and it’s both one of my favorite platformers on the Game Boy, and it’s my favorite Wario game ever, too. It’s also a nostalgic classic for me; I was promised a game if I could do well at Mavis Beacon Teaches Typing (whichever version we had for DOS, that is). I did just barely well enough (and chose some easy stages, too), and got this game as the reward. Even if I chose some easy challenges though, Mavis Beacon really did help teach me how to type correctly and well, and I kept playing it after getting this game too. But anyway, Wario Land was a good choice. I played this game over and over, and eventually got just about every one of the endings. You see, depending on how much money you have at the end, you’ll get a different reward. The rewards go everywhere from a hole in the ground to your own mansion, and beyond. The mansion may be the canon ending (as Wario Land 2 shows), but I like the best ending, myself… fun stuff. 🙂 I won’t spoil this game’s surprise at the end. Yes, anyone who’s played Wario Land 2 or Wario Land: Shake It already knows, but for anyone who hasn’t… just play this game, and see! (Mario you jerk…) Overall, Wario Land 1 is a little on the easy side, and I wish it was longer (there are plenty of levels, but not all take a long time to get through), but it’s one of the best handheld platformers ever, and it certainly has replay value. Exceptional game. Also on 3DS Virtual Console.


Super Off-Road – One player. Super Off-Road is a port of the great arcade racing game classic, “Ironman” Ivan Stewart’s Super Off-Road. Almost all home versions (NES aside) don’t have the license, but the game is the same. The arcade game is one of my favorite arcade racing games ever, and for the most part this is a good version of the game. However, there’s no multiplayer, which is a pretty big drawback considering that the arcade game was a three-player game, and that all of the console releases have multiplayer for at least two people as well. The NES version even has a great four player mode. This might be the only single player videogame system release of Super Off-Road, too — the Game Gear has a two player link mode, and the Lynx supports four players via link. But the GB? One player only. Ugh. Other than that though, the actual gameplay is good. The game is zoomed in, so you only see part of the track on screen. The arcade game had each track on a single screen, but on a small screen, scrolling works better. This puts it above the Lynx version, where they tried to fit each whole track on a single screen, and resulted in really tiny graphics. The GB version has larger graphics than the GG version too. You can see far enough ahead to know where you’re going, though, and of course any fan of the game probably knows the tracks by now already.

As for the gameplay, Super Off-Road is a slightly isometric top-down truck racing game where you race around dirt tracks against three opponents. You have turbo boosts, and can buy more between races. There are also pickups on the track for money or turbos. You can upgrade your truck between races with the money you win. Each home version of the game seems to have a slightly different selection of tracks, interestingly enough. This version has seven tracks: Blaster, Big Dukes, Fandango, Sidewinder, Huevos Grande, Wipeout, and Cliff Hanger. The 16-bit versions seem to have ~16 tracks, but 7-8 is about what you get for the 8-bit editions. In this version, you can keep going as long as you don’t finish in last, but you do have multiple lives if you lose a race. Super Off-Road has always had a somewhat odd difficulty curve — the harder parts are earlier on. Once you max out your cars’ stats, it gets easier. From that point on the game can be a bit easy, but the challenge does slowly increase. Still, with a little practice it’s not hard to have very long sessions with the game. Fortunately, it always stays fun. The tracks are all just as they should be, and the physics here are fairly good as well. This version of the game is endless, as many versions are — you can play this forever if you want to. Even the versions that do end just end at something arbitrary like 99 races, though; SUper Off-Road is meant to be a game you play until you either lose or get bored. I wish the game did have a defined ending, but still, it’s too much fun for me to mind this much. I generally just try to see all of the tracks, which will take a while because the game slowly adds more tracks each time you get through all of them. And the good graphics help too; color aside, the track designs and graphics are probably better here than on the NES. However, it is hard to ignore the fact that they left out any multiplayer support, as that really is a big part of the game. Still, this version does play well, and that counts for a lot. Overall, get it for cheap.


Super R.C. Pro-Am – Four player simultaneous – Link (with Four Player Adapter; two player max without it). Super R.C. Pro-Am is a racing game from Rare. I think it’s an okay game, but it’s too short. Releasing between the two NES games, the game’s the second of the three R.C. Pro-Am titles, and in features and design, it indeed feels like a game in between those two games. The game plays simply: you just have to not finish in last, of the four cars, to move on to the next race. On each track are some weapons (mines or missiles, you can have one type at a time), powerups (to make your RC car better, or to get you letters towards the bonus; there is one of each of those on each track), maybe some boost strips or slick areas to avoid, and a curving, top-view course. The game has okay but simple graphics and sound. It looks fine for its 1991 release date, but is certainly not impressive. I found this game fun, but I can see how it’d bore some people. As with the other games in the series, you can’t leave the course in this top-down racing game; if you hit a wall, you just bounce back towards the track. So, while the perspective and small-vehicles theme may be similar to Micro Machines, in gameplay, this is a much simpler game. That simplicity extends to the difficulty level, too — Super R.C. Pro-Am is nowhere remotely as difficult as even the first Micro Machines game, much less any of the sequels. Yes, unlike the first NES game, this game does have an end; after a couple dozen races, the game is over. I beat this game in a week at most when I first bought it, and I think it didn’t even take that long. And with no options or difficulty levels, there’s not much to bring you back to this game unless you get a couple of copies and a link cable and play the game in multiplayer. The good news is, the multiplayer mode is pretty cool; this is one of the games I have two copies of, and it’s a great multiplayer game. The 2-4 player mode (I’ve only played with two, but 3-4 player is surely the same, and it’s cool that the game has 4-player adapter support!) is a co-op campaign, you see. You start from track 1, and go through the whole game together. It may make the game even easier, but it’s great fun. R.C. Pro-Am II for NES does also have four player, but there all four players must be on the same screen at all times, so if you fall behind, you just keep getting bumped forwards. There’s no points system like in Micro Machines, or “it’s really hard to catch up” compensation like Moto Roader, so this makes maintaining a lead difficult, as it’s easy to fall back. In this game, however, each player can be in their own part of the track, so it’s a much better multiplayer mode. Overall though, as a single player game, Super R.C. Pro-Am is worth a few bucks, but expect a short ride.


Super Star Wars: Return of the Jedi – One player, password save, Super Game Boy enhanced (custom border only). Published by THQ’s Black Pearl division, this downscaled handheld edition of the SNES game is pretty decent. I got this one back after it was released, and thought it was an okay game. It certainly is not Nintendo-quality, but it is quite okay for a licensed Game Boy game. When compared to the SNES original this game has fewer stages, a much lower difficulty level, fewer characters to choose from in each stage, and no force powers, but still, it is a good game. There are 10 levels, three of which are special, and the rest are platforming. The platformer levels are average or slightly above average in both graphics and gameplay. The graphics are okay and the music does a decent job of sounding like the classic John Williams themes. The spritework’s very average GB third-party stuff, but it’s not too bad. It’s better looking than the previous GB Star Wars games at least, even if the graphics are only okay. There’s also a Super Game Boy border, though that’s it — there are no color palettes at all, just the default. Disappointing! The special levels are one Endor Biker level, played from behind-the-bike as you dodge the trees coming at you and shoot the Imperial troopers on their speeders, and the last two levels, which are two-plane, top-down shmup levels. As for the platformer levels, you start on Tattooine, then move on to Endor and the Death Star. You can choose from several playable characters in most levels; the only level with only one choice is level 5, where you play as Wicket the Ewok. Luke is playable in levels 1-4, 7, and 8, Leia in 1-4 only, Han in level 6 only (that Shield Generator level), Chewie is in 1-3 and 6 only, and 9-10 of course have you controlling the Millenium Falcon in the second Death Star, and thus it’s Lando and Nien Nunb there. Yeah, there are a lot fewer levels, and fewer levels where you can play as each character, in this game versus the original. It’s certainly easier, too. Each platformer level is fairly similar to the SNES originals, though, and it’s a fun game to play. Some later stages, the Shield Generator particularly, are challenging, too, and there are multiple difficulty levels, though unlike the SNES the passwords don’t save this, so the same passwords work for any difficulty (selected from the options menu). The platformer levels are simple but fun, though, and I like those shmup levels at the end. Here you’ve got two planes, an upper and a lower, and have to dodge things on one by switching to the other at the correct times. Also, defeat the TIEs as they come at you. It’s somewhat easy, but fun, and it’s a whole lot better than those horrendously choppy, awful-looking first-person-Mode 7 final two levels in the SNES game… ugh, Mode 7 can be cool, but that was NOT a good use for it. Still though, this obviously is not as good a game as the original, being so cut down in content. But even so it’s okay, and it’s certainly worth a try if you’re a Star Wars fan. It’s easily the best of the three Star Wars games on the GB, too. Also on Game Gear.


Tarzan: Lord of the Jungle – One player. I should begin by saying that I completely rewrote this review after playing it again; it’s better than I gave it credit for. Tarzan is a platformer made by Eurocom and published by Titus. It’s not a great game, and many people will hate it, but ultimately I actually kind of like it, oddly enough. It’s probably mediocre overall, but I did enjoy it, and finished the game recently. Tarzan: Lord of the Jungle is a collection, and exploration, focused platformer. In each of the games’ six levels, first you, as Tarzan, have to wander around the stage and find what is usually 16 items of some kind. There’s a timer ticking down as you go. The item type varies from level to level, but this is always your first objective. Then, with all items in hand, you have to go to the boss and beat them. Sometimes there is a third step, such as how in the first level first you have to go to the witch doctor (upper right) to get the potion before you go back to the boss (upper left), but that’s the general formula. If you stay alive enemies you have killed stay dead, thankfully, but if you die, they all respawn. At least the timer resets when you die, though. If you get a game over, you start the whole level over from the beginning. Thankfully, the enemies are forgiving and instant death pits rare, so the search is a bigger threat than the enemies. I did get a few game overs before beating the game, but it wasn’t a serious problem. Keeping going through the frustration was the bigger issue, but it was ultimately fun overall. The game doesn’t allow saving, so you have to play it all in one sitting. This really is the game’s biggest flaw, because the game can be frustrating and levels can take a long time. There may only be six moderate-sized levels, but this game will take several hours to get through, and that’s if you don’t give up. The graphics are okay; the art design is average, but I like the spritework and animation. The music’s not that good, and repeats CONSTANTLY. Seriously, the music gets maddening, and levels don’t even all have their own music. Expect to listen to the same songs loop over and over. Between that and the frustration factor of having little time left to find that one last item that you just can’t find anywhere, the game can be annoying… but that latter part, at least, is the challenge. Once I finally did manage to find all of the items in a level, it was felt pretty good. But I did have to leave my GBA SP plugged into the wall overnight to beat the game — it was too much to play in one day. With a password system this game would have been much better.

Level design in Tarzan is okay. As I said, instant-death pits are rare. There are none at all in the first two levels, though they do start showing up from level 3 on. That’s good — you can usually jump around without much fear of instant death. That is very important in a game like this where you are absolutely required to take constant leaps of faith as you explore around the levels in search for those elusive items. Most levels are taller than they are long, so jumping, searching trees, and looking around numerous layers of platforms up on the trees is central to the game. There are also caves, though, and the last level is in a temple. Each level has a different story. Make sure to read these, as they will tell you what you should be doing in the level. There are, of course, also many vines in the levels, as you would expect from a Tarzan game. You can swing on vines; make sure to drop to the bottom of the vine (you can’t fall off) before swinging, if you want to get to the next one. You can also climb up vines, if you let the vine stop and then press up. This is very frequently required. Also be on the lookout for cracks in the walls! In levels 2 and 5 particularly, and maybe also 4, you will need to find some secret passages through cracks in walls if you want to find all the items. This had me stuck the first time I played the game, and I gave up at level 2, but this time I tried pressing Up at one of the openings, and it was a door! Don’t miss them. Of course, there are also enemies to fight. Most aren’t very hard to beat, as I said, but there are a nice variety of them. Your default weapon is throwing knives, but you can collect other weapons from the enemies. There’s a gun, a throwing spear, a bow, and more. Each one of the collectable weapons has its own ammo and weapon power. You can attack diagonally up, and straight up, so make use of it! Unfortunately you can’t attack downwards, but otherwise your attacks are good in this game. The default weapon is usually fine, but the others are good particularly for bosses. Overall, Tarzan: Lord of the Jungle is a decent, quintesentially Western platformer. It’s a collection-centric exploration game, and it definitely can be frustrating, but I enjoyed it enough to play through the game recently, and liked it overall. This game is definitely not for everyone, and it’s not well known, but it is an okay game, provided you’re interested in this kind of thing.


Taz-Mania – One player, password save. Taz-Mania is another one of Sunsoft’s Looney Tunes games. This one is, as you might expect, a platformer starring Taz. The game has nice big graphics, a surprisingly hard level of difficulty, and pretty good gameplay. It’s a standard platformer, as you have to traverse platforms, cross pits, and kill enemies by jumping on them or via Taz’s spin attack. The graphics are nice and detailed too, so the game looks and plays quite well. This game isn’t as original as the other three original GB Looney Tunes games, but still it’s a pretty good game. And yes, do expect to be challenged; even getting through the first level took some effort. As usual from Sunsoft GB Looney Tunes games the game is short, with 5 or 6 levels, and it does have a password system so that you won’t have to replay completed levels, but the levels are long and just challenging enough that this game will last a decent amount of time for an older handheld platformer. And it’s definitely fun along the way. Note that while there is a “Taz-Mania 2” for Game Boy, that’s from a different developer and publisher, and isn’t nearly as good of a game. Sunsoft did return with a GB/C Taz-Mania game, but that one’s an outsourced, top-down collect-the-food action game, and is fairly average. This is probably the best handheld Taz game; Sega’s games on the GG are average at best, I would say. This game’s a little better than that.


Teenage Mutant Ninja Turtles: Fall of the Foot Clan – One player. TMNT: Fall of the Foot Clan was the first handheld Ninja Turtles game. I didn’t actually get this game in the ’90s, though I did play it some since my cousins had it. Stupidly enough, though I loved the Ninja Turtles, and played the arcade games whenever I could, the only classic TMNT game I actually bought was the PC version of that not-very-good first NES game. Yeah, great choice there me… as for this one though, it’s okay, but not great. On the good side, you can play as any of the four turtles, you have a good-sized health bar, the game is sometimes fun to play while it lasts, and the between-levels minigame is okay. However, this game is flawed. The main problem with the game is that it’s just so short and easy. The game is a side-scrolling platformer/beat ’em up. Basically, you walk to the right, kill the enemies as they appear, jump over pits and platforms on occasion, and then beat the bosses at the end of each level. It’s simple stuff. The graphics are big, which makes for nice pictures, but simplifies the gameplay because of how large the characters are, and how slowly the game plays. The difficulty level is way too low, too, and this game can be easily beaten in an hour. The game doesn’t have continues, but after a minimum of practice, they won’t be needed. Honestly, passing on this was a resonable decision. Still, for the short time it lasts it is a fun game, so I do consider it well worth the few bucks I spent for it a few years ago… but had that been $20 or $30, I doubt I’d still be saying that. I know handheld games were often short, but there’s a limit, and this game toes that line. The game also suffers badly in comparison to the amazing Ninja Turtles arcade games. It’s kind of hard to go to this after playing those. Still, with okay graphics and sound and competent if simplistic game design, Fall of the Foot Clan is somewhat mediocre, but is alright. Get it if it’s under $5 and you like the Ninja Turtles, but don’t otherwise.


Teenage Mutant Ninja Turtles 2: Back From the Sewers – One player. TMNT 2 for the Game Boy is one I missed back in the ’90s, but that’s unfortunate — while in screenshots this game may look similar to the first one, and it is still a platformer/beat ’em up, really, this is a hugely improved game. The third game is probably even better, and I wanted that one when it came out, but sadly I didn’t get it, and I still don’t have that game… I really need to buy that sometime, that was one of my most-wanted GB games that I didn’t get. Anyway though, this second game’s good too. The game is still on the short side, and obviously runs on an improved version of the same engine as the first game, but it’s got a lot more variety this time, and more challenge too. There are also some side-view isometric segments, which is pretty cool. I really like these, and kind of wish that we’d seen an all-isometric TMNT game on the GB. Those parts are probably the most fun parts of this game. The graphics here are good too. The backgrounds are more detailed than the first games’ are, among other things, and those isometric parts look good as well. Coming from the not-that-great first game my hopes weren’t that high with this game, but it surprised me, and really is a good game. It’s bigger, longer (not long enough, but longer), and better than the first one. The music here is better as well. This game isn’t really hard, but won’t be easily beaten, unlike the first game. You can also do a minigame between levels to rescue a captured Turtle, if you’ve lost a character. Try not to lose multiple turtles in a level though of course, or to fail the minigame. But yeah, overall, this is a decently good game worth getting. It’s not as good as the classic full-scale Turtles beat ’em ups, but it is better than most of the other sidescrollers.


Tetris – Two player simultaneous – Link. Tetris is one of the great puzzle games, and its megahit success created the block-dropping puzzle game genre. You have to drop blocks of various shapes in order to make lines, which will then disappear and give you points. Tetris was the original Game Boy pack-in game, but I didn’t own it until a few years ago, because when I got my GB in ’93, it was the basic set and didn’t come with a game, and I never ended up getting this one then. I have played Tetris though of course, on the PC and more recently on various consoles. This version is a good one, and it’s far better than the NES version Nintendo later published. In most ways the later Tetris DX edition is better than this one — it’s similar, but has more content and battery save — but I do like the music better here; GB Tetris’ classic Russian music is fantastic. As for the gameplay though, you’ve got standard endless Tetris, versus mode via link cable (it’s as good as expected), and that’s about it. The depth here is in how addictive most people find Tetris to be, not in any wealth of options. I like Tetris, but I don’t love it; Tetris is not one of my favorite puzzle games, though it is a good one, and I will admit that it can be addictive. Also, I do like having more options, as in Tetris DX, but I can’t deny that the core block-dropping puzzle action is done very well, without any of the exploits like the infinite spin you can go in the DX version. Plus, as one of the most common GB games, this is incredibly cheap. Still though, there are huge numbers of versions of Tetris out there, and most of the ones on newer platforms will save your scores, too, which is great in a game like this. Also on almost everything, in many different renditions, but this edition is GB-only (the NES version is similar, but has no multiplayer).


Tetris Blast – Two player simultaneous – Link, password save, Super Game Boy enhanced (multiple custom borders, auto-selecting color palettes). Tetris Blast is actually a Bombliss game, and it’s the only Bombliss game to be released outside of Japan; the various SNES editions all stayed there, unfortunately. Bombliss is a modified version of Tetris where instead of destroying blocks by completing lines, your goal is to clear a screen by blowing the blocks up with bombs. The pieces fall from the top, though the pieces have new shapes not seen in Tetris, and are made up of both regular and bomb tiles. When you complete a line, any bombs in that line will detonate. Small bombs will blow up the next couple of blocks to their left and right, while large bombs, formed by putting four bomb tiles together, will destroy a large area of the screen. The game is fun and challenging, and I like this game a lot. I really like that the main game mode does have an ending; as I’ve said before, I like it when games have endings, and this one does. The game has several different borders on the Super Game Boy, too, which is pretty cool. Tetris Blast has a good amount of content, too. There are three different single player modes: Contest, which is the main level-based game with password save where you try to clear each screen, Training, which is an endless mode, and and Fight, where you compete against an AI opponent. The enemy is actually walking around on the screen in the field, which is amusing. There are two ways to win: either hit the enemy with enough bomb blasts or dropped blocks to reduce their health to zero, or trap them in a giant explosion and take them out. There are eight opponents in Fight mode, and no passwords, so this you do have to play in one sitting. There are several difficulty levels though, and you can play them in any order so you can “continue” that way once you’ve beaten each one. There’s also link cable play; though I haven’t tried it myself I’m sure it’s good. Overall, Tetris Blast is great. More Bombliss games should have released in the US for sure. Other Bombliss titles released in Japan for the NES, SNES, and GBC, but all are Japan exclusive.


Tiny Toon Adventures: Babs’ Big Break – One player. The first of two Tiny Toon Adventures platformers on the system from Konami, this game is the easier one to find. Both games play pretty much the same, though, so if you like one, the other is more of the same. The GB Tiny Toon Adventures games are decent platformers with nice graphics, okay music, and plenty of fun, traditional platforming. They are on the easy side and are not very long either (flaws too common in GB platformers), but it will take a little while to get through the game, and it’s a bit bland, so I haven’t finished it because it’s not fun enough to play through in one sitting. I know that happened in the early GB days, and throughout the Game Gear’s life on that system, but I’ve never liked it, and that these gaems don’t have password systems really is a negative for me. They are on the short side overall, so once you spend some time with them they won’t be hard to get through, but still, that should not be required. The actual gameplay is good, but very standard; there’s nothing original or unique at all here. You just walk to the right (or explore, in the few open-area levels), find the hidden areas, collect carrots, and jump on or throw stuff at the enemies to beat them. At the end of each level you can play a simple bonus game. Very standard stuff, though like most Konami GB platformers, the pace is a bit slow compared to games from other publishers. That is a factor in why I get bored of the game after a few levels, I think. You can play as Buster, Hampton, or Plucky, but not Babs; naturally the female character is the goal (you’re chasing her to stop her from continuing her quest to be a movie star), not a playable character. Sigh. At least she wasn’t kidnapped. As for Hampton and Plucky, really, Buster is the best character, so only fans of those characters will choose them much. This really is a very standard game, though. The graphics are nice, and the gameplay is good, though, so sure, I do like the game. It’s a little above average, anyway.


Tiny Toon Adventures [2]: Montana’s Movie Madness – One player. Montana’s Movie Madness is pretty much exactly like the first game, except with new levels this time, and only one playable character: this time you can only play as Buster, no one else. Other than that though, the two games are nearly identical. There still isn’t a password system, it’s still slow, and it’s still an extremely conventional platformer that is playable and moderately fun, but won’t amaze. The plot is that the villain, Montana Max, has made some movies where Buster is the villain, so you have to go in and change them so that people won’t think that you are a badguy. Therea re four movies, so four worlds each with a different theme. As with the first game, you can occasionally play a minigame, though there are more this time, 12 in all. So, overall, this game is okay. It’s a decent game with nice graphics and competent gameplay. However, it’s about as unoriginal as they come — they changed almost nothing from the first game. I know it’s fairly short, but come on, add a save system! Still, it’s fun.


Torpedo Range – One player, battery save. Torpedo Range is a somewhat obscure, and interesting, game where you control a submarine. The game is sort of an action minigame collection, I guess; that’s the best I can do. You choose which one of six (real-world) countries you want to play as, and your task is to conquer the world by subduing the other five. The sub-game concept is a little like Radar Mission, so they may have been inspired by that game, but this game isn’t Battleship, it’s something completely different. The game released in Japan in ’91 but the West in ’96, but you can tell that it was originally an earlier release, as the graphics are simple. The music is simple too, but it is catchy and addictive, so I like it. In the game, you sail around in your submarine on a map. At various different points on the map, you can do a mission. There are five mission, and thus minigame, types. Some types do scroll a little, but the usually it’s just a single screen. The game is pretty tough at first, though thankfully you can save at any time on the overworld map. You will have to learn each of the game types in order to progress, and each one is different. You get points by beating missions, and can then choose which stat you want to improve once you get enough points to do so. It’s nice that you get a choice. So yeah, there are RPG elements here. You have shields to protect from damage, and your shields recover after you win battles. If you lose, you lose points. The first minigame type is battles against cruisers. This plays similarly to the B-game in Radar Mission: shoot the targets, which are at varying distances from your sub, while avoiding the shots they shoot back at you. You need to get them all if possible. The second game type is against a carrier. This is a static-screen side-scrolling game where you move your sub around in the water, dodge incoming fire from ships and planes, and try to take out all of the attackers with your missiles that shoot straight up. There are some classic arcade games like this, and this uses the concept. Fourth is a side-view, and again single-screen, underwater battle between you and several enemy subs. Here you shoot straight torpedos, and have to try to take them all out without dying yourself. The fourth and fifth types are close-up attacks, viewed third-person behind your sub, against either a battleship or an enemy city in front of you. You can move left and right across the target. Here you have to try to take out all of the targets on the enemy ship or city while avoiding enemy fire, missiles, and such. It’s easier said than done, particularly for the battles against cities. Those are tough. Overall, Torpedo Range is a simple game with basic graphics, but the battery save system, save anywhere design, and reasonably fun action make it definitely worth a look. The game does lack variety, as these five things are all you do throught the game, and there are no new minigames introduced later, but still, for what it is, it’s a good game. It could have more variety and better graphics, but as it is, it’s worth checking out.


Toy Story – One player, Super Game Boy enhanced (enhanced sound only). Toy Story for the GB is a downscaled version of the SNES/Genesis Toy Story game. The basic concept is the same, but it’s on the handheld, and has a lot of problems. This game was the worst game that I actually bought for a videogame system in the ’90s, hands down, and I disliked it so much tha I actually sold the game (I bought a very cheap cart copy last year, so that’s why it’s still on the list). The game has a horribly bad framerate, serious control lag between when you press the button and when anything happens, sometimes confusing objectives, poor collision detection that makes actually accomplishing some of your objectives quite difficult, and more. The game has graphics that look great in screenshots, but once it actually starts moving, you can tell that they pushed the hardware way too hard here, and the results are unacceptably slow. The game also has limited continues and no saving, and no level-skip codes either. I remember getting almost to the end of the game despite this, to the last level I think, but I don’t think I won… oh well. Anyway, the game is of course a side-scrolling platformer, where you play as Woody from the great Disney movie. The game loosely follows the film’s plot, though many of the objectives here are made up for the game. The game isn’t usually just a go-to-the-right game; instead, you often have to do objectives, like freeing certain characters from walled areas, in addition to some levels where you do just have to go to the right. But with the horrifically slow speed at which this game plays, it’s not even remotely worth it. Woody can use his pullstring like a lasso, so you can swing over gaps, which might be fun if the controls and gameplay were actually decent, but they’re not of course. Otherwise, you just have to either get to the right fast enough, or wander around the level looking for whatever your objective is (it’s often not obvioust all), depending on what stage you’re in. Ugh. This game was one of the early Disney games from after Sega and Capcom lost their Disney licenses and Disney started licensing it out themselves, and the results are terrible. This game finished off the last shreds of faith I had in movie licensed games.


Trax – Two player simultaneous – Link. Trax is a shmup from Hal where you take control of a tank and have to go defeat the badguys in it. The tank is a somewhat cute, round thing with a spherical body and four spheres as wheels, but the enemies are deadly. The game is an earlier GB game, and is quite short. Trax has good if early-gen graphics and some pretty good music, so the presentation is good. There are three modes: the main single player game, vs. CPU in the multiplayer arenas, and link cable play. The game is mostly good, but has one significant issue: short length. There are only five levels, and unfortunately, there are no difficulty level options to make the game harder. The actual gameplay is great and the game is really fun to play. You can shoot and rotate the turret each with a button, so it is possible to shoot in one direction and move in another. In a game with a tank, that’s great to see; not all games had it. There are also several powerups to collect which give you different types of special weapons. You can blast away at the buildings, walls, and more, so it’s possible to destroy a lot of your environment. It’s great fun. The game is strictly vertical scrolling — there are no horizontal areas. You can move around though of course, and will have to to navigate the stages. Plenty of enemies come at you, in many different types. They can’t really match your firepower when upgraded, though, so I found most of the game quite easy. Lots of fun, but quite easy. Each boss is different and requires a compeltely different strategy to fight, which is cool. The last level, and remember that there are only five or so in the game, is much tougher, though — it’s got a tough boss rush in it, and I probably spent almost as much time, or as much time, in the last level as I did in the whole rest of the game up to that point. Unfortunately the last level’s music is one of my least favorite in the game… oh well. That boss rush is nasty, though, and if you get a game over, you start it over from the beginning. You have infinite continues in this game so victory is only a matter of time, unless you give up of course, but still, the last level won’t be anywhere near as easy as the rest of it. First you fight each of the previous bosses, then the three-stage final boss. The last fight is reasonably epic, with each form getting more intresting than the last one, too. The last level took a good amount of time to beat, and it was satisfying when I finally won, too. Overall, though, this game is too short. I wish that there were more and harder other levels, then maybe a bit less at the end, to balance it out better. I don’t have two copies so I can’t play the link mode, but this game does have a somewhat uncommon (for the system) vs. CPU mode where you can play against three AI opponents in any of the 12 battle arenas. The game keeps track of your wins and losses, but there is no lasting game here (or difficulty level options, naturally), just single battles. Still, the battles as they are are pretty fun. Each of the 12 arenas comes from a different environment style you saw in the main game, and they’re well-designed and fun to fight in. Good stuff. Overall, Trax is a good but short game that I absolutely recommend purchasing. I only wish that it had gotten a sequel that added to the content. Unfortunately for Trax, Hal made Kirby next instead…


Turrican – One player. Turrican is a port of the computer and console game of the same name. Like the TG16 version, this is a stripped-down version of the game with fewer levels than the original release — there are only 12 here, of the original 16. The Genesis version does have all of the levels, but as all versions have a high challenge level, limited continues, and no saving, they’re all extremely hard. But this game has much bigger problems than that. The biggest issue here is that this game was designed for a big screen, and the tiny graphics make this an even more difficult version of the game to play than it already was. And I know that some C64 and Amiga fans seem to like this game, but while I think the rest of the franchise, including Turrican 2/Universal Solider (Genesis) and the great Super/Mega Turrican games from Factor 5, are fantastic, this first one is rough, and not nearly as good as the rest of them. Turrican 1’s biggest problem is that you just can’t see far enough ahead. In this game, you will have to frequently make leaps of faith in areas full of bottomless pits. Yeah, it is NOT fun. If I could just see far enough ahead to know where I was going, or if the level designs were better, this might have been a great game, but as it is, it’s just not. Turrican 2/Universal Soldier, even though visually it looks similar to the first game, almost entirely gets rid of this issue — in that one, you can see where you’re going, and don’t have to constantly jump into space, just hoping that you land on something. And on top of that, again, the graphics here really are tiny, and don’t look that great either. This game just wasn’t designed for a handheld. The controls are somewhat complex too, with lots of functions mapped to just a couple of buttons — you have your main gun, the multi-way gun that you can aim in any direction, the Samus-esque ball form, and several types of screen-clearing superbombs, too. There are also several different types of main guns, though you can only have one at a time, as always in the series. Turrican has huge levels, an extremely high difficulty level, and a lot of game to get through, and as a Turrican series fan I don’t regret getting this when I saw it for a few bucks, but this is probably the worst released Turrican game you can find. There’s also a GB version of Universal Soldier, though it’s mostly only better than this one because Turrican 2 is better than the first game. Overall, probably pass on this unless you love Turrican as I do. Also on Amiga, Commodore 64, Genesis, and TurboGrafx-16.


Wave Race – Four player simultaneous (with Four Player Adapter, two without), battery save. Wave Race was Nintendo’s second major racing game for the Game Boy. As with the later N64 game, you race (unlicensed, here) jetskis on the water. Somehow, though, back in the ’90s I always passed on this, and never really gave it a first look. It is true that the game has dated graphics compared to later games like Micro Machines, but still, the game looks okay, and plays better. Once I finally played the game, I realized that that was wrong of me — Wave Race is a great game, and I’d surely have loved this game as a kid. Wave Race is a top-down racing game, as are most of the better GB racing games like Micro Machines, Super Off-Road, or Super R.C. Pro-Am. And it has battery save too, something those other games do not. Wave Race has three main modes: Circuit, which is the main championship, Slalom, and the versus (link cable) mode. I haven’t played it in multiplayer, but with how good Micro Machines and Super RC Pro-Am are, I’m sure it’s fun. All races, single or multi player, have four boats (well, jetski knockoffs) in the race. For the single player modes, each mode has six series, made up of two different sets (National and World) of three championships each (three speed classes). Circuit mode is a standard points-championship mode. You win if you have the required number of points at the end, and finish in first. It gets difficult quickly — this is a hard game. There are eight different tracks in total in this mode, with later series getting longer than the early ones. The other single player mode is Slalom mode, a somewhat unique mode where you have to try to be the person to go through the most checkpoints first. As with the circuit mode, there are eight areas to race in in this mode. These are new: each mode has its own tracks. This is not a point-to-point race, however. Instead, the four boats can fan out across the race, and each racer gets a point if they’re the first one to travel through one of the checkpoints on the map. The race’s winner is the person with the most points at the end. As a result, memorization matters here even more than in the circuit mode — you NEED to learn the best paths, or you will not win. It’s an interesting mode though, and is fun to challenge. It’s great having something different, that isn’t just standard racing. Learn how to use the controls well — you only turn at 22.5 degree angles, so make sure to point yourself correctly considering the angle and the water, and any jumps of course. Strategy matters in this game. Overall, Wave Race is a good, but challenging, game. The game can get frustrating, even early on, as it can be hard to win championships — the AI in this game is tough. Still though, it’s a very good game well worth getting. And yeah, it’s cool that it’s another four player compatible game.

Wario Blast: Featuring Bomberman – See in the “B” section, above Bomberman GB.

Wario Land: Super Mario Land 3 – See in the “S” section, below Super Mario Land 2.


Yoshi – Two player simultaneous – Link. Yoshi is a simple puzzle game from Nintendo. The game was the only puzzle game we owned for the Game Boy back in the ’90s, so I played the game a good amount, but honestly, it’s not all that great of a game. Yoshi is just too simple and repetitive to be a great game. I may not love Tetris, but yes, it’s far better than this. In Yoshi, you play as Mario, and are controlling four stacks of tiles. You hold two at a time, and can flip the stacks by pressing a button, and change which stacks you are currently holding with left and right. A constant stream of tiles fall from above. The normal ones look like Mario-universe enemies — Bloobers, Pirahna Plants, Goombas, and such. You can make pairs of them disappear by having two of the same type touch (vertically within a stack only; no horizontal rows in this game), or you can stack by putting different types together. The reason to do this is because of Yoshi eggshells. There are two Yoshi eggshell parts, the top and the bottom. If a bottom eggshell is in a stack, and then a top eggshell lands anywhere above it in the stack, both eggshell parts, and all tiles in between them, will be destroyed, and you’ll get a bonus. There’s a different little animation for each number of blocks you get between the eggshells. Top eggshells that land somewhere not on a bottom one will just break on landing. The game is decent, and eventually gets moderately hard, but gameplay depth is very limited, and there’s no help from the game’s featureset; there just isn’t much here — there’s endless play or versus, with no other options other than difficulty and music. And no saving, of course. The (lack of) options is just like the first version of Tetris, and with a game that is so much less compelling, I don’t really like this game all that much. There are much worse games out there for sure, and it can be fun for a while, but Yoshi is really bland, and most of Nintendo’s other GB puzzle games are better. The NES version is on 3DS Virtual Console, but not the GB version. I presume it has no multiplayer (I mean, the NES version has splitscreen, but where’ would the other controller be?).


Yoshi’s Cookie – Four player simultaneous – Link (with Four Player Adapter; two player without it). Yoshi’s Cookie, also on SNES, is a puzzle game where you have to clear a field of cookies on the screen. In order to clear a line, you have to make all cookies in a row of two or more be the same type of cookie. At that point that row will be cleared, and the other remaining cookies will move together, to the left side of the field, to reform into one block. You can control a cursor that will move any block either horizontally or vertically. When you move it, it will shift all other blocks in that row or column one space over as well. Over time more rows of cookies will slowly be added to the field, but if you clear all of the cookies in the main part of the puzzle, you clear it. Once you clear a puzzle, you go to the next one. The game has 100 puzzles in the main mode, breaking down into 10 rounds of 10 puzzles each. The game has no saving for scores, but does have a round select, so that you can start from any of the 10 rounds. You play as a character on the right side of the screen, and can choose either Mario, Yoshi, the Princess, or Bowser, though your choice really doesn’t matter — you’ll spend almost all of your time looking at the field of cookies, not the characters and “how many cookies have you cleared in this stage” info on the right. As with most of the earlier Nintendo puzzle games, the game has a minimum of modes. All you can do is choose the round you want to start on, your speed, music, and go — nothing else, other than multiplayer. It took Nintendo way too long to start offering more full-featured featuresets in their puzzle games… stuff like Tetris DX or Kirby’s Star Stacker are lightyears ahead of these earlier ones (Tetris, Tetris 2, Yoshi, Yoshi’s Cookie) in features. It is pretty cool that the game has a four player mode with the 4 player adapter, though. This is one of the only puzzle games that supports it, and it’s great that there is at least one puzzle game that supports it, even if it’s surely quite rarely used because of all the hardware required. The game itself is good, too. Yoshi’s Cookie has average graphics, but the cookie-flipping puzzles are fun. Overall, this is a good, but not great, game. It has potential, and it’s too bad that the only updated version of Yoshi’s Cookie, other than the similarly thin-featureset NES and SNES versions, was the Japan-only-released version in the Nintendo Puzzle Collection for Gamecube. GB-exclusive version of a game also on NES and SNES (though two player only on both of them).


Zen: Intergalactic Ninja – One player, password save. Zen Intergalactic Ninja is a slow-paced platformer-beat ’em up from Konami that runs in the same engine as the first two GB Ninja Turtles games. The graphics and design here are very similar, particularly to the first TMNT game, Fall of the Foot Clan. This game released after the second GB TMNT game, but this game returns to the short, exclusively side-view style of the first game. As for the gameplay, in Zen you play as the cartoon character of the same name. This is one of those ’90s environmental-themed cartoons, so the villains are all trying to pollute, and you need to stop them to save the environment. I don’t remember ever watching the show, but my cousins had this game, and while it’s sort and simple, I liked it then, and still do now. Zen has a staff for a weapon, and can shoot with it too if you charge up your attack. You can play the first four levels in any order, and then there’s only one more level and it’s over. The passwords help make this game even easier, but they are welcome; I always like to see save systems. The level designs here are good — while the game has the same slow pace as the TMNT games, the level designs are better than Fall of the Foot Clans’, and there are some more interesting challenges to face. The grahical detail and music are well done as well, and the diffrent bonus stages are nice. Overall, I’d put this game in between the two TMNT games in quality. It’s not as good as the second one, but is definitely better than the first. It may be very short, but it’s fun while it lasts.


GB/GBC Dual Mode – 28 games


Asteroids – One player, password save, Game Boy Printer support. Asteroids for the GBC isn’t just a port of the original arcade game. Instead, it’s a new game published by Activision, along the lines of their PS1, PC, and N64 Asteroids game released in the late ’90s, but designed for the small screen. The gameplay, as with the console version, is classic Asteroids action, as you shoot rocks in a single-screen-per-level design, watch them break apart as you shoot them, then shoot the pieces so as to try to keep them from hitting you. Of course the game also has the original thrust-style controls, where you press a button to move forward, and your momentum will keep you going until you spin around and thrust the other way, or hit something and die. Apart frm the “stuff warps around the sides of the screen” thing, it’s accurate outer-space physics! Heh. Anyway, occasionally enemy UFOs will show up too, and this game has levels and an ending, so the game does get harder, and the backgrounds will change, as you progress. I really like that they put the game in a proper game structure this time. Sure, endless games can be fun, but I do prefer games to have endings. The backgrounds look great on the GBC too, though this plays fine in B&W as well, and still has nice art. After you beat each set of 10 or so levels, you get a password to save your progress. Asteroids for GB/G is a simple game, but it’s a good one. It can take a little while to get used to Asteroids’ controls, but once you do, the game plays well, and looks nice too. Recommended.


Ballistic – Two player simultaneous – Link. Ballistic is a version of Mitchell’s ball-shooting puzzle game that probably is better known thanks to PopCap’s blatant ripoff title, Zuma, than it is in its original incarnation. Despite that, Mitchell did originally come up with the idea, and Ballistic versions are available on various consoles. It’s a great, classic puzzle game, where you control a central shooting point which shoots colored balls at a line of balls moving along a track. If you hit two or more balls with one of the same color, they are destroyed. Simple concept, good execution. However, this is far from the best version of Ballistic to get. If you want a great handheld version of the game, I highly recommend Magnetica for the Nintendo DS — it’s an evolved version of this game, is amazing, and blows away this barebones release! First, the graphics are basic. This only barely looks like Ballistic, and the ball movement and shooting doesn’t look very good. It looks even worse in B&W, of course, which this version of the review is for. Good luck telling the colors apart, you need to go just by the shapes in each ball, like in the GB Bust-A-Move games (which I don’t have, for a reason!). Ugh, color-matching games in B&W doesn’t work at all! And the music’s poor as well. But the biggest problem here is that because the game doesn’t have a battery, there’s nothing here to save your progress through the mission mode, or your scores in the game in general. And without that, it just feels like a game without a point. I know that most early GB puzzle games don’t save, but this game is much newer, and came from a time when a lot more games did save. That it doesn’t have it at all really is a problem. Scores is one thing, but it’s particularly annoying that there’s no way to save your progress in the puzzle mode. You’ll just have to remember, and start over each time. There are several modes, but not too many — endless, puzzle, versus (link), that’s about it. This is a good game, but play a better version of it. Other versions of Ballistic are available on the PC, Mac, Nuon, and PS1. Any of those are better than this version. Magnetica for the Nintendo DS is a sequel of sorts (and is awesome).


Conker’s Pocket Tales – One player, Super Game Boy enhanced (with custom background, auto-changing color palettes). Conker’s Pocket Tales is an interesting game — it’s the only game which is completely different between a B&W (or SGB) system and a color (GBC/A/Player) system. Yes, there are two different games on this cartridge, one for each system. Unfortunately, the game only allows you to have save files for one version on the cart at a time, so you must finish one before putting the cart in the other kind of system and playing the other game. Make sure not to accidentally lose your file because of this! As for the games, both are top-down action-platformer titles. You wander around, finding items, looking for where to go next, and avoiding, or defeating, enemies. You can dive under the ground at points, and collect stuff like acorns. The level designs and some game design elements are different between the two versions of the game, though. As I said, this cart is two games in one. In this B&W version, you have save points where you must save at (the color game has save anywhere). Despite the more limited saving, though, I like the level designs in the B&W version better than the color game, so this is the better game overall. Buildings are a little bit smaller, but I think that change is good, and the overworld maps are better designed as well. The game does have nice SGB support, too, so I would recommend playing the game in that. Conker’s Pocket Tales is a bit like Banjo-Kazooie: Grunty’s Revenge for the GBA, except earlier. The two games definitely feel similar, though, which makes sense since both are topdown platformer games from Rare. This game has a bit more of an adventure game feel than that one, though, and I think I like it a bit more than that game. This game is of course extremely cute and lighthearted; this is from before Conker’s dark turn. As such it’s somewhat interesting to see, because of how drastically different it is from the Conker of Conker’s BFD. The gameplay is the best thing here, though. This is not a great game — I don’t love top-view or top-view isometric platforming most of the time, it’s very hard to do well in my opinion — but for a topdown platformer, this is at least better than most, and it’s at least moderately fun. And yes, I do like the B&W/SGB game more than the color one. It’s just more fun to play. And yes, it looks good in a SGB. This was Rare’s last B&W, and SGB, compatible game, and it’s one of their nicer efforts.


Ghosts ‘N Goblins – One player, password save. Ghosts ‘n Goblins is a port of the NES classic of the same name. The game is a pretty good port of the classic, with all the difficulty and frustration of the original, except with a password save system this time to help make things a little bit less frustrating. I very much like that addition, and it makes this the better version of the game, I think… in color. However, this is supposed to be a review of the B&W version, and it’s just not as good as the color version is. The game is still playable, but it’s hard to make out the enemies from the backgrounds here, as with Donkey Kong Land for instance, and the game blurs too much to be at all playable on an original GB. In B&W mode the gmae uses a black sky with white sprites, so the colors are reversed from most Game Boy games, and it looks odd and is hard to get used to. On a Super Game Boy or GB Pocket it’s playable, but still the enemies blend in with the backgrounds some. It can be more frustrating than it is fun, even beyond the level of the original game. For those who don’t know the game, Ghosts n Goblins is a classic, and very difficult, Capcom platform-action game. You play as the knight Arthur, who has to rescue his perennially kidnapped, nearly impossible to save girlfriend Princess Prinprin from the evil forces of demons who keep taking her. All GnG games have two quests, so after “beating” the game, you have to play it through again, at a higher difficulty level, in order to see the real ending. Here that password system really helps out, for sure. The game’s hard, but fair, and everything can be memorized. You’ll sure need it, to get anywhere in B&W! This game probably should just have been made color only, but Capcom wanted it to work on older systems, so they did, even if the results aren’t that great looking. Still, though this game is quite unplayable on an original GB, at least on a GBP or SGB you can play it, even if it isn’t as good as it is in color. GB-exclusive port of a NES classic. The NES and arcade original versions are on other platforms too (arcade collections, etc.), but not this one.


Hexcite – Two player alternating – single system or Link, battery save, Super Game Boy enhanced (with background, different color palettes, and two player multiplayer with SNES controllers). I did a thread for Hexcite a while back. It got no attention, but it should — this is one of the GB/C’s very best games, and it’s in my top ten list for a reason. Hexcite is a conversion of the little-known board game of the same name. A bunch of systems got Hexcite games in Japan, but in the US, there’s only this, and a PC version only available on Bigfishgames.com. Both versions are good, but while the PC ersion has better graphics and harder AI, for features, this one wins hands-down. See my thread for the full list of features, and detailed information on how the game works, but Hexcite is a great, complex, and challenging strategic tile-placing boardgame. In the game, you place tiles into a hexagonal board. There’s only one board in this version, but that’s all that is needed. The board is broken down into seven smaller hexes, each of which is made up of small triangular spaces. Those triangles are the spaces you play on. Each different type of playing piece has a different size, from one triangle to a half-hexagon, and the challenge is to play as many pieces as you can, and outscore your opponent. Solitaire puzzle mode aside, it’s a two player game always, versus a computer or human. There are several game modes, including a single game match where you set the rules and play, a main challenge mode where you create a file and gradually level up and face harder and harder competition as you gain experience by winning matches in this mode, a solitaire puzzle mode where you have to use certain pieces to solve the puzzle put before you, and versus mode. This is a very full-featured production with some of the highest production values and volume of content I’ve seen in a B&W-compatible, or even GBC, board or puzzle game. The game even has a nine different music tracks to choose from, lots of different board color sets, and different sets of colors for the Super Game Boy and Game Boy Color. Impressive.

The most challenging rule is that you can only place a piece if its whole side lines up with a side. That is, you cannot overlap a piece, and have it partially match up with the side of the piece you’re playing against, and partially be out into empty space. That’s not allowed. Because of this, larger pieces can be blocked off from being played anywhere once the game has progressed a while. You lose points for any piece left in your hand at the end of a round (loss being based on the number of sides the piece has, not its size), so be sure to try to place as many points of your pieces as possible! This challenge is the core of the game, and it’s a gripping, compelling challenge. The AI is somewhat exploitable even at the highest setting (which has to be unlocked; see how on GameFAQs), but it’s tough regardless, and beating this game will take quite some time. Hexcite for the GB/C is a very impressive effort, with great SGB support, multiplayer any way possible (single system alternating, via link cable, on SNES SGB with two controllers… any is fine), it has battery backup to save your stats and progress in the main challenge, your settings, and your progress in the solitaire puzzle mode, too. Overall this is an absolutely exceptional production, and there’s a good reason why I played it almost every day in 2011, until I finally had beaten everything I could in the game. The only real negative about it is that it can take time for the AI to play its turns. I recommend doing something else while playing this, like watching TV or something, because if you’re focusing only on the game, sometimes it can get boring while you wait for the computer to play. Don’t let you keep you from getting this game, though! Get it, now. Must have.


Hot Wheels: Stunt Track Driver – One player, password save. Hot Wheels: Stunt Track Driver is a mediocre side-view racing game. The GB and GBC has a lot of very average racing games, and this is one of them. The side-view perspective, which plays at a slightly isometric angle and has a little bit of depth, is different, but that doesn’t make it better, really. This is a quite mediocre game. However, it could be worse… at least it’s easy. That makes it a whole lot more fun to play than the PC game of the same name, I think. For a review of that see my PC racing game thread, but this game does do a decent job of feeling like a simpler version of that same concept: you’re driving Hot Wheels cars around narrow Hot Wheels tracks that are laid out around rooms in a normal house. So, the backgrounds show the room the track is set in. It’s not as impressive as the FMV backdrops in the PC game, but it’s fine for the GB. The biggest reason for that low difficulty level, though, is that unlike the PC game, turns are not a factor here. Remember, the game is side-view isometric; you can move up and down the track, but other than trying to hit boost strips, you can mostly just play it like a sidescroller. And of course, you cannot move around while in the air, which you will be a lot. There are lots of jumps in this game, after all; see the name, “Stunt Track Driver”. Stunts mean flips and spins in the air. I’ve always liked flipping cars around in the air, so the stunts are quite fun. The game is quite forgiving on your landings, so you don’t need to land at the correct angle, really. Being off is okay. That makes it easy and fun to zip through the levels, but it is one of the main factors in that low difficulty level, along with the complete lack of any turns, which could be tough to get around correctly, in the PC game. In that game the time limit on each track is a steep challenge; in this one, it’s barely relevant. After each race you get the 5-character password for the next track, and there aren’t that many races in the game. So yeah, this game’s easy but entertaining. Don’t expect it to last, at all. As for color versus B&W, the gameplay is the same, and the graphics are similar too, considering how bland this game looks. It will be harder to play on an original GB, though, of course; the game may be forgiving with its landings, but not so much that you’ll do fine on the blurry screen of an original GB. Use a GB Pocket at least.


Jeff Gordon XS Racing – Two player simultaneous – Link, password save. Jeff Gordon’s XS Racing is a futuristic behind-the-car racing game licensed by Jeff Gordon, famous NASCAR driver. See my review of the demo of the PC version in my PC Racing Games thread for more on that version of the game. This is the only console Jeff Gordon’s XS Racing game released; the PS1 and N64 versions of the PC game were both cancelled. Looking at this game, I can see that the developers were trying to make something that is at least slightly like the PC game of the same name. So, you have the same cars to choose from, and tracks with the same names as the PC tracks. Plus Jeff Gordon himself gives you some hints here and there, though none are particularly useful. Of course you can’t do a 3d futuristic racing game on the GB, though, so instead you get a generic behind-the-car GB racer. The game has bland but okay visuals, perfectly average controls, a low difficulty level, and tracks that only incidentally resemble the tracks from the PC game. Your car looks similar, and it still has wings in the jumps, but you don’t have much control in the air here. The tracks are totally different in feel, too. While in the PC game laps are very short, as they are in NASCAR, in this game, they are long, easily a minute per lap. You only do three laps per race, too, quite unlike the PC game. And there’s a very poor sense of speed here; with how slowly the dashes on the road scroll by, 100 MPH feels more like 20 or something. It sure doesn’t feel like you’re going 300+ miles per hour here. There are also only five cars in each race. The basic strategy is to take the lead, then get in front of the other cars to bump them back when they try to pass you. This will get you far. Even if you finish second, that’s probably okay because the game uses a points system. You don’t need to win every race, just come out on top overall. The game gives you a password after every race, too, though they’re an annoyingly long 18 characters each. As far as options go, there are just a few: championship, single race, or link cable multiplayer. That’s it. Still, the game is okay. It’s fun enough to play, and the game plays perfectly in B&W. You’ll lose those colorful backgrounds, but the game plays quite nicely on, say, a Super Game Boy. It’s even playable on the original GB. Overall, this game is straight down the middle average at best, slightly below average at worst. I don’t have two copies, so I haven’t tried it in multiplayer.


Klustar – One player. Klustar is a puzzle game, but it’s more Tetris than anything, so it does work fine in B&W. This game is sort of like a version of Tetris with larger pieces and a design where pieces fall towards the center of the screen, instead of to the bottom. You control a single block at the start, and when you touch one of the pieces as the cross the screen, it attaches to your central point. So, as you go, your shape you are moving gets larger and larger. The goal is to make squares of blocks. When you make a square, those blocks will be destroyed. The game is okay, but gets repetitive; this game has little variety. The game doesn’t save scores or anything either, and has few modes. It’s mostly just an endless survival game. The game is somewhat addictive, as you try to survive longer, but overall, I’d rather play something else.


Looney Tunes – One player. Looney Tunes for GB/C is a colorized remake of Sunsoft’s first handheld Looney Tunes title, originally released back in the early ’90s. I first played this game back before I even owned my own Game Boy, and loved it because, well, it was a Looney Tunes game, and I loved the cartoons, and the game was good too. This game is short, but fun, and it’s a quite fun game with great graphics and sound and good gameplay. The challenge level is perfect for kids; adults might find it a bit easy, but the fun factor holds up, if you like the Looney Tunes at least of course. It’s got Sunsoft’s usual good graphics and sound too. In this game, you play as one a bunch of Looney Tunes characters for one level each. The first level stars Daffy Duck. This stage is a sidescrolling platformer, and you can attack with a frisbee. The level is long, and there are some underwater parts too. In level 2 you play as Tweety, and have to avoid Sylvester as he chases you. This level is somewhat short and easy, but it is fun. The third level is a shmup stage starring Porky Pig in a plane. Good stuff. Next, there’s the somewhat bonus level-esque Taz level, where you tear through blocks collecting food. You can’t really lose in this level. Next comes Speedy Gonzales; this level is fast, as you’d expect, and plays like a precursor to Speedy’s own Game Boy game that released later on. It’s pretty good, but tougher than the last few stages. Next is Road Runner. This is another sidescrolling running level, and you have to outrun Wile E. Coyote. It’s basically just a boss fight, as you avoid Wile E.’s attacks and then hit him. The stage has some nice software parallax. In the last level, you play as Bugs Bunny. The controls are the same as Daffy’s, but it’s fun to have a second traditional platformer level. This color version is exactly the same as the original, except when played in a GBC it’s in color. B&W or color, though, this game’s quite fun and is well worth playing if you get it cheap.


Looney Tunes: Carrot Crazy – One player, password save. Looney Tunes: Carrot Crazy is one of Infogrames’ first Looney Tunes games after they got the license around 1998. Sunsoft did also release a couple of GB/C Looney Tunes games (though they sadly seem to be less common than the Infogrames ones, apart from the GB/C Looney Tunes remake above), so it can be confusing, but this game and the game below have nothing to do with the pretty good Sunsoft titles. Carrot Crazy isn’t Sunsoft quality, but it is an okay game, anyway. This game is a platformer where you play as Bugs and Lola Bunnies, trying to get all the carrots for some reason. You play as both games in this game, and can switch between the two characters by pressing Select. Bugs can push boxes and dig through specific areas to get under some platforms, while Lola can float with an umbrella. Yeah, that’s a gender-based distinction there for sure. There are some random jumps, marked with umbrella icons, where you must float down; try to jump down, and you’ll die instantly for no apparent reason (there aren’t spikes or anything). The game has falling damage when you fall too far, apparently. The two characters share health, and there are passwords for each level. Overall, this is a quite average game. It’s kind of fun, but come in with low expectations. The game isn’t really any different between B&W and color; this is an early GB/C game, and you can tell. There is color, but it doesn’t make great use of it.


Looney Tunes: Twouble! – One player, password save. This game is another one of Infogrames’ mediocre Looney Tunes games. In this one, you play as Sylvester, and have to try to catch Tweety Bird. This game is a hybrid title. It’s one part isometric 3d platform-adventure game, and one part side-scrolling running platformer. The latter parts are short and very easy, while the former parts are long and make up the bulk of the game. Unfortunately, it’s not much fun. The running-platformer parts are way too short and simplistic to be fun; you don’t really need to use any thought here, and have so much health that you’ll finish these stages just fine even on an original GB. The graphics are nice on the GBC in these levels, and they are more immediately fun than the main part of this game, but that’s all good that can be said about them. The bulk of the game is an isometric 3d adventure game, though. As with other games in this category, like Solstice (NES) or Altered Space (GB) but not quite as good as those games, you need to deal with a hard-to-get-used-to angled perspective as you slooowly walk around, pick up items (you can hold two at a time), combine them (and it’s key that you figure out how to do this, or you will get nowhere; I was stuck right at the start when I first played since I don’t have the manual and it’s somewhat unintuitive, but you can combine items in the items menu.), and use them in the right places. The enemies here, such as Granny and the dog, are to be avoided; Sylvester’s no match for them. The puzzles aren’t too hard once you get used to how the game plays, but it’s never fun. Also, the isometric portions of this game are incredibly visually bland, and often look like there aren’t many more than four colors on screen. I’d guess that this game was originally designed as B&W-only title… and its late 1998 release date, early in the GBC’s life, does make that possible. Of course, in a B&W system it looks fine, and since these parts don’t scroll, they are playable on the original GB, though the slightly small graphics do make seeing details a little tricky on the original screen. Regardless of which system you use though, this game really isn’t worth playing, I think.


Montezuma’s Return – One player, password save. Montezuma’s Return is one of two games which brought back the classic early ’80s game Montezuma’s Revenge. The original game is a quite difficult platform/puzzle game where you explore tombs, find items and keys, and find your way through the pyramid you are in. The game doesn’t scroll; instead, each screen is a separate trap and enemy-filled challenge. The levels all connect together in a mazelike layout. The game required pixel-perfect jumps and movement; this game is as much about precision as it is about exploration. For instance, when you jump, you go a specific distance in the direction you jumped in. You can’t control yourself in the air. Each obstacle type has its own specific properties to learn. Falling more than a couple of body lengths kills you. It’s a demanding game, but brilliant, and this newer GB/C game is just like it, but might be even better. The best console version of the original game is the (US-only released!) Sega Master System release, though it’s sadly rare. It’s also on several 2nd/2.5 gen systems. There was also an iOS release of the original game in 2012. Of the new games though, this one, on the GBC, is a great, classic platform/puzzle game very much like the original Montezuma’s Revenge, except redesigned, with new level designs, new puzzles, rooms that are larger than a screen (though it’s still a large network of interconnected rooms), and passwords to save your progress. The other game, on the PC, is a 3d, first-person platformer where you explore the pyramid. That game’s alright, but the first-person viewpoint is a quite odd one for a game where platforming is central, and it didn’t do as well as the developers were hoping, so potential followups were cancelled. That’s unfortunate, but honestly, between the two new games, this is the better one. The PC game’s an interesting effort, but this one holds up better as a game, and what a great game it is! The game well earned its place in my black-cart-games top 5, and only just barely missed the overall B&W GB top 10. Montezuma’s Return is a very, very difficult game, but it’s oh so much worth it… really, this is a forgotten classic, and should be remembered!

Montezuma’s Return for GB/C is enough like the original game that it’s as much of a reimagining as it is an all-new game, but still, this is a new pyramid that you are exploring. It may look similar, and some rooms are quite similar to rooms from the original game, but most of the game is all-new, and there are new traps and enemies as well. You collect items as you go, and hold them in an inventory on the bottom of the screen. Keys open similarly-shaped doors. If you have a knife, you will kill an enemy if you touch it, though each knife is single-use; if you don’t have any, touching any enemy kills you. The original game had items, but you can hold more now for tougher puzzles. There’s also a map screen, so you can see where you are and which rooms you have visited so far. The best new feature though are the passwords. They are infrequent, and it will take some serious effort, and level memorization, until you even get far enough to figure out where the first one is, but they’re invaluable. The game is brtually difficult even with them, so they’re quite welcome. You see, you have only a handful of lives here, and once they run out, it’s game over, and unless you have a password, you’re back to the beginning. This is an unforgiving game, and it’s easy to lose a lot of lives in a hurry. When you die you just start from the room you’re in, but again, those lives will run out fast. The key is to learn more of the dungeon each time you play, and try to get farther the next time. Many games will be lost until you figure out where you’re supposed to be going next, and how to get through the next area, but that’s all just part of the challenge. There are 150 rooms in the game, so there’s a lot here. And no, the game has no walkthroughs I know of online; you’ll have to figure it out. The game also looks great in either B&W or in color, and plays just as well either way. The game was first released in Europe only as a B&W-only game on a grey cart, but this dual-mode game, which released shortly afterwards, released in both regions. The music is great too, and is quite addictive. Montezuma’s Return is a brilliant game, and really is a must-have classic. It’s rock-hard, but great! Also on GB, in Europe only.


Oddworld Adventures 2 – One player, password save. Oddworld Adventures 2 is the second handheld Oddworld game from Saffire. The first one was a B&W-only game, but this one has color too. These two games have original stories, but the gameplay is straight out of the first two side-scrolling Oddworld games for PC/PS1 — it’s a platformer from the Flashback or Blackthorne vein where you have to use a simplified version of “Gamespeak” to order around other Mudokons, creatures like your hero Abe, as you try to save them from their imprisonment in the latest factory designed for their demises. The game has decent graphics with some nice detail for the system, and familiar gameplay for this subgenre. Unfortunately sometimes telling walls from background objects can be tricky, though; some trial and error will likely be involved. In this game you have four commands, Hello, Follow Me, Work (at the spot you are standing), and Wait Here. There are actual voice samples for each command, which is uncommon for the original GB (and yes, it’s exactly the same in B&W). Nice. The first GB game apparently had fewer Gamespeak actions, and they were only sounds, not actual voice samples like this game has, so this one improves there. Each one works exactly as it sounds, and ordering them around, having them follow you, activate things for you with Work commands, and then freeing them by holding Select in the right places to open a portal, work just like in the original game. There is also a stealth component, of course, where you sneak around in order to avoid guards. As usual in the franchise Abe can also possess enemies sometimes. The first level acts like a tutorial, which is good — it’s needed, this game is more complex than your average GB platformer. Passwords save your progress between levels, and the game is longer than the first Oddworld Adventures too. People who like the original two games should definitely try this one. It’s probably not as good as the console games, but it is a similar game in the same style, so try it. I’ve never loved the games either on PC, PS1, or GB/C, though, so it’s hard for me to judge this objectively; I get frustrated quickly by the controls, Gamespeak, and puzzles, and just have never enjoyed the games enough to get anywhere. It’s a very slow paced game that centers around stealth and getting Mudokons to do things, and neither one of those things are the kinds of things I love to do in games. But that doesn’t mean that this is a bad game, just that it’s not really for me. There was one last handheld Oddworld game after this one, a top-down Munch’s Oddsey title for the GBA. I haven’t played it though.


Pocket Bomberman – One player, password save, Super Game Boy enhanced (multiple custom borders, auto-selecting color palettes). Pocket Bomberman is an easy but fun side-scrolling platformer that stars Bomberman. In each of the games’ 25 or so levels, you have to kill all of the enemies to advance. As usual with Bomberman, you attack with bombs. Some platforms can’t be destroyed, but blocks that can have items in them are scattered around to blow up. There is a time-bomb item, which is quite useful, but is one of the reasons why this game is easy. Since this is a sidescroller though, you can also use bombs as (dangerous) objects to jump from, and will have to be clever with how you place your bombs in order to kill the enemies moving around each level without also blowing yourself up. Pocket Bomberman was the first game I got for the Game Boy Color, and while the game is a bit short and is too easy beginning to end, it’s a fun game that I quite enjoyed. There are no difficulty levels unfortunately, but it’s fun while it lasts. In addition to the main game mode, there’s also the Jump mode. In Jump mode, you choose one of three different stages, and then play. Here Bomberman constantly jumps, at all times, and your goal is to get to the top of a several-part level, and kill the bosses on the way. The screen has a field of classic Bomberman blocks on it, some breakable and others not, plus crystals that spawn enemies. Jump mode is a lot of fun, and is a quite different challenge because of the bouncing character. It’s a bit short and is no replacement for this games’ sad lack of multiplayer, but it’s something at least. There are also powerups in both modes, of course. Pocket Bomberman also has some nice SGB support, with a different border for each mode and good palette choices. This game is worth seeing in both GBC and SGB. I wish that the game was longer and was actually challenging, and had multiplayer too, but still, this experiment in a Bomberman 2d sidescrolling platformer worked. It’s too bad that they never made another one. Also on the original Game Boy, in Japan only.


Pokemon Pinball – One player, battery save, Rumble cart (requires one AAA battery to vibrate), Super Game Boy enhanced (multiple custom borders, auto-changing color palettes), supports Game Boy Printer. Pokemon Pinball was Nintendo’s first Game Boy pinball game since Kirby’s Pinball Land. As such, I was interested. However, on the other hand, it was a Pokemon game, so I didn’t get it because of the license. Finally, a year or two ago I got a cheap copy… and found that it is, unfortunately, awful. The graphics are good, and the rumble feature great, but the gameplay? Awful! One interesting feature is that when playing on a Super Game Boy, the rumble is automatically disabled. Nice touch, you wouldn’t want your SNES shaking. The borders are nice though, and match the tables (so there are two). Seriously, this game isn’t any good at all. If you want a good GB pinball game play Kirby Pinball (I won’t repeat how amazing that game is, just see my review above), or if you want a good GBC one, play Sierra’s 3D Ultra Pinball Thrillride. Unless you’re a serious Pokemon fan, though, don’t bother with this thing. Pokemon Pinball has two tables, each two screens high at max; I think it’s actually less than that. That is oen table less than Kirby Pinball has, and one screen (or more) less per table, too. Also instead of having each screen be a separate table section, this game has each table as one single table, with scrolling. It may make it look more Pinballey, but it’s not for the better of the actual game. The biggest problem here, though, is that the table designs are incredibly boring, and that there’s almost nothing to do. Both tables have the same very bland basic layout, with some kind of thing in the middle, some stuff down below, and a loop outside the edge. Sure, the three Kirby Pinball tables had similar themes, but it’s much, much worse here, and with so much less content, that’s a real issue. Except for the center stuff and, on a SGB or GBC and beyond, the color, it’s easy to mistake one table for the other. There aren’t many targets or ramps in this game either. About all there is to do is repetitively hit the targets that can cause a Pokemon to appear, then hit the things that try to capture that Pokemon, and then repeat that procedure over and over and over and over again until you catch them all, or get a high score, or both. And that’s it, there’s really nothing else. I don’t care about catching them all, and the tables just don’t have any depth, complexity, or interesting elements! They have so few targets each, it’s disappointing. The rumble feature is cool, but 3D Ultra Thrillride has that too, and that table is like fifty times better than these two combined… that game has only one table, also about two screens high, but it’s actually well-designed, full of stuff to do, and packed with content too (the game has like 10 minigames!). This game may be well-regarded, and that one forgotten, but seriously, don’t waste your time with Pokemon Pinball, the tables are NOT worth it. I don’t just dislike this because it’s Pokemon, as I do like Pokemon Puzzle League/Puzzle Challenge — that is, the Pokemon versions of Tetris Attack/Puzzle League. Those are great. Pokemon Pinball is just a bad game, period. Pinball tables worse than these would be hard to find.


Power Quest – Two player simultaneous – Link or Super Game BOy (with two SNES controllers), password save, Super Game Boy enhanced (custom border, auto-changing color palettes, two player multiplayer with SNES controllers). Power Quest is a fighting game/RPG from Sunsoft. It’s okay and is somewhat unique, but the controls hold it back. In the game, you play as a boy who builds a fighting robot, and then you go around fighting other people’s robots with your robot. You can choose from five different robots at the beginning of the game, each with different looks and stats. As you progress and build your robot stronger, you will be able to take on tougher opponents. In the game, you can wander around and talk to people, and of course choose to fight some of them. You’ll need to fight people in order to get enough money to upgrade your robot, but the parts cost a lot of money, so be prepared to have to do a lot of fights to get anywhere. You will also need to slowly move up through the different classes of opponents, as higher-value fights will require parts you don’t have at the start. Eventually you get enough money and parts to take part in the national tournament. You can get a password at any time on the city map if you want to save; they’re 12 characters long, so it’s not too bad. The controls and fighting engine are only average, too. You have two attacks (only two buttons, after all) and some special moves that you do with a direction press and then a button. The controls are simple, and work, but aren’t great. This game isn’t one of the system’s best fighting games, though for the GB, it could be a lot worse; the GB just isn’t powerful enough to make great fighting games. Sunsoft tried here, and this is probably above average for a GB or GBC fighting game, but it’s nothing beyond that. Now, this game also has Super Game Boy support. Of course there are fewer colors this way, but the palette choices are good, and most importantly, this game does have two player play on the SNES, with SNES cotnrollers, so you can play this game in versus mode without having to have two copies, two systems, and a link cable. That’s just great, and it’s a fantastic feature to have. Overall, Power Quest is decent enough to be worth a try sometime, for cheap.


Prince of Persia – One player, password save. Prince of Persia for GB/C is a colorized remake of the original Game Boy version of Prince of Persia from years earlier. From what I’ve seen online, this version looks identical to the original on B&W systems, and only adds color, so it’s in the same category as Looney Tunes’ colorized re-release is. In either form, Prince of Persia for GB is a port of the classic computer game where you play as an ancient Persian prince on a quest to rescue the princess from the evil Vizier who is going to kill her, and you. Yeah, the story defines generic. Even though the game is a popular classic, though, I didn’t play either one of the PoP games as a kid, so I have no nostalgia for this game. I remember playing PoP2 (PC version I think) in a store demo once for a few minutes and liking it, but that’s the extent of my experience with the Prince of Persia games then. And while I do own some PoP games now, I still haven’t played them all that much, though I do like the Dreamcast one and liked the movie. Sands of Time… eh, it’s alright I guess. As for the original game, though, Prince of Persia is a platformer with a timer. You have one hour to get through 12 levels, and the game has levels with many dead ends too. The game is absolutely packed with traps, and finding your way through the game requires a great deal of trial and error. PoP’s controls were the inspiration for later games like Oddworld, Flashback, Blackthorne, and such, and like those games, your character has a lot of animation, and every action you can do does a specific thing. You can jump up, jump forward, walk slowly, run, and such, and will need to do the exact right thing at each moment to stay alive. The controls in this version are apparently a little odd, going by reviews, but I haven’t really played other versions, so I can’t say. It is true that the combat has some hit detection issues, though. The animation is great, as expected from PoP as it is one of the game’s hallmarks, but the fact is, you need to go slowly and carefully to find, and find your way around, the traps, but also need to hurry because of that timer. It’s a frustrating combination. I hate timers in games! They’re okay in racing games, but in a game like this, it’s NOT good design. In this version, as in the GB original, there is a password system to help you out, though it does save your time, so the time still counts, annoyingly enough. Still, that’s much better than nothing. Even so, this genre of platformers has never been one that I like enough to actually play much. As with all the rest of them — Blackthorne, Flashback, Oddworld, etc — I haven’t gotten far into this game, and I don’t know if I will. Still, this is a quality version of the game, and it can be fun to try to figure out my way through the dungeon. Prince of Persia has been released on over 20 platforms over the years, so I’m not going to list them all. This version is a colorized remake of the original GB version. Also available on 3DS Virtual Console, in GBC mode only of course.


Quest for Camelot – One player, battery save, Super Game Boy enhanced (custom border, auto-selecting color palettes), supports Game Boy Printer. Quest for Camelot is a top-down action-RPG from Titus based on the okay animated movie of the same name. This was the only game based on the film, and it interested me at the time even though I hadn’t seen the movie because it promised to be something like Zelda. I didn’t end up getting the game, and that was in part because it got mixed reviews, but playing it later, this really is an okay game. It’s nowhere near Zelda quality, of course, but this is an okay action-RPG. The game has some issues for sure, but really, it’s not bad. In Quest for Camelot, you play as Kayley, a girl who wants to be a knight in the mythical time of King Arthur. Despite her gender, she is destined to succeed. You also need to stop a villain, of course. So, you wander around, following the story, killing monsters, and more, with a sword as your main weapon. There are also more items to collect as you progress. The game has some reasonably nice graphics, in either color or original (and yes, the SGB support is good). The gameplay is average, as you explore around, do simple quests, and defeat enemies, but it’s fun. There are some quests which require you to find things, and others which are more about fighting; it’s standard stuff, but there is a little variety. You can save when you want to, too, though it costs money if not saving just between chapters. There’s also a map screen and some optional stuff to collect. I think I would have liked this game just enough back then to probably make it worth getting. As for now, it’s something to play if you’ve played the other GB and GBC action-adventure games. Try it, it can be fun.


R-Type DX – One player, battery save (GBC only). R-Type DX is an amazing game, and collection, of some classic shmups… on the Game Boy Color. When played on an original Game Boy, though, this is a much less impressive collection. On the GBC, this game lets you play eiother the original B&W GB versions of R-Type and R-Type II, complete with the original graphics and the original three continue limit in R-Type 1 for GB (though the second one at least has infinite continues), colorized versions of both of the same that enhance the graphics greatly, or the DX mode, which pastes both games together into one 11-stage game. It’s a pretty great collection of these very difficult, but very good, classics. However, there are three major issues: First, R-Type 1 for GB had two levels cut of the original eight, and R-Type II had one level cut of the original six. So, three levels are missing. They were not added in in this version, even in the colorized or DX versions — those levels are still gone. Disappointing! I really wish that they had put the rest of the games in to this release, they really should have. And second, the flicker and slowdown get pretty bad. In color both games look great, but it comes at a serious flicker cost. This problem seems common in versions of R-Type — the TG16 version of the first game also had lots of flicker, for instance — but it’s even worse here. Plus, after beating DX mode, you unlock this silly little bonus thing, the artificial life sim program De Souza. It’s very simple — just make dots, and watch them go around and eat eachother — but amusing for a few minutes. The cart also saves the levels you have reached in the color (I or II) and DX games, so you can start from any level you have reached, and your high scores. R-Type and R-TYpe II are such hard games that by the time you finish them you might not want to play them again for a long time, because the games are pretty much pure memorizers and require the player to perfect every motion through every level to not die, but at least (outside of the first game in B&W) you have infinite tries, and level select. It’s a great, must have collection for the GB Color.

However, on a B&W system (GB, GB Pocket, Super Game Boy), this collection’s nowhere remotely near as interesting. You see,all you can do on an original system is play the two original B&W modes. That the color modes would be missing makes sense, but why couldn’t they at least have bothered to include high score save and level select here? It’s just cruel that the cart has a battery in it to save those things, but in an original GB that battery serves no purpose. This makes R-Type I incredibly hard to finish as well, as with only three continues you will need to get VERY good at memorizing those levels. And of course, R-Type I’s graphics particularly don’t look that great in B&W; they enhanced them significantly in the second game, and then even more in the color remakes, but in the first game, on a B&W/SGB system, you’re stuck. So yeah, for an original GB, this is just a collection of the two original grey-cart releases. It’s okay, but it’s not what people get R-Type DX for. That’s why it’s only the honorable mention on the list at the top of the thread, primarily. R-Type and R-Type II are also on quite a few other systems, but these versions are exclusives only found on the GB (for the two original versions) and GBC (for this collection. Other versions of the game are on the arcade, TG16, SMS, PS1, X360, and more.


Rats! – One player, password save. Rats! is a puzzle-platformer from the same studio as Montezuma’s Revenge (above), except this one isn’t a classic remake, and isn’t as good. Montezuma’s Revenge is probably Tarantula’s best game ever, though, so that’s not surprising. What this is, however, is a decently good game. The basic look is a bit like Montezuma’s Revenge, in that the characters are a bit small on the screen, but here your tasks and goals are much simpler. Playing as a rat with a gun, you go around killing enemies, jumping on platforms, and making your way to the door to the next stage. Passwords save your progress. The game does have puzzle elements though, and exploration as you search around looking for all the items in each stage, but stages are often only a few screens in size, so each one won’t take too long. The game has a lot of levels though, 75-85 in total, so there’s a good amount of content here. The graphics are decent, and the color work on a GBC looks okay. The details also look nice in B&W, though, so it’s good either way. The art design is a bit odd (look at some of that character art to see what I mean), but the actual ingame graphics are more normal. Enemies take quite a few shots to kill, so this does earn that puzzle aspect. Overall, this is an okay game. It’s fairly standard stuff, but it’s good, and the gameplay and level designs are solid. There is also an uncommon, and European-only, B&W grey cart release (under its European title, Reservoir Rat).


Roadsters – One player, password save, supports Game Boy Printer. Roadsters is a behind-the-car style racing game from Titus. Apart from that it is a racing game, the game is nothing like the N64/DC Roadsters game that I actually kind of like on N64. Instead, the game plays sort of like a followup to Lamborghini American Challenge for the SNES, in that it has similar gameplay, and even has a betting system before races where you can choose to put money in a pot that the person who finishes in first will win. You can use your winnings to buy car upgrades, as in LAC. Roadsters is a lot shorter than that game, but while it lasts, it plays similarly. Races also take place on roads full of traffic that you and the other racers have to avoid; I know that this is very common, but the specific style here, with lots of traffic and the seven cars in the actual race, is quite similar to LAC. The race ends when you reach the required distance, as shown on the gauge on screen. The gameplay, just like LAC, is bland, generic, and not all that fun. It’s playable, but that’s about it. Yeah, it’s another extremely average game from Titus here. Unsurprising. The game does have one interesting thing about it, but it’s not the races, it’s the FMV. You see, when you play the game on a GBC (and only in a GBC), before each race, there’s this FMV clip that looks like it either comes from real life, or maybe from a CG render. There’s no sound here, and it’s just this video of a camera zooming down a road, but it looks impressive. And then you hit a button, the actual race starts… and it’s yet another very bland alternating-colored-lines, smooth-curves-only 8-bit third person racing game. There aren’t even any hills in this one. Most of these games at least manage that. Sigh. And yeah, the actual gameplay is just as good on a B&W system as it is on color. But aws I mentioned earlier, Roadsters is a short game. There are only 12 tracks, and the difficulty level is on the low side, too. There are also passwords after each track, so this game will be over quickly. At least LAC lasted, even if it was far too bland. Not recommended.


Shamus – One player, password save. Shamus for the GBC is a somewhat obscure game, but some people will like it. The game is a remake of the ’80s computer (first Atari 8-bit, then numerous other early ’80s computers) game of the same name. This is the only console Shamus game ever, though; the ’80s games were computers-only. I’ve never played the original, but this game is kind of good. The game is a top-down action-exploration game where you have to make your way through a maze, Berzerk-style but with an ending, adventure elements (items, keys), and a preset maze. You’re playing as this good robot, and have to take down your evil counterpart. The controls are simple — you can move, fire in the direction you’re facing, and that’s about it. The game has simple graphics, a very high difficulty level, and more. Shamus for GB/C still looks like an early ’80s game. The graphics are a little better than shots of the original look, but still, this is a very visually simple game. The electric walls look like something out of Berzerk, and the sprites are basic Game Boy stuff. In the game, you wander around a large maze made up of rooms, looking for keys, killing enemies, and getting lost. Each room is a little bigger than a screen. Each of the four levels is quite large, and getting through one without running out of lives and getting game over is very challenging. This game really needs a map. If you do manage to beat a level you do get a password to start from the next one, which is great, but still, this game will require memorization, as the levels have many areas you don’t need to go in, and repetition, as enemies respawn pretty much as soon as you leave a room. That gets frustrating fast, but still, the game is fun to play. Overall, I like Shamus. I wish that it was a little more forgiving, or had an ingame map, but even as it is, it’s worth playing. This remake is GBC exclusive, but the original game is on C64 and, more recently, iOS. There is also a C64, A8, and iOS-only sequel.


Shanghai Pocket – Two player simultaneous – Link, Super Game Boy enhanced (custom border, preselected color palette). Shanghai Pocket, from Sunsoft, is a handheld version of Activision’s classic Shanghai, or Mahjong Tiles, game. As with all versions of this game, the game is a solitaire (ie single-player) matching game using mahjong tiles. The tiles are all laid out in a pattern on the screen, and you have to match pairs of identical tiles. However, you can’t just select any tiles. Instead, you can only select tiles which are open (not touching another tile) on either the right or left. Also the tiles are stacked, so sometimes you will doom your chances of successfully clearing a puzzle without knowing it because some piece you need is underneath one, but you used the only other usable pair for that top piece somewhere else. Despite this frustration, though, I like Shanghai/Mahjong Tiles. I first played a version of this game on the PC back in the late ’90s, and it’s a fun, challenging solitaire boardgame. This version has three game modes. The main game, Shanghai, has twelve main puzzles in the main game, where you try to solve twelve puzzles, one for each animal of the Zodiac. By default each puzzle has a time limit, and that time limit is strict! If you want a real challenge, play the game with the time limit enabled. I actually did manage to beat the game with the default time limit, but it wasn’t easy; you can’t move a cursor with a gamepad as fast or as accurately as you could with a mouse, so things take a little more time. In order to finish the game, you’ll need to beat all twelve puzzles in one sitting, because there’s no saving or passwords here. I did that through the Super Game Boy and leaving the system on for a while. The SGB background is good too, and playing it on a TV expands the size of the tiles, which is good; the game is playable on a GB, but those tiles are really small as they have to fit the whole field onto the screen. They did a good job making it as visible as it could be, and you can choose several different block sets if you want something simpler than the classic Mahjong tiles, though, so there are some nice options here. The music is great as well, nice addictive stuff. The other two modes don’t have campaigns, and instead are single-level games. The second game mode is Kong Kong. This is a versus mode, against a computer or human, where the goal is to be the first one to clear your block field. You can send blocks to the other player if you clear certain types of tiles, so in this game you’ll be sending blocks back and forth as you both try to clear your field first. Your block field takes up part of the screen, and an image showing your oponents’ proress takes up another part. The final mode is Gold Rush, and it’s also multiplayer (or vs. CPU). This is a timed mode with a small block field, and the challenge is to try to uncover the gold block as quickly as possible. The first player to uncover the block wins. It’s simple but fun. Overall, Shanghai Pocket is a great game. I’d love to get another copy for multiplayer, but even with one copy, with a main game and two vs. CPU modes, this is a great version of Shanghai. The only real flaws are that with only twelve puzzles you will beat it more quickly than some Shanghai games, and that you can’t save your progress. Still, for the interesting versus games, and for the main game’s fun challenge while it lasts, this is absolutely recommended! The game was released on the GB/C only in the West, but in Japan was released only on the original Game Boy, and also on the WonderSwan. The WS version is mostly the same, but has one additional mode, a boardgame challenge.


Survival Kids – One player, battery save, Super Game Boy enhanced (custom border, auto-changing color palettes). Survival Kids is a fantastic action-adventure game from Konami. The game is a top-down survival adventure game where you play as either a young boy or young girl who has been stranded on a remote jungle island after a shipwreck. The game is exactly the same for either gender, quite unlike this games’ vastly inferior descendants in the Lost in Blue series. Your mission is simply to survive, and hopefully also to be rescued. Apart from a monkey companion you find along the way, you are all alone in this game. The game looks somewhat like Zelda in terms of graphics, and like LA DX, supports both the GBC and the SGB. Both look great, though I probably do like it more in color. The game plays a little like Zelda too, though this is more of an adventure game than even Link’s Awakening. In the game you will need to find items, combine items with other items to make useful items or tools beyond the basic knife you start with, try to find enough edible food to stay alive, build a shelter, and explore the island. It’s quite satisfying how you start out with nothing, but eventually build a fire, learn which foods are edible and which make you sick, make a bow, kill some animals, and more. It does a good job making it feel like you are learning how to survive here, and over time you will be able to travel farther around the island than you could at the start. This is a videogame of course, and many areas are walled off until you get the right item, but still, it’s brilliantly done. The atmosphere and puzzles in this game are great. There are some tricky parts, but as you progress, find more items and tools, and explore, you will gradually be able to get to more and more of the island. The game has fantastic presentation and production values, and you really feel alone in a wild place. I also like how as you progress you start finding some strange things on the island. I won’t spoil anything, but there are some odd ruins to explore later in the game. Survival Kids has seven different endings, depending on how you get off (or don’t get off) the island. There are also a couple of minigames to find, including one where you play as the monkey, collecting coconuts from trees. Fun stuff. I got several endings in this game, but not all of them, unfortunately. Overall though, SUrvival Kids is an absolutely exceptional experience unlike anything else I’ve played.

The game did have a sequel (on GBC) that was released only in Japan, but after that the series died for a while. When it finally returned, as Lost in Blue on the DS, and then in that games’ two DS and one Wii sequels, unfortunately a lot of the magic had been lost. The Lost in Blue games all have two characters (or four, for the Wii one) paired together, so the isolation aspect is gone. They also have gender-based distributions of labor in most games, which is unfortunate. And they’re full of minigames too. Where the original game has you simply building a fire, on the DS you need to do a touch-based minigame to do that. I love the DS and its touchscreen, but this kind of thing is kind of annoying. It’s also easier to miss things on the DS games, because it’s not nearly as easy to see what you can interact with in these 3d games as it is in the 2d originals. The worst problem, though, is simply that the LiB games are obviously done at a much lower level of production values than the original game. It’s obvious that the games were not given the same kind of care, attention, and budget relative to what is needed on their platform as the original was, and that’s unfortunate. I do kind of enjoy Lost in Blue 2, but it’s nowhere remotely as good as the original Survival Kids, not even close. Play the first game. It’s outstanding.


Legend of Zelda, The: Link’s Awakening DX – One player, battery save, Super Game Boy enhanced (custom border, auto-changing color palette), supports Game Boy Printer. Link’s Awakening DX is a colorized version of the original GB Link’s Awakening game, which I had gotten back in the early ’90s and, as I said in my long review above, absolutely loved. However, when I first saw this color version, I was not impressed; I didn’t like the color choices, and hearing that this version was easier than the original was not welcome either. So, I didn’t buy it. I did get both of the GBC Zelda Oracles games, and loved them, but it wasn’t until recent years that I finally got LA DX. So, what do I think? Well, it’s good, but I do prefer the original version. There are several important differences between the DX version and the original. First, there’s the color, of course. Second, there is a new, color-only dungeon. Third, the game adds Super Game Boy support, though of course you can’t play the color dungeon there (the SGB is after all only fakely “colored”, and really is B&W to the games). Fourth, the game adds twelve photos you can find (and print, if you have the GB Printer), and a camera to take them with. These images are worth finding, and are fun to see. There’s also a camera store added, replacing one mostly empty screen with a camera house. And last, the DX version does indeed make the game easier. There are two ways that it does this. First, the color dungeon has, as its reward, blue or red tunics. These tunics essentially give you permanent versions of the booster items, so you will either take half damage, or do extra damage. Yeah, with those, the game gets a lot easier. I know that LA is a challenging game, but still, was that really needed? The other way is that now each dungeon has several hints, instead of just one. In the original game, each dungeon has one Stone Tablet with a hint on it if you find the tablet shard. In the DX version, the tablets are replaced with Owl Statues, and each statue has a different hint on it. This definitely makes some dungeons easier. Some of those hints are useful, but still, it wasn’t necessary. And as for the choices of colors, LA DX is a perhaps garishly bright game; the colors are a bit overdone, I still do think this. Sure, the game looks good enough, but still… I like the B&W look better. So, overall, LA DX is a great, great game, but it’s not quite as great as the original version. Also available on 3DS Virtual Console, in GBC mode only.


Tetris DX – Two player simultaneous – Link, Super Game Boy enhanced (custom borders, preselected color palette, special border for the JP-only SGB 2). Tetris DX was one of the first Game Boy Color games released, but it is still backwards compatible with the original GB, as most early GBC games were. Tetrix DX is an enhanced version of the original Tetris, with more modes, battery save, and more. Some Tetris fans seem to still prefer the original version, because this version introduces some modern Tetris rules like the infinite spin that the original does not have, but I think that the otherwise vastly improved featureset of the game more than makes up for that. In this game, you can save your name, and the game will keep track of the best scores for each person on the cartridge, as long as the battery lasts that is of course. There are several modes, too. First, there is the usual endless Marathon mode, where you can choose your speed and music and play. This is somewhat diffrent from the original version, as it levels off at a lower difficulty than the GB Tetris game, but it’s certainly hard, and with score and stat save, there’s more content here than the original version. The other two single player modes are the new ones, 40 Lines and Ultra. Both of these are time or line-limited modes, so your goal here is either to get as many points as you can quickly (Ultra), or see how quickly you can clear 40 lines (40 Lines). I really like that they added some new modes, the game needed it. There’s also of course the usual link cable mode, and Super Game Boy support, though it’s pretty average. The SGB1 border is really bland, and the SGB2 was only released in Japan. Still, if you want a version of Tetris with lots of modes, newer versions have more, and also have the same rules (pretty much) as this one. Is there any real reason to play this version over, say, Tetris DX, for example? I can’t think of any. Also, the original Russian music is gone, and the new stuff is blander. So, overall, Tetris DX is a good handheld version of Tetris, but there isn’t much reason to play it over some newer versions of the game, I don’t think.


Turok 2: Seeds of Evil – One player, password save. Turok 2 is the second of four handheld Turok games. The first two, the original GB Turok game and this one, are side-scrollers. The next two were top-down action games. This is the only one of them that I’ve played, though. Turok 2 for GB isn’t the same as the console game, of course. The graphics are bland, and this is obviously a very early GBC game. For the original GB though, it’s decently good. The story has a passing similarity to the N64 games’ story, but that’s about it. In fact, this game starts on Earth, with you, as Turok, having to get through most of the first level without a weapon. The first level is somewhat frustrating until you FINALLY get that weapon, as you have to sneak past and avoid all of the enemies. It’s tough. Once I finally got the weapon, though, the game changed into a more standard action-platformer, and got more fun. At least the game is different, I guess. The game has large levels, and as seen in the first level, there is variety. Not only is there stuff like that opening stealth segment, but also there are some third-person parts (8-bit style of course) where you have to dodge stuff coming at you, like in the Endor biker level in Super RotJ on GB, for example. But the majority of the game is about exploring levels, looking for stuff, and figuring out where to go next. In that way this does feel like a handheld version of a Turok game, though it’s its own thing as well, as that opening level shows. Overall, however, this is a fairly average platformer in terms of design. It has a few nice ideas, but for the most part this is standard stuff. It’s a good standard, though, so overall, I think it’s a moderately good game. The game has some flaws, but I mostly like it.


Wario Land II – One player, battery save, Super Game Boy enhanced (multiple custom borders, auto-changing color palettes, multiple color palettes on screen). Wario Land 2 may be the last game on the list, but it is far from the least. Wario is back, and this time the Brown Sugar Pirates want revenge. So, they attack Wario’s castle, and steal his treasure. Your goal is to get it all back, and more. This game is a platformer, but it’s a very different platformer from those which game before it. WL2 was one of the earlier games I bought for the GBC, and I thought that it was good but frustrating. The key game mechanic in WL2 is that Wario cannot die, but you can be set back, as many areas will send you back to the start of the sequence if you mess up. The game also has many puzzles and tricky sections where you need to use precision, and memorization, toget through. This time Wario has new powers, though they don’t come from hats like the first two WL games had (WL:SML3 and VBWL, that is). Now, Wario gets powers by being affected by the environment. So, get squashed by a large block and you become flat Wario and can float. Get hit by a zombie and you become zombie Wario, who can fall through thin floors. Etc, there are more forms. The puzzles are inventive, and the challenge of figuring out what to do to progress is interesting. WL2 also is a nonlinear game with numerous different paths, depending on what you do at certain points in the game. If you find all of the regular endings, there’s a Real Final Level to unlock, and it’s naturally the hardest and most frustrating level in the game. Some of the alterate paths are interesting, particularly in how you find them. Each set of levels has a different theme, too. The game has a good length, and is much harder than either previous Wario Land game. The graphics are decent as well, though standard for the platform.

Wario Land 2 has some real downsides, though. First of course is the frustration factor, as I’ve referenced above. As you cannot die, the main challenge in this game comes from forcing you to redo sections over and over until you can do them better, or until you figure out the secret to the puzzle. This game is often as annoying as it is fun, as a result. And second, the graphics and sound in this game are mostly rehashed. The first Wario Land looked great, but this game isn’t only similar looking, it’s basically the same, at least as far as the character sprites go. Most characters, and enemies, are ripped straight out of that game, unchanged, and dropped in this one. SUre, the story explains why this is, but it feels a bit lazy, particularly with how this game released a full two years after the previous Wario Land title, the VB one. That game was wildly original, in terms of enemies and settings. This one’s just not, the originality is all in the gameplay. I liked seeing the pirates again, but still, it was somewhat disappointing.

Finally, I want to discuss the GB/SGB and color versions. WL2 allows for only one save file on each cartridge, and the game is one of those few GB/C games which have separate save files for the original and color versions. Unlike Conker’s Pocket Tales, though, there’s no apparent reason for this — I’ve beaten both versions, and they both look, play, and feel identically. The only difference is the color. Why is the game locked out between versions, then? This matters because WL2 isn’t only a decently good looking, if early, GBC game, it’s also an impressive SGB game. WL2 has many different borders, a new one for each world, and has great color palette choices too. I’ve beaten WL2 twice, once each on GBC and SGB, and it was well worth beating twice. However, I’ve never managed to get myself to play much of Wario Land 3. I liked this game, overall, but that game also has a no-die design, and I just couldn’t stomach another game of this. I did finally get WL3 a few years ago, and it seems okay, but still I’ve barely made progress in it. Still, though, Wario Land II, at least, is well worth playing. I do like the classic (first two) Wario Land games better, but still, this is a very good platformer, and it’s one of the better handheld platformers around. Also available on 3DS Virtual Console, in GBC mode only.

And that is all for now.

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Gauntlet Legends and Dark Legacy Appreciation and Version Comparison: Remembering Some of the Best Action-RPGs Ever Made

As an aside before I begin, in fact the first Gauntlet game with some of the hallmarks of Gauntlet Legends — saving your character, character levels, a quest with an ending, themed areas to play through with bosses at the end of each area, a home base area with a shop in it and access to the five worlds (which you can do the first four of in any order) — actually debuted in Gauntlet IV for the Genesis. It’s a very good game that I would say was a transitional title between the classic style of Gauntlets I and II and the style of Legends and Dark Legacy. It also, sadly, has its saving done by 30-plus-character passwords… oh well, it is great anyway.

(Note — NES Gauntlet I also has saving and an ending, but because the game doesn’t have most any of the features listed above, the password only saves equipment and the game level you are at (there are no character levels), and only at five or six points in the game. It should be mentioned, but it is quite different from the full RPG mode of Gauntlet IV’s Story mode. No bosses, the areas aren’t themed, just broken up into worlds, no hub area, shops, experience system or levelling up, no game time clock (that is saved), etc. But still, it is saving, so it should be mentioned.)

Gauntlet: Legends was a great, great game, and it’s surprising that the Gauntlet series hasn’t really had a good thread here before, I believe. These two games are some of my favorites ever of their type; I’ve beaten Legends twice (on N64) and Dark Legacy once (on Gamecube), and have played it a lot more than that, in arcades (Legends only) as well as consoles. These games seem to be love-or-hate games with not too much ground in between; I have always loved them, but critics, like GameSpot’s reviewers for instance, trashed them all. But just because a game is relatively simple does not mean it can’t be great!

Essentially, Gauntlet Legends and Dark Legacy (and Gauntlet IV) are simple action-RPGs. The core concept is, as in all Gauntlet games, defeating enemies that are infinitely spawned from monster generators by destroying those generators, and then going and finding the exit to the level. You hack and slash your way through dungeons and fields and castles and forests and more with your character or party of heroes, choosing one of a variety of character types that each have their own strengths and weaknesses. You level up as you gain experience, and at each new level multiple of 10 (10, 20, 30, etc) you get a new title. You also get other bonuses as you level up, such as a permanent familiar and, finally, at level 99, a permanent anti-death halo (awesome item!). All characters have basic projectile and melee attacks (with bonuses, generally, for using more melee; strength determines your skill here of course), can use magic potions for an area-of-effect attack that varies in strength depending on your characters’ magic skill, and have Turbo Attacks, charged shots that do extra damage and have larger areas of effect (and cool visuals!). They are spectacular multiplayer games designed for 4-player co-op play above all else. I have always also liked playing them in single player, but there’s nothing quite like four player Legends or Dark Legacy. Hack, slash, hack some more, shoot at walls to find secret areas, collect gold and keys and potions, hit switches and figure out the sometimes clever puzzles, find even more secret areas… the level designs in Gauntlet Legends and Dark Legacy are fantastic and are some of of the best things about the games. I really, really love the levels, and find going through them endlessly fun. It’s great that they aren’t just straight linear paths, but are often branching levels with lots of secret areas and things to find, and I really like that they do actually make you search around some to find those switches; the game would be much more boring if the level designs were plain and straightforward, for sure. The designers did a great job in making the levels interesting and fun to explore.

The characters and design are generally great as well. The characters are all interesting and each of the base classes has four completely different designs based on which color you choose. Hidden characters often only change in color, but still, there are a lot of options here. You can build characters up to a maximum level of 99, and I find it hard to resist the desire to want to max out a character’s level; you haven’t really finished until you’re level 99! 🙂 The enemies are as varied and interesting as the characters, and the bosses are gigantic and hard. Indeed, boss levels (excepting Dark Legacy’s oddly easy final boss battle) are often the hardest levels in the game, even though all you do in them is fight a boss and don’t have to deal with a stage as well (except for the Skorne fights, which is part of why they are so tough). Thankfully, you can skip the boss levels for a while in all console ports of the games and play them later when you are better prepared. But from the generator-spawned enemies large and small to the single archers and bombers and suicide bombers, the enemies are varied, well designed, and fun to fight. There are also different enemy types in each realm.

Gauntlet: Dark Legacy is essentially just an enhanced, larger version of Legends. It has many new levels as well as the old ones, new characters as well as the old, more of the same great gameplay, slightly improved graphics, and more. As a result, the original game serves less purpose now; excepting only one solitary stage, you can play all of Legends’ content in Dark Legacy. The exception to this is Dreamcast “Gauntlet Legends”, which is actually an odd mixture of elements from both titles, and as a result feels more like a half-complete version of Dark Legacy than an actual version of Legends. It’s an interesting game, but as a result of how it feels like half of the game is missing (having only four of Dark Legacy’s eight main realms, etc), it probably isn’t the version to get unless you have no other choices. Its oddity was what inspired this thread, though; I was playing it and thinking that it was a strange conglomerate, and had to go back and think about/look up the differences between all of the versions as a result… 🙂 The Gamecube and Xbox versions of Dark Legacy are the best versions of the game, for sure, however, and are the most highly recommended, particularly the Xbox version. If you do want to play classic Gauntlet Legends, however, thanks to the exceptional inventory system, it is by far the best on the Nintendo 64. If you want to play Gauntlet Legends or Dark Legacy, ideally do it on the Xbox, Gamecube, and/or Nintendo 64.

(I’ll add more to this post in the future, including more on the gameplay and levels (about the gameplay that is, not just the listing of the next post. But this is pretty good now, I think, for a start…)

Gauntlet Series Game List


Gauntlet (Arcade, Atari 2600, Apple II, BBC Micro, Amstrad CPC, Commodore 64, Sega Master System, Game Boy Advance, Midway Arcade Treasures 1 (GC/Xbox/PS2/PC), Midway Arcade Treasures: Extended Play (PSP), X360 Live Arcade (digital download), cellphones), Midway Arcade Origins (PS3, X360), Arcade’s Greatest Hits: The Atari Collection 2 (PS1), Midway’s Greatest Arcade Hits Volume 2 (DC), Midway Arcade app addon (iOS)

Gauntlet (NES – it’s quite different from the arcade game)

Gauntlet II (Arcade, NES, Commodore 64, Atari ST, Game Boy, Midway Arcade Treasures 2 (GC/Xbox/PS2), Midway Arcade Treasures: Deluxe Edition (PC), PS3 PlayStation Network (digital download)), Midway Arcade Origins (PS3, X360), Midway Arcade app addon (iOS)

Gauntlet: The Deeper Dungeons (Commodore 64) (third party game)

Gauntlet III (Commodore 64, Atari ST, Amstrad CPC) (third party game)

Gauntlet: The Third Encounter (Lynx) (third party game, originally not a Gauntlet game)

Gauntlet IV (Genesis)

Gauntlet Legends (Arcade, N64, PSX, DC) – though each version is very different (see below)

Gauntlet: Dark Legacy (Arcade, PS2, GC, Xbox)

Gauntlet: Dark Legacy (GBA — it’s completely different from the other versions

Gauntlet: Seven Sorrows (PS2, Xbox; generic and no good)

Gauntlet (DS) — Upcoming [2012 EDIT: later cancelled, tragically]

2015 EDIT: Note: Errors in a couple of release listings in the section above were corrected by Leo A from Digital Press.

 

And now to the point, a description of the games and their differences.

Gauntlet Legends/Dark Legacy Version Comparison (Some of the differences are pretty interesting, I think!)
2012 EDIT: Originally (in ’08) I thought that N64 Legends was a port of the arcade game, for whatever reason. This has at long last been corrected, along with some resulting errors.

For a complete table comparing all levels in each version, go here: http://www.neogaf.com/forum/showpost.php?p=42879144&postcount=24 I would post it here, but WordPress has a character count limit, and I can’t find any way of inserting a lined-up table like that, either. I did, however, insert some tables from Quattro Pro below. Those, and the posts below, replicate just about everything in the table above.

Levels

Gauntlet Legends (Arcade) – 19 standard levels, 6 bosses/boss levels

Mountain (6 levels): Valley, Peak, Cliff, Cave, Cavern, Dragon (Boss)
Castle (5 levels): Courtyard, Dungeon, Armory, Treasury, Chimera (Boss)
Forest Realm (5 levels): Swamps, Roots, Tree, Branches, Spider Queen (Boss
Desert Land (5 levels): Ruins, Temple, Pyramid, Tombs, Genie (Boss)
Skorne’s Cathedral: Skorne’s Cathedral, Skorne (Boss)
Underworld: Underworld, True Skorne (Final Boss)


Gauntlet Legends (N64/PSX)— 22 (N64) or 26 (PSX) standard levels, 6 bosses/boss levels

Mountain (6 levels): Valley, Peak, Cliff, Cave, Cavern, Dragon (Boss)
Castle (5 levels): Courtyard, Dungeon, Armory, Treasury, Chimera (Boss)
Town (5 levels): Fields, Cemetary, Spire, Airship, Plague (Boss)
Frozen Plains (5 levels): Docks, Camp, Mine, Fissure, Yeti (Boss)
Skorne’s Cathedral (1 level with boss at the end, no separate access or saving before boss): Skorne’s Cathedral, Skorne (Boss)
Battlefield (3 levels): Trenches, Towers, Fortress
Underworld (1 level with boss at the end, no separate access or saving before boss): Underworld, True Skorne (Final Boss)
(PSX version has 4 additional hidden levels at the end: Mountain: Summit, Castle: Barracks, Desert: Tombs, Forest: Village. The latter two are from the Legends arcade game, but the first two were new. Castle Barracks was later included in the console Dark Legacy ports, but Mountain Summit is PS1 exclusive.)


Gauntlet: Dark Legacy (Arcade) — 33 standard levels, 11 bosses/boss levels (note that two (sort of three) Gauntlet Legends (console versions) levels, Town: Airship, Mountain: Summit, and sort of Town/Province: Poison(ed) Fields, are not in any version of Dark Legacy. Poison Fields is “sort of” because the setting returns, but the level design in DL is almost entirely new. All other Gauntlet Legends (console and arcade) levels are in it, despite the Town realm being broken up between two new areas. Thus 8 standard levels are new in this version, plus 3 bosses.)

Mountain Kingdom (ex-Mountain) (6 levels): Valley, Peak, Cliff, Cave, Cavern, Dragon (Boss)
Sky World (4 levels): Spire, Docks, Shipyard, Plague Fiend (Boss)
Castle Stronghold (ex-Castle) (5 levels): Courtyard, Dungeon, Armory, Treasury, Chimera (Boss)
Forest Realm (5 levels): Swamps, Roots, Tree, Branches, Spider Queen (Boss)
Forsaken Province (5 levels): Fields (very different from the old “Fields” level), Town, Cemetary, Mausoleum, Lich (Boss)
Ice Kingdom (ex-Frozen Plains) (5 levels): Docks, Camp, Mine, Fissure, Yeti (Boss)
Dream World (4 levels) : Carnival, House, Illusion, Wraith (Boss)
Desert Land (5 levels): Ruins, Temple, Pyramid, Tombs, Genie (Boss)
Desecrated Temple (ex-Skorne’s Cathedral) (1 level with boss at the end, no separate access or saving before boss): Desecrated Temple, Skorne (Boss)
Underworld (1 level with boss at the end, no separate access or saving before boss): Underworld, True Skorne (Boss)
Battlefield (4 levels): Trenches, Towers, Fortress, Garm (Final Boss)


Gauntlet Legends (Dreamcast) — 23 standard levels, 6 bosses/boss levels (all levels are Dark Legacy level maps. Note how Fields was added to the Castle for some reason, too. The Forest and Desert worlds were reversed in play order versus the original arcade game. There’s one semi-exclusive level, the hidden Castle: Mausoleum stage. It’s a reversed version of the Dark Legacy Mausoleum level.)

Mountain Kingdom (6 levels): Valley, Peak, Cliff, Cave, Cavern, Dragon (Boss)
Castle Stronghold (7 levels): Fields (DL ver), Courtyard, Armory, Treasury, Mausoleum [Reverse] (Hidden Level), Dungeon, Chimera (Boss)
Desert Land (5 levels): Ruins, Temple, Pyramid, Tombs, Genie (Boss)
Forest Realm (5 levels): Swamps, Roots, Tree, Branches, Spider Queen (Boss)
Desecrated Temple (1 level with boss at the end, no separate access or saving before boss): Desecrated Temple, Skorne (Boss)
Battlefield (3 levels): Trenches, Towers, Fortress
Underworld (1 level with boss at the end, no separate access or saving before boss): Underworld, True Skorne (Final Boss)


Gauntlet: Dark Legacy (PS2/GC/Xbox) — 37 standard levels, 11 bosses/boss levels (As with Legends, the home versions of Dark Legacy added levels and moved others around. There are three new levels plus one previously only seen in PS1 Legends, Castle: Barracks. The new stages are Sky: Mothership, Dream: Illusion, and Dream: Nightmare. Level order was shifted around again: the Forsaken Province was moved from being the 5th realm to the first. A couple of realms had slight name changes as well.)

Forsaken Province: Fields (very different from the old “Fields” level), Town, Cemetery, Mausoleum, Lich (Boss)
Mountain Kingdom (6 levels): Valley, Peak, Cliff, Cave, Cavern, Dragon (Boss)
Castle Stronghold (6 levels): Courtyard, Dungeon, Barracks, Armory, Treasury, Chimera (Boss)
Sky Dominion (5 levels): Spire, Docks, Shipyard, Mothership, Plague Fiend (Boss)
Forest Realm (5 levels): Swamps, Roots, Tree, Branches, Spider Queen (Boss)
Desert Land (5 levels): Ruins, Temple, Pyramid, Tombs, Genie (Boss)
Ice Domain (ex-Frozen Plains) (5 levels): Docks, Camp, Mine, Fissure, Yeti (Boss)
Dream World (6 levels) : Carnival, Grounds, House, Nightmare, Illusion, Wraith (Boss)
Desecrated Temple (1 level with boss at the end, no separate access or saving before boss): Desecrated Temple, Skorne (Boss)
Underworld (1 level with boss at the end, no separate access or saving before boss): Underworld, True Skorne (Boss)
Battlefield (4 levels): Trenches, Towers, Fortress, Garm (Final Boss)


Gauntlet: Dark Legacy (GBA) — See explanation below for more on this version.

(2012 EDIT: Fixed various fact errors in this post.)


Characters

For a table showing which games have which characters, see lower in the post.


Gauntlet Legends (hidden upgrade characters are in quotes)

Warrior (Minotaur)
Valkyrie (Falconess)
Wizard (Jackal)
Archer (Tigress)
(Sumner) [modified Wizard] (not in all versions)


Gauntlet Dark Legacy

Warrior (Minotaur)
Valkyrie (Falconess)
Wizard (Jackal)
Archer (Tigress)
Dwarf (Ogre) [modified Warrior]
Knight (Unicorn) [modified Valkyrie]
Sorceress (Medusa) [modified Wizard]
Jester (Hyena) [modified Archer]
(Sumner) [modified Wizard] (not in all versions)

Note: the Dwarf, Knight, Sorceress, and Jester are also playable in Dreamcast Legends. Their upgrade forms are not, however.


Features and Differences

For a table showing most of these elements and some more, see lower in the post.

Gauntlet Legends (Arcade) — 1998
-For 4 players
-Includes levels as noted (Mountain, Castle, Forest, Desert, Temple, Underworld)
-Includes all Gauntlet Legends characters
-Level Unlocking: You simply play through them in order, there isn’t a hub world. You can select a world, but once in it you play through all stages in that world in order.
-Item/Interface System: No Item Storage or Selling (once you collect an item, it is activated until it times out.), No Health Buying (you can buy items and stat-ups only in the shop you access between levels), No In-Game Stat Display (you can see stats only between levels), Can access the shop after you beat a level, Inventory Items Have No Visible Counter (cannot see how much time or uses are remaining)
-Controls: Attack, Magic, Turbo. Move via stick.
-Death: Black, steals 100 health
-Health slowly decreases over time. Put in more quarters or find health to increase it. Unlike the home versions of Gauntlets 1 and 2, no home versions of Legends or Dark Legacy have this feature, thankfully.
-Saving: Password (PIN number).
-Naming: Initials Only (for saving and identification)

The classic, and still great! It’s a quarter-muncher but is a fantastic arcade game.

[Note — keys and potions are stored in all versions. Keys are used automatically, potions by a button. “Item storing” refers to other inventory items, not keys and potions.]

Gauntlet Legends (N64) — August 1999
-For 4 players
-Includes 11 arcade Legends levels plus 4 bosses (Mountain, Castle, Temple, Underworld), plus 11 new levels and 2 new bosses (three new worlds: Town, Ice, Battlefield).
-Includes all Gauntlet Legends characters
-Level Unlocking: In order to unlock realms, you need to find the hidden Obelisks, of which there are three per Realm. In order to play the Cathedral, you need to beat the four main bosses. In order to play the Underworld, you need to find all 13 Runestones, which are scattered through the game.
Controls: Attack, Magic, Turbo. Move via analog. The C-buttons navigate the inventory, stat display, and special item panels (boss-killer weapon and bonus-level crystal) that are shown in your character’s box in the bottom bar. R enables/disables items; when you pick them up you switch to that item and it is enabled, so you will need to disable it to keep it.
-Bonus characters are unlocked by getting enough tokens in the Treasure Room bonus levels. The game saves the number of tokens you have, so if you fail and come back again you only need the remaining number from before.
-Item System: Full Item Storage and selling (because you can store items, now you can sell them as well as buy. You can sell everything you have, no restrictions.), Can Buy Health (in the store), In-Game Stat Display (with the C-buttons, navigate to the stat screens), Can access the store both after you finish a level and anytime from the tower by talking to Sumner, Can see exact count of item time/uses remaining
-Death: Black, steals 100 health
-Naming: Can name your character, ~7 letters.
-Can save between levels. Can access the shop at any time in the tower. Each save file includes one name and base character, but if you switch to a bonus character, you can then switch between any of the five bonus characters at any time in the tower (though once you have switched to a bonus character, you cannot return to your original base class form, you can only switch between the bonus characters), though your level is static. You can change your character name at any time in the tower. Can save to any memory card, controller paks 1-4.

This is a great port! It has all the features of the arcade game, plus more. This version has the best inventory management system in the series, is the only game in the series where you can look at your character’s stats ingame (by using the C buttons to change what is displayed on the lower bar display), and more! Plus, it has four player support and improved graphics with the Expansion Pack. This is the console version of Gauntlet Legends to own.

Gauntlet Legends (PSX) — February 2000
-For 2 players (!!)
-Includes all N64 Gauntlet Legends levels plus 4 postgame bonus DL levels as listed above (in Extra world)
-Includes all Gauntlet Legends characters
-Level Unlocking: In order to unlock realms, you need to find the hidden Obelisks, of which there are three per Realm. In order to play the Cathedral, you need to beat the four main bosses. In order to play the Underworld, you need to find all 13 Runestones, which are scattered through the game.
-Controls: Attack, Magic, Turbo. Move via d-pad or analog. Shoulder buttons disable items in your inventory and move through the menu screens.
-Item System: Full Item Storage and selling (because you can store items, now you can sell them as well as buy. You can sell everything you have, no restrictions.), Can Buy Health (in the store), In-Game Stat Display (with buttons, navigate to the stat screens), can access the store both after you finish a level and anytime from the tower by talking to Sumner, Can see exact count of item time/uses remaining
-Naming: Can name your character, ~7 letters.
-Saving: Between levels, can save at the tower.
-Bonus characters are unlocked by getting enough tokens in the Treasure Room bonus levels.
-Difficulty Levels: Unlike all other versions, there are NO difficulty level options in this version — there’s just one, somewhat easy, preset. Very unfortunate.
-Death: Black, steals 100 health

This version is decent, but with no item saving, only one too-easy difficulty level, only 2 players max, and inferior graphics, don’t bother with this if you have an N64 unless you want to play its exclusive level. Indeed, that is its main positive feature, but it’s only one level at the very end of an otherwise identical but not as good version of the game, versus the N64. It’s nice, and it’s also nice that it has those three other levels that do also show up in other versions but that the N64 version does not have, but even so, it’s definitely not enough to put it over the N64 game.

Gauntlet: Dark Legacy (Arcade) — 2000
-For 4 players
-Includes most Dark Legacy levels (home versions added three more than this has), except the order is different
-Includes all Dark Legacy characters except for Sumner. Additional hidden characters (available via a code): Pojo, Armored Warrior, Stick Figure Jester
-Level Unlocking: You simply play through them in order, there isn’t a hub world. You can select a world, but once in it you play through all stages in that world in order.
-Item/Interface System: No Item Storage or Selling (once you collect an item, it is activated until it times out.), No Health Buying (you can buy items and stat-ups only in the shop you access between levels), No In-Game Stat Display (you can see stats only between levels), Can access the shop after you beat a level, Inventory Items Have No Visible Counter (cannot see how much time or uses are remaining)
-Controls: Attack, Magic, Turbo. Move via stick.
-Health slowly decreases over time. Put in more quarters or find health to increase it. Unlike the home versions of Gauntlets 1 and 2, no home versions of Legends or Dark Legacy have this feature, thankfully.
-Death: Black, Red? Unsure
-Bonus characters are unlocked by reaching level 10 with a class and then going to ‘create new character’ after loading that file. You can now choose your classes’ alternate version (Wizard to Jackal, etc).
-Saving: Password (PIN number)
-Naming: Initials Only (for saving and identification)

I haven’t played the Dark Legacy arcade machine, sadly, so I’m not certain on the specifics here…

Gauntlet Legends (Dreamcast) — May 2000
-For 4 players
-Levels: Mountain Kingdom, Castle Stronghold (with DL Fields added to it), Forest Realm, Desert Land, Battlefield, Desecrated Temple, Underworld (note that these are all the Dark Legacy levels and world versions, not the Legends ones. They try to hide this by putting Mountain first as in Legends, but it’s obvious once you see it.)
-Characters: Warrior/Minotaur, Valkyrie/Falconess, Wizard/Jackal, Elf/Tigress, Dwarf, Knight, Sorceress, Jester (that is not a typo: the 4 new Dark Legacy characters are there, but not their alternate forms, and Sumner is not playable in this version, unlike all other home versions.)
-Death: Black, steals a level
-Level Unlocking: In order to unlock realms, you need to find the hidden Obelisks, of which there are three per Realm. In order to play the Cathedral, you need to beat the four main bosses. In order to play the Underworld, you need to find all 13 Runestones, which are scattered through the game.
-Controls: Attack, Magic, Turbo. Move with d-pad or analog.
-Bonus characters are unlocked by reaching level 25 and then starting a new game while holding down Turbo. The four hidden characters are now selectable. (Treasure rooms just have money in them, unlike all other home versions.)
-Item/Interface System: No Item Storage or Selling (once you collect an item, it is activated until it times out.), No Health Buying (you can buy items and stat-ups only in the shop you access between levels), No In-Game Stat Display (you can see stats only between levels), Can access the shop after you beat a level (but not anytime from the tower!), Inventory Items Have No Visible Counter (cannot see how much time or uses are remaining)
-Naming: Initials Only (for saving and identification)
-Can save between levels. Each save file includes initials and a character. You cannot change your initials. Can save to any memory card, A1 to D4.

This version is strange — this is actually essentially a mixture of Legends and Dark Legacy. Like Legends there are only four main worlds, but all of the levels in those four worlds are from Dark Legacy, and reflect the changes they underwent in the Dark Legacy arcade machine when compared to the original Legends. Two levels new to Dark Legacy were added to the game as well. However, Legends features like unlocking new realms by finding obelisks remain in this game, as opposed to the item-collection system of the “Dark Legacy” home ports. In the end though, as interesting as it is, not being able to buy health ruins this otherwise great version of the game. Recovering health in this version is a massive grind.

Gauntlet: Dark Legacy (PS2) — November 2001
-For 4 players (3-4 player requires multitap)
-Includes all Dark Legacy arcade levels plus three more
-Includes all Dark Legacy core characters
-Level Unlocking: In order to unlock Realms, you need to collect a certain number of crystals. Collect enough crystals in one realm and you unlock the next; each realm has its own crystal type, you you need to repeat this in each realm. To unlock wings of the building (the realms are divided into several areas), you need to collect items you get from major enemies in levels — the giant enemies like gryphons, etc. These items are exclusive to the enemies in the realms in that wing; collect enough, and you unlock the next wing. Realm access within that wing still requires crystals, of course. To access the Desecrated Temple (Cathedral), get all 13 Runestones, which are scattered across the game.
-Item/Interface System: No Item Storage (items disappear when they time out and cannot be suspended in an inventory), No In-Game Stat Display (can see stats only when you level up and then finish a level, in the ‘level up’ screen between levels.), Can Buy Health (in the store), Inventory Items Have No Visible Counter (cannot see how much time or uses are remaining)
-Controls: Weak Attack, Strong Attack, Magic, Turbo. Move via analog. Alternate option to aim your shots with the right stick instead of only being able to fire in the direction you are facing, for true dual-stick firing. While the new addition of two Attack Types — Weak Attack and Strong Attack, each on a button — is a potentially interesting addition, overall it means little; you usually just use your standard (“weak” attacks).
-Experience: Enemies give you reduced experience once you are too high level compared to them, and this eventually reduces to zero. To get to level 99, you’ll need to steal levels from death or gain XP on the hardest areas.
-Bonus characters are unlocked by getting enough tokens in treasure rooms. If you fail you lose the coins, so you must collect every coin in the room in order to unlock the hidden character.
-Death: Black, steals a level, and Red, steals 100 health
-You can save between levels. Unsure on details, but likely largely similar to the Gamecube version.
-Has Crash Bugs

This port of Dark Legacy is competent and is the base the GC and Xbox versions would built on. However, because it has no inventory (no item storage) management and requires a multitap for 3-4 player mode (and few people have them), don’t get this version if you have any way of playing the GC or Xbox versions. It’s not bad, but the later versions are better.

Gauntlet: Dark Legacy (GC) — February 2002
-For 4 players
-Includes all PS2 Dark Legacy levels
-Includes all Dark Legacy core characters
-Bonus characters are unlocked by getting enough tokens in treasure rooms. If you fail you lose the coins, so you must collect every coin in the room in order to unlock the hidden character.
-Level Unlocking: In order to unlock Realms, you need to collect a certain number of crystals. Collect enough crystals in one realm and you unlock the next; each realm has its own crystal type, you you need to repeat this in each realm. To unlock wings of the building (the realms are divided into several areas), you need to collect items you get from major enemies in levels — the giant enemies like gryphons, etc. These items are exclusive to the enemies in the realms in that wing; collect enough, and you unlock the next wing. Realm access within that wing still requires crystals, of course. To access the Desecrated Temple (Cathedral), get all 13 Runestones, which are scattered across the game.
-Controls: Weak Attack, Strong Attack, Magic, Turbo. Move via analog. Alternate option to aim your shots with the right stick instead of only being able to fire in the direction you are facing, for true dual-stick firing. While the new addition of two Attack Types — Weak Attack and Strong Attack, each on a button — is a potentially interesting addition, overall it means little; you usually just use your standard (“weak” attacks). The d-pad navigates the inventory — left/right to select, up to enable/disable item. When you pick up an item it is disabled by default, so you will have to enable it to use it.
-Experience: Enemies give you reduced experience once you are too high level compared to them, and this eventually reduces to zero. To get to level 99, you’ll need to steal levels from death or gain XP on the hardest areas.
-Item/Interface System: Full Item Storage (though items are used up at double speed against bosses), Limited Item Selling (for no apparent reason, you can only sell some items, some of the time, in the shop), Can Buy Health (in the shop), No In-Game Stat Display (can see stats only when you level up and then finish a level, in the ‘level up’ screen between levels.), Inventory Items Have No Visible Counter (cannot see how much time or uses are remaining)
-Death: Black, steals a level, and Red, steals 100 health
-Can save between levels. One save file includes eight save slots, each of which has each character as a completely separate file (each one has their own level, items, etc), with only the file name in common with the rest. You cannot change your name once chosen in file creation (very annoying!). Saves one large file, to slot A only.
-Has Crash Bugs
-1.0 Version Is Buggy (no boss health bars, your 11th inventory item disappears, items are invisible in your inventory upon loading a save game, and more; the 1.1 and 1.2 release fix some of the problems.)

This is a great game, but early releases are buggy. If you are very lucky, you have a mostly patched up v.1.2 disc and not 1.0 or 1.1! But like me, most people have version 1.0 discs, which are by far the most common ones, and that version is loaded with bugs. Some of the bugs include crash bugs (on the pop-up note screens, for instance), that your items in your inventory are invisible when you boot the game up (every time) and you have to enable and then disable them all in order to make them appear, and more. But still, if you don’t have an Xbox, this is the best home version of Dark Legacy; the bugs are annoying, but I’d still take them over not being able to save items at all as is the case in the PS2 version.

Gauntlet: Dark Legacy (Xbox) — April 2002
-For 4 players
-Includes all Dark Legacy core levels
-Includes all Dark Legacy core characters
-Bonus characters are unlocked by getting enough tokens in treasure rooms. If you fail you lose the coins, so you must collect every coin in the room in order to unlock the hidden character.
-Level Unlocking: In order to unlock Realms, you need to collect a certain number of crystals. Collect enough crystals in one realm and you unlock the next; each realm has its own crystal type, you you need to repeat this in each realm. To unlock wings of the building (the realms are divided into several areas), you need to collect items you get from major enemies in levels — the giant enemies like gryphons, etc. These items are exclusive to the enemies in the realms in that wing; collect enough, and you unlock the next wing. Realm access within that wing still requires crystals, of course. To access the Desecrated Temple (Cathedral), get all 13 Runestones, which are scattered across the game.
-Controls: Weak Attack, Strong Attack, Magic, Turbo. Move via analog. Alternate option to aim your shots with the right stick instead of only being able to fire in the direction you are facing, for true dual-stick firing. While the new addition of two Attack Types — Weak Attack and Strong Attack, each on a button — is a potentially interesting addition, overall it means little; you usually just use your standard (“weak” attacks). The d-pad navigates the inventory — left/right to select, up to enable/disable item. When you pick up an item it is disabled by default, so you will have to enable it to use it.
-Experience: Enemies give you reduced experience once you are too high level compared to them, and this eventually reduces to zero. To get to level 99, you’ll need to steal levels from death or gain XP on the hardest areas.
-Death: Black, steals a level, and Red, steals 100 health
-Item/Interface System: Full Item Storage (though items are used up at double speed against bosses), Limited Item Selling (for no apparent reason, you can only sell some items, some of the time, in the shop), Can Buy Health (in the shop), No In-Game Stat Display (can see stats only when you level up and then finish a level, in the ‘level up’ screen between levels.), Inventory Items Have No Visible Counter (cannot see how much time or uses are remaining)
-Can save between levels. Unsure on details, but likely largely similar to the Gamecube version.
-Has Crash Bugs

I haven’t played it, but everything I have heard about this game says that it’s probably the best version of the game. Recommended. (However, are there any differences between this and the GC one aside from the removal of some of bugs? Here I have assumed that there are not, but not having played it I of course cannot be certain…)

Gauntlet: Dark Legacy (GBA) — November 2002
-For 1 player only (!!!!!)
-Completely different graphics and level designs from any other version. This version was outsourced to Pocket Studios. The graphics are isometric 2d and the artwork is mediocre at best. Overall, the graphics are poor. The music is not very good. Levels are huge, overly long, and hard to navigate (the path is often hidden in a corner somewhere and can be tough to find until you tediously walk all around the area), and, as a result, boring.
-There is minimal voice acting, including almost no speech ingame; Gauntlet without the announcer is a far less fun game… and it’s almost all gone here.
-No Turbo Attacks or Combination Attacks — your only attacks in this game are the normal attack (ranged or melee) and magic potions, as well as the few items (which you can’t save of course). Boring!
-You cannot name your character or file, only select which one you want.
-Levels: Either 27 (IGN) or 32 (Gamespot) total. I can’t find a level list online and don’t have the patience right now to play through this whole sad game… but the worlds are evidently Mountain, Castle, Desert, Ice, and Dream, based on five of Dark Legacy’s eight realms, with at least some of the usual Skorne/Battlefield levels afterwards I imagine. Each realm of the main five has five levels (Mountain, for instance, has no Cave stage). But remember, the level designs are all different and incredibly boring to explore.
-Characters: Warrior, Wizard, Valkyrie, Archer. Each one has four colors as usual, but only one costume; only the colors change, not the costume. The art on the character select screen is the standard Legends/Dark Legacy art, but some ingame sprites bear no resemblance to those characters — the Valkyrie is black and has some completely different costume, the Archer has pants and a wrap top instead of the usual Green Archer costume in the art you selected… the Warrior and Wizard look a bit more like their art, but still are noticeably different looking.
-Items/Interface: No Store (what is the money for?), No Item Storage (and there are very few items to pick up compared to other versions, and less variety as there are only a few item types in this game), Cannot talk to Sumner in the tower.
-Can save between levels (three save slots, each of which can hold a character)

Is this debacle the worst Gauntlet title ever? Probably so! Do not get this game! This is an awful, awful game…

TABLES

2015 EDIT: Tables replaced with new, much better versions — they are screenshots of the actual spreadsheet now.
Levels Present In Each Version
NOTES: R = Realm, L = Level. Brackets [] mean that the level is not in that place in that version; it’s somewhere else, at the point noted in the brackets (so yes, Poisoned Fields is in three or four different places and worlds, depending on which version you play). Asterisk * means a hidden level (that you reach via a secret level exit). Columns are ordered right to left in order of release – left is first, right is last. ALT marks mark points where that game does not have that level, but has a different level with a similar theme in them instead, such as Poison Field vs. Poisoned Field, or Toxic Air Ship vs. Mothership. See notes below this block for a list of the titles. A -V ending to a listing (R1 L1-V for instance) indicates a variant level. Specifically, it indicates Reverse Mausoleum.

Also, Underworld and Desecrated Temple are broken up into 1-1 and 1-2 instead of just stage 1 and stage 2 because in those two worlds, you do not go back to the tower between stages, and thus cannot save between the level and the boss in any console version. In the arcade version there is no tower, so you must play each world straight through each time, so in those versions the stages are simply called “1” and “2”.

L-Arcade: Legends, Arcade version. L-N64: Legends, Nintendo 64 version. DL-Arcade: Dark Legacy, Arcade version. L-PS1: Legends, Playstation version. L-DC: Legends, Dreamcast version. DL-PS2: Dark Legacy, PS2 version. DL-GC: Dark Legacy, Gamecube version. DL-Xbox: Dark Legacy, Xbox version. The Xbox version off the table to the right has an identical level set to the Gamecube and PS2 versions.

Gauntlet table - Characters

Notes: Some stages, while similar, have enough differences that they can’t be considered to be the same level. These stages are, as a result, not listed in brackets in eachothers’ versions, because the levels are too different. Poisoned Field and Poison Field are in the same location, but the stages are different. They reused the location for a new stage. Also, the hidden Dreamcast version of Mausoleum plays in reverse — you start at the DL version’s end point, and go to its start point. It is the same level map though, so I count that as a variant, and not a completely different level.

Also, Mountain Summit is PS1-exclusive. It is also important to note that Mothership and Toxic Air Ship have similar themes but are entirely different levels. As a result, there are three levels not in GC/PS2/Xbox Dark Legacy: Mountain Summit, Toxic Air Ship, and Poisoned Field. Reverse Mausoleum is also not there, if you count it as a separate stage.

Characters Present In Each Version
Yes means the character is selectable from the beginning. No means the character is not in that game. Yes (Unlockable) means that the character is unlockable in that game. Yes (Code) means that this alternate outfit can only be accessed with a cheat code you enter on the controller or with a special character name.

Gauntlet table - Characters

Version Comparison
The features of each game, as in the descriptions above, but in a table format and with some additional categories.

Gauntlet Table

Note: Some parts of some boxes can’t be read. I don’t think much can be done about that, but here are some longer parts.

Overworld – “Selection Screen”, “Sumner’s Tower”, or “Large Tower”; How to Unlock Realms: All Start Unlocked, Obelisks, or Crystals and Miniboss Items; Ending: Legends, Dark Legacy, or Dark Legacy False’; for the three Bug categories: the full GC boxes say “Some (in 1.2), No (in 1.2), and No (in 1.2). 1.2 fixes some of 1.0’s problems.; Exclusive Levels Other Than Below: PS1: “Extra Treasure Room”; DC: “Reverse Mausoleum”; PS2/Xbox/GC: “Mothership, Grounds, Nightmare”; Visible Boss Health Bars: “Yes (in 1.2) for the GC; Four Player Multiplayer Support: Yes (2 player only) for PS1, Yes (with multitap) with PS2; Custom Character Names: they say either No (Initials Only), Yes (Can Rename), or Yes (No Rename). I describe the differences between these things in the paragraph descriptions earlier.

Posted in Dreamcast, Gamecube, Lists, Nintendo 64, PlayStation, PlayStation 2, Reviews, Xbox | Tagged , , , , , , , , , , , , , | 2 Comments

Game Opinion Summaries: PC Racing Games

Racing games have been one of my favorite genres ever since the mid ’90s. I didn’t play racing games all that often before that point, but since then, I’ve loved the genre, and have played a good number of racing games. I prefer more arcadey, futuristic, or less realistic racers, and not sims, so don’t expect good reviews of the top PC racing sims here — you won’t find any. Fortunately, however, there are plenty of great futuristic, top-down, and arcade-style racing games on the PC too, they’re not just on consoles. Here I will review all of the PC racing games I own, plus I will also cover all freeware, shareware, and demo PC racing games currently on my PC. The majority of titles on this list are from the second half of the ’90s. There is only one or two from before 1994. Maybe I should look up more pre-’94 PC racing games, but I’ve never done it. A for newer titles, there are some, but after the release of the Xbox the PC started fading, so the numbers of interesting titles dropped off significantly. Thing did seem to get better around 2010, but in between, I only have a game or two each year, even including demos, because I didn’t see much of interest, and maybe also because I’m less likely to keep large, newer demos installed than I am small, older ones. Anyway though, this is what I have. I think it’s a pretty good collection of mostly non-sim PC racing games. On to the list!

First though, some notes. Unless noted, these games all work fine on my 32-bit Vista install (through DOSBox for DOS titles). Obviously in 64-bit I imagine that many won’t work thanks to 16-bit installers, etc, but I have 32-bit so I can’t test any of that.

This list is mostly in alphabetical order, but I rearranged it so that series are in order. Also, games are PC exclusive unless noted. Asterisks are for older titles that I only got in the last couple of years, mostly as jewelcase-only titles (there’s only one, noted, exception); other games I’ve had for much longer (and do have complete in box), or are recent. For digital download courses of course the box/disc stuff doesn’t apply, but I put asterisks by the older ones, to note that I did not buy those back when they came out. 56 retail games total. If games do not work in Vista 32-bit (my OS), I say so. All titles were tested (yes, that took a while), so if I don’t say anything, it almost certainly works in 32-bit Vista. Also, unless I say it doesn’t, presume that games do have gamepad support (for regular directinput, not the 360 controller’s xinput of course; that’d only be in a few recent titles. I don’t have a 360 controller, so I DO mention games that only have xinput, because it’s annoying, and I have to us a xinput-to-directinput wrapper to get those games working correctly.).

My overall favorite PC racing games (in no order)

Pod: Planet of Death
Moto Racer 2
The Need for Speed High Stakes and The Need for Speed: Hot Pursuit (2010) (tie)
Extreme-G 2
Driver San Francisco

Honorable Mentions: Rollcage Stage II (Death Track Racing), Moto Racer, Screamer 2, Nitronic Rush, Driver, Skyroads, maybe some more (perhaps Re/Volt, Carmageddon, and Screamer, for instance)

Table of Contents -This list is broken up into five parts.
1. Games that I own the full version of on physical media.
2. Full games that I own through digital download services.
3. Freeware titles.
4. Demos and shareware.
5. Demos of games I also own the full versions of, but still have the demo of on my computer too. I played a lot of PC demos back in the ’90s, so I think that they absolutely have a place on this list. I write less about them than I do about the full-version games though, of course.

Table of Contents

Full games, have on disc

*18 Wheels of Steel: America’s Long Haul
*3-D Ultra Radio Control Racers
*3-D Ultra Radio Control Racers Deluxe: Traxxas Edition
*4X4 Evo
*Boarder Zone
*Carmageddon Max Pack
Demolition Racer
*DethKarz
Drome Racers
Driver
#Extreme-G 2: XG2
*Hard Truck II
*Hot Wheels: Stunt Track Driver
*Hot Wheels: Stunt Track Challenge
*IndyCar Racing
Klik & Play (Included Games)
*MegaRace 2
Micro Machines 2: Turbo Tournament
Monster Truck Madness
Moto Racer
Moto Racer 2
Motocross Madness 2
*Motorhead
*Need for Speed II
*Need for Speed III: Hot Pursuit
Need for Speed: High Stakes
Need for Speed: Hot Pursuit (2010)
Network-Q RAC Rally Championship
PCG CGC1: Road & Track Presents: The Need for Speed
POD: Planet of Death
*Powerslide
Racing Fever: Screamer 2
Racing Fever: Test Drive Off-Road
Racing Fever: Death Rally (1996)
*Re/Volt
*Road Rash
*Rollcage
Death Track Racing (aka Rollcage Stage II)
*Screamer
Sega Rally Revo
*Simpsons: Hit & Run, The
*Speedway Challenges: Network-Q RAC Rally
*Speedway Challenges: Lamborghini American Challenge
*Front Page Sports: Ski Racing
*Snowmobile Championship 2000
*Star Wars: Episode I: Race
*SODA Off Road-Racing
*Streets of SimCity
*Test Drive 5
Ultim@te Race Pro
*VR Sports Powerboat Racing: Pure Power
Interplay 15th Anniversary Collection: Whiplash
Twin 2 Pack: Sonic 3D Blast/Sonic R

Digital Download

Blur
Death Track: Resurrection
Driver: San Francisco
Ignite
*MegaRace 3
Skydrift
*OutRun 2006: Coast 2 Coast
*WRF: World Rally Fever

Freeware

#Astro Rally
*Kosmonaut
Nitronic Rush
Race the Monkey
Rolling Ball 3D
Skyroads
Skyroads: Xmas Edition
Tube
Turbo

Demos and Shareware

Ballistics
Bang Bang Racing
BeamBreakers
Big Red Racing
Carmageddon II: Carpocalypse Now
CART Precision Racing
Daytona USA
*Destruction Derby
Destruction Derby 2
*FlatOut
Grand Theft Auto
H-Craft Championship
Insane (1NSANE)
International Rally Championship
Jeff Gordon’s XS Racing
Johnny Herbert’s GP 1998
Little Racers: STREET
Moto Racer 3
NASCAR Racing 4
Need for Speed 2 SE
Need for Speed: Porsche Unleashed
Official Formula 1 Racing
Plane Crazy
Pyroblazer
RalliSport Challenge
Redline Racer
Ridge Racer Unbounded
Sega Rally Championship
Sega Rally 2
Skunny Kart
Snow Wave: Avalanche
Space Haste 2
Speed Busters: American Highways
Split/Second
Sports Car GT
Superbike 2000
Super Laser Racer
ThunderWheels
TrackMania / TrackMania Nations Forever / TrackMania Sunshine Forever
TrickStyle
Vangers: One for the Road
Viper Racing
Wacky Wheels

Demos I still have installed of games I now own for PC

Carmageddon
DethKarz
MegaRace 3
Moto Racer
Motorhead
Need for Speed III
Re/Volt
Road Rash
Rollcage
Test Drive 5
Ultim@te Race Pro
VR Powerboat Racing

==
REVIEWS
==
Full games, have on disc


*18 Wheels of Steel: America’s Long Haul – 2007, WinXP or above. By the same developer of the earlier Hard Truck 2 (below), this is a boring 18-wheeler driving game that I got for free. This game has okay but not amazing mid-’00s graphics and numerous American cities to drive between delivering loads from one place to the next. There are quite a few trucks to choose from too. Distances are very compressed, thankfully, so trips won’t take days. The campaign mode starts you with a truck and $20,000 in the starting city of your choice, and you get loads and bring them to places. There’s also a single-trip mode where you choose a start point, a cargo, and a destination; there isn’t any multiplayer. This game is a basic trading/transit game with simple, not very realistic handling modeling, no visible damage or onscreen damage indicator, and indeed only partial damage modeling (the truck can break, and crashes can hurt fragile cargos, but most crashes won’t do anything except slow you down, unless police are in the area in which you’ll be ticketed), and such. If the truck does break, there’s a roadside assistance line to call for repairs. Still though, don’t expect much depth or realism here in the driving model or map design. The in-truck view is nice, they put some detail into the interior. Of course the game is much harder to play from inside, though the mouse does look around to make looking at the mirrors and such easier. As for the gameplay, though, this really is what it seems like: a low-budget, simplistic truck-driving game that probably will not satisfy either sim racing fans, arcade racing fans, or transit economics sim fans. The latter group’s the only hope for this one, but I really dislike that genre, so I can’t say exactly how good this is for that market. But with the very simple driving model, average at best graphics for its time (it looks a few years out of date, for a 2007 game), basic road map which doesn’t give you much freedom at all in what routes you choose as there are highways, a few city streets in each city, and that’s about it, and more, this game’s pretty dull. There are only two songs included in the radio, too — if you want to listen to anything else, you’ll have to put files into the game’s music folder. Driving itself isn’t too hard, so this is not a full sim. The game does use a lot of buttons though, and yes, you will be ticketed if you break traffic rules around police — and this is very easy to do. Beyond that though, these economic-focused games really are not my thing at all. I don’t like delivery-based space games either (X, Elite, etc.), and this is even less interesting than those. I’m sure there is an audience for this, and indeed this game is part of a series, but I’m not it, at all. I get bored quickly. I did try one delivery, but eventually gave up when the truck refused to go backwards after I accidentally ended up against a wall. I guess that broke it somehow. Oh, and the truck wouldn’t let me go over 40MPH either. I don’t know if that was because of the load I was carrying or what. This is a slow-paced game for those who are really interested in the subject matter, and not for anyone else. Attaching to your load at the loading dock, and detaching at the end, are also quite tricky. Many runs have time limits too, so you’ll need to hurry… or as much as you can in a game as slow-paced and tedious as this, anyway. I’d rather just play something else, myself. Sega’s 18-Wheeler: American Pro Trucker may be ridiculously short, but at least it’s fun.


*3-D Ultra Radio Control Racers – 1999, Win9x or above. 3-D Ultra Radio Control Racers is a top-down racing game from Sierra. It was released as part of their “3-D Ultra” line of casual-friendly pinball, minigolf, and top-down racing games. Ironically, none of the “3-D Ultra” games actually use polygons (the cars might, actually, but I’m guessing they’re probably just sprites); they’re all prerendered sprites. This game is a R.C. Pro-Am inspired racing game with an element of Super Off-Road to it too, such as bumps and pits, so the tracks are not just flat. The overall game is somewhat like Death Rally (below) but a bit more casual in focus. Still though, even if this game’s not the genre’s best, it’s a good game that’s a lot of fun to play. It’s something that top-down racing game fans should definitely check out — it’s one most probably haven’t played, and it’s a solid entry in the genre. Death Rally is well known, but somehow this one is not… too bad. The game has eight tracks and four cars, and there are three circuits to play through in the single player mode. The first two circuits are four laps each, the last eight. There’s also a custom circuit option, but the game is a bit short due to the moderate at best difficulty. On each track you first do a three lap qualifier, then a five lap race, so that does add to it a bit, but this game won’t take too long to finish. It is fun while it lasts for sure, though. The tracks have walls along the sides, so this is more R.C. Pro-Am than Micro Machines. There are weapon pickups scattered around too. I like the track designs; each one is set in a real-world location like a swamp or a theme park, and you get a good sense that these are little cars in a larger world. The camera is in a fixed overhead isometric angle. I like this 2d style a lot more than Micro Machines V3 and V4’s confusing 3d cameras that keep spinning around and make figuring out the turns so much harder. This game does have some visibility problems on lower resolutions, but if you bump up the resolution it’ll zoom out, which should solve those. Alternatively, learn the tracks. That always helps too. Multiplayer is two player splitscreen only. This is a fun game, but it was superseded by its successor below — there’s little reason to get it, really, considering that the enhanced version also exists. I have both because I found this for quite cheap, and had always wanted to play it. It was certainly worth the cheap pickup, but the Traxxas Edition is the same thing but better.


*3-D Ultra Radio Control Racers Deluxe: Traxxas Edition – 2000, Win9x or above. This release is an enhanced version of the first game, listed above. In the Traxxas Edition, there are 14 tracks now, so they added six more tracks, a nice addition. As a result, in championship mode, each of the first two circuits are now seven races long instead of four, and the last is fourteen races instead of eight. Yes, all of the old tracks do return, so this is less than half new. Still, it was a budget title, and it adds a good number of new tracks, so that’s alright. It’s nice to have a definitive version. But yes, otherwise it’s basically that game again. Multiplayer is still splitscreen only (two players). The game also has two multiplayer battle modes, a soccer game and battle ball, which is sort of a soccer variant with a central goal everyone tries to score in. It’s nice to have some modes other than racing. The graphics and gameplay are pretty much the same as the first version, so it’s a nice, solid looking 2d overhead-view RC racing game. This is the version of the game to get — there are no real advantages to the original version over this one. 3-D Ultra Radio Control Racers Deluxe: Traxxas Edition still isn’t particularly long, but any fan of topdown or RC racing games should certainly play it. The controls are great, graphics are good, and it’s plenty of fun.


*4X4 Evo – 2000, Win9x or above. This game is sort of like a newer version of Monster Truck Madness, except with trucks and SUVs instead of monster trucks, and even more boring gameplay. Somehow I just don’t find this game very fun at all… it gets tedious in minutes, and I struggle to even finish a single race. The basics are there, though. 4X4 Evo has good graphics for its time, okay track designs which use that open-level, checkpoint-based style that dirt-track truck racing games usually seem to use, basic but solid arcade-style handling, and more, but I just don’t find it fun. The game feels too slow, for one thing. The handling’s very average too. You have quite good control here, don’t expect to lose much traction in this dirt. So yeah, the controls are quite unrealistic. Also I’ve never liked trucks, or rock music, at all. Still, truck racing games can be fun; see Super Off-Road, for instance, that’s a favorite of mine. I just find this game dull. It is better than some previous things in the genre, and the graphics are nice, but I don’t have much fun. Oh, the game does have an online network multiplayer mode, but don’t expect a splitscreen mode like the console version has, it isn’t here. Also on Dreamcast.


*Boarder Zone – 1999, Win9x or above. Boarder Zone is a very difficult, but okay, snowboard racing game from Housemarque. The game has three tracks, each with three variants of differing difficulties, so there’s a fair amount of content, but newer snowboarding games have more. There are six boarders and a good number of boards, each with different stats. There are also three courses each for halfpipe and big-air. Boarder Zone has very nice graphics for 1999, and still looks quite solid visually. The game does have draw-in in the distance, but the visuals are good. Boarder Zone has four main modes of play with its Arcade, Championship, and Versus modes. The game types are Race, Time Attack, Big Air, and Half-Pipe. Boarder Zone has simple controls, with a two-button control system. Button one charges a jump, and button two, combined with directions on the stick, does stunts in the air. And that’s it. As I said earlier, this is a game focused on the racing, not on the stunt aspect. Most snowboarding games have a lot more focus on stunts, but I much prefer the racing myself, anyway. However, as a racing game this game is, again, very difficult. There are no difficulty level choices in Boarder Zone, so you’ll essentially need to be perfect to have any chance of winning a race. Your opponents will almost never mess up, and the game punishes you harshly for crashes as recovery takes a couple of seconds, so in order to win, you’ll need to memorize the courses and not crash. This is frustrating, because there are a lot of things you can run into, and it’s not always obvious whether you’ll crash when you hit something or not. Boarder Zone is a simple game — don’t expect any rail-grinding or such here. You just board down mountains, do the occasional trick if you can, and try desperately to stay upright and not crash so you have a slight chance of maybe winning. Avoiding all of the objects isn’t easy, and staying straight on the jumps is even harder. Some things that can cause you to crash can be hard to see, too, unhelpfully. I don’t find this game very fun, myself. I can see the quality in some aspects of the game, but I just don’t like it very much. The jump-charging system does deserve mention, though — indicators on the bottom of the screen show the current twist and spin amounts you’ll do when you let go of the jump button and take off, which is great. Very nice touch, and helpful once you start learning the tracks, for sure. And the graphics really are nice. There are four times of day you can race on, too, which is cool; there are torches along the track in the night races. Late ’90s 3d games sure did love to show off their particle effects. Overall, Boarder Zone is a challenging, but somewhat content-light, snowboard racing game. Its main strength is that there just aren’t all that many snowboard games on the PC. Still, though, I’m sure that there are newer ones than this that are as good or better, and have much more substantial feature sets, and multiple difficulty levels too. Oh, and there’s no musical variety here either — it’s all somewhat annoying (in my opinion) rock. You also can’t remap the gamepad controls; button 1 is jump, button 2 is trick. Multiplayer is LAN or modem only, no direct-IP. The game also crashed on me a couple of times, and does not have patches.


*Carmageddon Max Pack – 1997, DOS. Carmageddon was a big hit, and very controversial title, when it released. The game is a futuristic 3d driving game where you can run over people gorily, as either Max Damage or Die Anna. The game’s blood and violence (“you get points for running people over!” And it’s true, you do.) made it extremely controversial, but the game is actually quite good too, this didn’t sell just on controversy. There are three ways to win each level in Carmageddon. First, if you finish the race, you win. This game doesn’t have places; if you finish without running out of time, you win. Second, if you kill every single person on the map, you win. This is quite challenging, there are lots of people on each map and you have a strict time limit. You do get more time each time you kill someone, but not very much. The third way to win is to destroy all of the other racers. This is generally the easiest way to complete each stage, and quite possibly the most fun too. The levels themselves are huge cityscapes. Carmageddon does not take place on railed courses; instead, it’s a checkpoint racing game where you go through large environments, finding powerups, running people over, and trying to not get lost. It’s easy to get off the path in a game like this. The physics reminds me of the San Francisco Rush games — gravity is a bit low, but on the ground the driving model is challenging and somewhat realistic. The Rush games are my favorite racing games ever, so that’s a great game to copy. 🙂 This collection includes both the original game and its expansion pack. There are lots of levels to play through, that’s for sure. Unfortunately in this collection the high res mode (or 3DFX and such too) don’t seem to work, which is quite disappointing — these games are ugly in low res. Still, the game’s more than fun enough to be well worth playing. Oh, on one final note, the European version was censored, and has zombies instead of humans. Get the uncensored release. Unfortunately none of the Carmageddon console games are uncensored, all of them (the N64 one, PS1 one, GBC one) have zombies. And before someone says “well the N64 one was terrible anyway”… go see my N64 thread, I actually like it. It isn’t as good as this one, though, certainly.


*Demolition Racer – 1999, Win9x or above (sort of). This is an enhanced port of the PS1 title of the same name, released in between the PS1 and Dreamcast releases. This game is in between the other two in quality — it’s improved over the PS1 original, but definitely is best on the DC. It also has some significant issues when running on modern OSes. Demolition Racer is of course a game inspired by the Psygnosis classic Demolition Derby. This game is Pitbull Syndicate’s attempt at a game of that type. They did a good job here and this game is fun, but I really would highly recommend the DC version over this one for several reasons. First, that later release has more tracks and cars than this one. On the PC the game has 8 cars, 10 normal tracks, and 3 arenas. On DC, there are 18 tracks and 24 cars — lots more content! There are more cups on DC too, so it’ll take longer to play through. Also this PC version has no multiplayer at all. Yes, it’s a single player game. Both console releases have two player splitscreen modes, which are of course great fun (on DC especially). The game is fast and fun, with decent graphics (when running on an older computer; more later), good course designs, and lots of crash-focused racing. As with, for instance, Rollcage Stage II, in this game your finishing position is based on both points scored from hitting the other cars, and from your place in the race. You will need to do well at both to succeed. This PC version adds some more ways to score points than there were on the PS1 (which only had side or rear impacts and nothing else), so the top-impact instant kill, for instance, is in, but the DC version did add even more than this one has. As a result the PC version has enough ways to get points to be fun, but isn’t the best version of the game. At least it is very fast and smooth, as it is on DC (but is not on PS1). Unfortunately, this game runs very poorly on Vista or other modern OSes. First, the lighting is all wrong — everything is very, very dark, and it’s nearly impossible to see much of anything. I don’t know if this can be fixed, but I couldn’t figure out how to do it. Needless to say the game’s not very playable this way. Second, the game won’t start because it’s missing a couple of dll files. You’ll need to download wmaudsdk.dll and drmclien.dll, and put both of them in c:\windows\system32 in order to get the game to start; links will be at the end of this review. The game also only starts in WinXP SP2 compatibility mode, so set it to that. Third, the CD audio didn’t work for whatever reason. And last, my gamepad didn’t work either. The game menu recognized it, but it doesn’t actually function ingame. Yeah, not good. Overall, Demolition Racer is a good racing game, and is one of the better Destruction Derby style games, but don’t play this version, it has far too many serious flaws. Play it on the Dreamcast. The PC version is more playable on an older, Win9x PC, but still, the DC version is better by a significant margin. Also on PS1 and DC. dlls needed for vista: http://www.dll-files.com/dllindex/dll-files.shtml?wmaudsdk http://www.dll-files.com/dllindex/dll-files.shtml?drmclien


*DethKarz – 1998, Win9x or above. DethKarz was a fairly popular game at the time of its release, but I’ve never liked it much. I’ve also always had technical problems with the game. Unfortunately, in both the demo and the full version, I’ve always had horrible crashing problems with DethKarz, on both my older or newer computer, so I can’t give this a fully fair review — it’s hard to like a game which is incredibly unstable. But even beyond that, while I’ve always wanted to like DethKarz – I love futuristic racing games, after all – I just never have. The graphics are nice, but the controls are somewhat frustrating, and I don’t really like how most tracks are on wallless floating courses — this makes the game quite tough, as any mistakes are harshly punished. I’ve never gotten too far into DethKarz; either it crashes on me, or I give up because of the frustrating handling and track designs.


Drome Racers – 2002, Win9x or above. Drome Racers is a Lego Drome Racers-licensed racing games from ATD, the same developer as Rollcage Stage II. This game is not as great as Rollcage Stage II, but it is a good, solid, and fun futuristic racing game. In the game you race as Drome Racers cars through realistic environments. Unlike the Lego Racers games, you can’t customize these cars — they’re just preset models, full scale versions of Lego cars. Of course, the Drome Racers line itself worked similarly, so that’s understandable even if a little disappointing; part of the fun of Legos is building your own things. Drome Racers is a good game, but its biggest issue is that there’s nothing really special about it. Don’t expect any originality here. What the game does have, however, is nice graphics, a good selection of well-designed, varied tracks, some fun weapons to shoot the other cars with, and a surprisingly good physics model too. Remembering that this same team did Rollcage Stage II, that makes sense. This game has several different kinds of vehicles, and each type handles completely differently, as they should. The racecars have much skiddier handling than the off-road vehicles, for instance. Some cars are easy to control, and others require precision to keep going straight. The tracks are well designed and fun, too. This game uses a branching system, so each course has several different variants which go through different sections of the track, as in the Ridge Racer games or XG2. The gameplay, though, is focused on the driving and the shooting. I like the weapons, the game has some fun ones. Drome Racers is a somewhat underrated game, and it’s one that futuristic or combat racing game fans should not miss — it’s good. The game has two player splitscreen and network play. Also on Gamecube and PS2. I’ve played it on GC, it’s pretty much the same as on computer except at lower resolutions of course.


Driver – 1999, Win98 or above. Driver was a very ambitious open-world racing game for the Playstation and PC from Reflections. While this game was also on consoles, though, this PC release clearly got a lot of attention visually, because the game looks great for the time. All turns are 90 degrees in this game, which is kind of silly, but apart from that it looks great. As good as the graphics are though, the gameplay’s even better. There is one important catch, but it’s a great game. Driver is an open-world driving game set in the 1970s where you, playing as Tanner the undercover cop, have to do point-to-point driving missions through a sequence of four cities. You start in Miami, then go though San Francisco, LA, and New York. The story is a somewhat average crime story, but is solidly told with FMV video sequences at plot events. Unfortunately the cutscenes are VERY low resolution, so it’s quite hard to make out much of any detail. It doesn’t matter much, though, as the gameplay’s the real star here. But first, that one catch: Driver is a rock-hard game. This game is infuriatingly difficult for several reasons. Despite the insane difficulty, though, it’s very, very good and keeps pulling you back again and again until you finally either give up, or beat it. The difficulty does start right from the very beginning, though: Driver has perhaps the hardest tutorial sequences of any game I’ve ever played. I imagine some people gave up there, and never saw the actual game… it’s just crazy difficult for a tutorial. Stick with it and master the driving controls, though, and you’ll eventually get out of that garage. At first things seem to ease up, but after not too long, that difficulty comes back, and never goes away. The first reason for this is that this game does not allow you to save after every mission. Instead, you’ll have to do three or four missions in a row before the game allows you to save. You can continue, sure, but can’t save. This is horribly annoying game design and probably ruins the game for some; it really is a problem, when you combine that with the strict timer, constant police presence, and car damage systems that will cause you to fail missions again and again. Yes, this is a very, very challenging game, and that’s true even on Easy police difficulty. In each mission, your goal is to get from one point in the city to another. There are two main variants of this. First, missions on a timer. These timers are strict, so you’d better hurry. Second, missions with no timer. For these you can slow down and perhaps even obey the traffic laws — this will keep the police off you. Some missions have special rules, like having to chase someone or break things at the locations you go to, but those are just variants on the two basic types. The police system in this game really is very well done — the police don’t just chase you mindlessly, they only do so if you break the rules. If you speed, hit cars, go through red lights, and such while police can see you, the police will start chasing you; occasionally, because of story events you’ll start being chased, and have to get away. You can see police locations on the onscreen minimap, so you can tell when they’re nearby. Even so, once you’re being chased escaping the police can take some time, so be careful in missions with strict timers where you have to be free of police at the target location. Yeah, when the game combines that with long distances and tight timers, it can get frustrating. I got this game shortly after its release, and loved it, but it was simply too hard for me at the time, and I never managed to get past the first mission in San Francisco, the second city. And the first SF save point is AFTER that mission, not before it, so I didn’t get to the first SF savepoint until when I was playing the game again for this review. Yeah, I had that much trouble with it.Still, I loved the game as far as I did get, and it’s still a very good, addictive game — I will surely be playing this game more. Driver is one of, or maybe the, best open-world racing game I’ve played. I liked the gameplay and cities to explore a lot. This game is nonviolent (apart from some cutscenes, of course; you are undercover in the criminal world, after all) too, which is great. No other Driver game has been entirely gun-free as this one is, and that’s really too bad — somehow Reflections has completely forgotten what made the first game so great, and keeps making Driver games full of shooting and violence instead. That wasn’t any good in Driver 2, and it still isn’t. Driver isn’t GTA, and doesn’t need to be ike it; it’s its own thing, and is just as good (or better). Fortunately the most recent Driver game, Driver San Francisco, finally gets back to the nonviolent style of the original. Great game! I like how you can’t run over pedestrians in this game, either; when you try, the flatten themselves against the nearest wall and cannot be hit. It’s kind of silly, but hey, this is Driver, not Carmageddon (or GTA). Driver San Francisco does this as well. I remember sometimes wanting to be able to run the people over, but it’s fine this way. Overall, Driver is a great game. It’s just too bad that almost every title since in the franchise haven’t been. Also on PS1, though the graphics are better here. It’s impressive that they pulled it off at all on PS1, but the visuals sure don’t look nearly as good.


Extreme-G 2: XG2 – 1999, Win98 or above. Extreme-G 2 for the PC is a somewhat rare PC port of the N64 original. For anyone who doesn’t know the game, read my review of the N64 version in that thread. I played this version first, though, and absolutely loved it. XG2 is a fantastic game, and is one of my favorite futuristic racing games. I actually do like XGRA (GC) even more, so this is my second favorite Extreme-G game, but XG2 isn’t too far behind that exceptional classic. First though, for those who know the N64 game or read the other review, I’ll mention the differences between the two versions again. First, there is a great CD audio soundtrack on the PC. XG2’s CD audio remix is really good, and is worth listening to on its own — this is one of my favorite futuristic racing game soundtracks around. The music is really changed from the N64, and every change is much for the better; just listen to the new Eschaton and Lumania music, it’s great! It really blows away the N64 version’s music. Second, there’s no multiplayer at all, sadly. They gave some excuses for that, but ultimately, what matters is that it was cut, and the whole battle mode went with it. It’s really too bad, that was pretty well done on the N64, and network modes would have been great here (as well as splitscreen of course). Most PC racing games have one or the other. Third, the game supports much higher resolutions than you’ll get on the N64. You can adjust the resolution through command-line switches, and the game looks fantastic at high resolutions. The text starts breaking up at or above 1024×768, but the actual game looks just fine, and that’s what matters. Of course the game is a product of its time, so don’t expect the polygon counts or detail levels of 6th gen console games; this is an N64 game at heart, and you can tell. Still, the visuals are pretty good. XG2 has twelve tracks, each with three different variants, and there are at least six or seven championships to play through, too, so there’s a lot here to do. The later championships get very challenging, so this game will not be easy. Making that harder is the save system; yes, just like on N64, you can only save progress every four races (or three, for 6-race championships), and you have limited lives. That makes the later races of each set of four quite challenging, when one failure means you go back several races. The track designs themselves are fantastic though, some of the best in the genre, so I don’t mind that nearly as much as I would in a worse game. I love how complex and detailed the tracks are. These aren’t just Wipeout cooridors, they’re real environments, or as real as they could do at the time XG2 was made. Oh, and the box is really cool, too. It looks like a huge version of the N64 XG2 box, and I love the resulting look. This version of the game is not common, and complete it won’t be easy to find, but fortunately loose copies don’t cost too much; this game isn’t too highly in demand. Still though, I would put this up as one of the two or three best ever futuristic racing games on the PC, right up there with Pod. The only disappointment is the missing multiplayer. Also on N64.


*Hard Truck II – 2000, Win98 or above. This is another tedious 18-wheeler sim that I believe I got for free. It’s an earlier title in the series that also includes 18 Wheels of Steel: American Long Haul, so a lot of the basics of the game are the same as in that title. As expected, the game is an open-world driving game with a business sim element — you buy and sell cargoes at the different towns, and will make or lose money depending on how in demand those places are in the various towns. There are also some races, though they occur at preset times, so you’ll have to be at the right location at the right time to compete. So the game does have some interesting ideas, it’s just not the kind of game I’m going to enjoy… I like business games significantly less than driving sims. The main differences between this and the later one is that this one has weaker graphics, of course, and isn’t on a nationwide map — instead of traveling to dozens of cities around the country, in this game you drive around one, smaller area with a network of towns and businesses. In each town you can get jobs at the depot, dealing with the economics side as described above. The driving and gameplay is very much like 18 Wheels of Steel, just not as nice looking. So yes, it’s tedious, slow, and boring, and is only for trucking sim fans.


*Hot Wheels: Stunt Track Driver – 2001, Win95 or above. This game is a Hot Wheels racing game by Semi Logic Studios where you race on Hot Wheels cars, on those plastic tracks you could buy, in rooms in a house setting. Yeah, it’s a mini car racing game, with full-size animals, furniture, and such in the background. The game runs with polygonal cars and maybe tracks running on what clearly has to be an FMV backdrop. The game has six tracks to race through, all one way courses and not lap tracks. There’s also a track builder mode where you can put down tracks to form your own track. In the six predesigned ones you’ll see stuff in the background such as a cat or dog, fishbowl, couch, etc, but of course the ones you make yourself are done with a bland, empty-garage background — of course with FMV backdrops, it’d be impossible to allow you to place tracks in environments like the other ones, but it’s nice that they put in the option. This game didn’t make a good first impression, as you’re driving down extremely narrow paths with FMV backdrops so it is an incredibly railed game, but it’s actually not easy, and was a little fun, I think, overall. The game gives you a very strict time limit for each track, and you pretty much need to be perfect to finish. So, the challenge is getting or turning and braking right, to pull off each jump and turn without a crash. This isn’t a good game, but it’s moderately amusing. Fans of mini-car racing games should check this one out, too — many Hot Wheels games don’t actually use mini-car settings, oddly enough, but this one does.


*Hot Wheels: Stunt Track Challenge – 2004, Win98 or above. This second Hot Wheels Stunt Track game is from Climax Studios. No, not the Japanese one, a British company of the same name. This game has you playing as a competitor in a futuristic, Hot Wheels-themed TV racing gameshow. This game is a simple, but fun, arcade-style futuristic racing game. It’s entirely different from the game above — this one has you driving what appear to be full-scale versions of Hot Wheels cars through full-size (usually), outdoor environments. You’re not on those plastic orange one-car-width tracks that you’re driving on in the above title, and you’re not a tiny car in a large world either. That doesn’t mean it’s worse at all, though; it’s better, really, it’s just a bit less obviously Hot Wheels. The vehicles you drive are all of course Hot Wheels vehicles, though. The game’s clearly inspired by other futuristic racing games like Extreme-G or Rush 2049, but this game’s not as complex as those — it was clearly made for kids, so this game is easier and more forgiving than most such titles. There are no alternate difficulty levels, either. The game is a fairly standard “extreme” style racing game, with tracks full of jumps and obstacles you’ll have to avoid. The main unique feature here is that it’s not just about races against other cars. Stunts are done Rush 2049 style — it’s all about spinning and flipping in the air with the analog stick. It’s not as varied or deep at that game’s stunt system; indeed, it’s quite simple, just spin or flip — but still, it’s entertaining. Instead, each of the six championships is made up of ten events. Three are races, but the rest include two top-down sections (with small cars) where you have to collect five items and then find the exit, and a variety of other games including races where you have to go along a narrow track, sometimes without walls, going through hoops or checkpoints as you head towards a goal, a stage where you play pool (by knocking giant balls into holes in the corners), stunt-jumping challenges where you go through a short course and then over a jump, and more. Excepting the topdown bonus stages, which just exist to allow you to unlock more decals, the other events are all scored in a bunch of categories, including stunts, time, position (for races), etc. The person, of the six competitors, with the most points at the end of each championship is the winner. You’ll be rewarded for finishing second with a new car, or two if you win the championship. The game doesn’t have weapons, but does have turbo. You can build turbo either by doing stunts or collecting turbo powerups. The graphics are solid early-’00s stuff. Stunt Track Challenge looks quite average for the time, but it’s a good average, not a bad average — this is a reasonably nice looking game. Each championship’s environment is different from the last, and the themes, from a pirate ship to a hive of spiders, are varied and fun. to attack your rivals with. Overall, Stunt Track Challenge is a fun game, but the easy difficulty holds it back a bit — this game is just too forgiving. For instance, when you fail to finish spins before landing, no problem; you won’t get the points, but it won’t punish you in the race itself at all. Actually winning every challenge actually would be difficult, but you don’t need to — a mixture of top-3 finishes should easily win every championship. Still, the varied challenges, from racing to jumping through hoops to going over jumps to the topdown bonus stages, keep the game fun. Stunt Track Challenge is a good game, I just wish it lasted longer and had some more depth. But for what it is, it’s good. Also on PS2.


*IndyCar Racing – 1993, DOS (though I have the 1996 CD re-release). IndyCar Racing is an early Papyrus racing sim. As expected from Papyrus, the game is realistic, detailed, and a very good game for its time and genre. As the title suggests, this one is an IndyCar game, so it’s open-wheel racing. Papyrus later became famous for their NASCAR games, but this is one of their earlier titles; it’s only their second racing game. As with all Papyrus games, it is a high quality, accurate sim. I find such games somewhat boring, of course, but for 1993 this is a very good open-wheel game. The game has very good graphics for a 1993 racing game — indeed, I was impressed with the visuals here. The polygonal visuals are nice looking, and the game runs fast and smooth on any modern PC. This game isn’t as technical of a sim as later Papyrus games would be by default, so it’s quite playable by anyone. The game has assists such as automatic gears and the option to turn off damage modeling that help make the game simpler for people who don’t want the full experience, and you can set race lengths too so you don’t need to do 150 laps. The game has fifteen tracks from the 1993 IndyCar season, so it’s got all the courses too. Unfortunately as was common in sim racers the game has no ingame music, only sound effects. As with most F1 and IndyCar games I find this game somewhat boring, but that says noting about its quality. This is clearly a good early ’90s racing sim.


Klik & Play (Included Games) – 1995, Win9x (does not work in Vista, not sure about XP). Klik & Play was the first of a series of innovative and brilliant game creation programs from Clickteam. This first one was published by Maxis, and I loved this in the mid ’90s. Sadly because I was really stupid I lost just about all of the games I made back then by the early ’00s, but still, KNP was great. It has limitations — scrolling is nearly impossible to do for instance, so almost all games are single-screen, and you can’t really do any kind of 3d or first-person stuff — but it was really fun to play with. Anyway though, this isn’t here for the game creation side. It’s here for the included games. KNP includes 15 small games built in; the later Clickteam programs don’t have anywhere remotely as many, maybe just a couple each. KNP, though, comes with a full suite of little games. Relevant to this topic are the racing games. They are top-down, because I don’t think there’s any way KNP could do first-person (2d or 3d) or faked-scaling titles. The first is Racing Line, a Super Sprint-esque game with F1 cars. It’s got one or two player support. In one player mode, you play against a really hard to beat computer which drives along one specific line, probably faster than you can. You bounce off the computer car if you hit it, too. Yeah, it’s kind of lame in 1p. Two player is a lot more fun, though; I liked this one a lot. Setting lap times was fun too, though it doesn’t save them (KNP only supports password saving, pretty much; later Clickteam titles would add in save-file support). The game has five tracks, each a bit harder than the last. Fun little game. This is the only true racing game of the included titles, but there are two two player only car combat games included. First is Quads, an ATV game where the goal is to bump the other player into holes that are scattered around the playfield. It’s okay, but not one of the better packin titles. Maniac Racers is the second one. In this one you shoot the other car, and each player has a health bar. There are three maps, and it’s better than Quads. These two are not anything I’d call a racing game, though; just combat. Overall though, some decent options. I liked KNP’s built-in games. They’re very simple, but can be fun.


*MegaRace 2 – 1996, DOS. The first MegaRace was and early attempt to do a futuristic racing game, sort of, on the CD medium. The game was FMV-heavy, and indeed was more of an on-rails FMV shooting game than a real racer. The live-action video segments and fancy CG-rendered backgrounds drew people in, but in retrospect the game’s pretty awful. Well, MegaRace 2 is a bit better than the first one, but not by enough. Like with the first, MegaRace 2 has you racing on prerendered CG tracks that play like movies in the background. They improved the illusion somewhat here, and the graphics look fantastic in screenshots, but actually play it and you’ll see just how limited it actually is. Because the background is video you don’t have full control over your motions or what you can see, unlike most games, which is very frustrating at times. I just don’t like the style much as something I have to play. The combat is similarly limited by the technology. The host from the original game does return, and he’s moderately amusing, sure, but he can’t make up for the badly lacking gameplay. Oddly enough while the first and third MegaRace titles had console ports, this one is PC only. It’s two discs, too — lots of track video there for the game to stream. Great. Futuristic racing games are one of my favorite genres, and are my favorite kind of racing game, but MegaRace 1 and 2 are two of the worst futuristic racing “games” I’ve played. I know that MegaRace 1 and 2 have some fans; people who are interested in FMV racing games might want to try this. I’m not one of them.


Micro Machines 2: Turbo Tournament – 1996, DOS CD version. Micro Machines 2 is the second, and maybe the best, game in a great racing game franchise. As with the first one, in MM2 you drive tiny little Micro Machines cars in real-world environments. You aren’t railed to the road, so one of the major challenges is learning the tracks so that you turn correctly so as to stay in the path, and not fall off the table or run into something or what have you. It’s a great system, and works extremely well. The first Micro Machines was a fantastic top-down racing game, but the sequel’s bigger and better. There are lots more tracks, more modes, more multiplayer, and more in this title. Micro Machines 2 has a surfeit of modes, including single race, championship, Super League, a track editor, and a large collection of user-created tracks as well. Those last two options, the track editor and user track collection, aren’t in the console versions of the game. Super League mode has you in a series of four leagues. Each league plays a set of races, and at the end the bottom player is dropped, while the top player moves up a level. Your goal is to make it to the top. This is much easier said than done, though. Super League is a great mode, and was my favorite one here. Championship mode works just like the original game — play through all the main tracks one at a time, with limited continues. It’s tough, but of course is great once you learn the tracks. The large collection of user tracks is a great inclusion as well. Micro Machines 2 has a really cool reflective silver box, too — it really stands out. MM2 is a tough game, though. Your little cars go faster than in the first game, so you have less time to react to the upcoming turns. I think I like the first game’s speed a bit better, personally — this one can be hard to deal with sometimes. You get used to it, but it’s a fast, tough game. This means that the game is harder than the first one, and memorization is even more important. The PC version is probably the best version of this game out there (it’s also on Game Boy, Game Boy Color, and, in Europe only, Genesis and Game Gear), but the handheld versions are extremely difficult due to the short draw distance. The Genesis version is good, but it’s probably even better on PC. The game saves your times and such too, of course, something not all of the console versions do (the handheld versions do not, for instance). I have mixed feelings about the 3d cameras in Micro Machines V3 and Micro Machines V4, but MM2 is an outstanding game and stands next to the first Micro Machines near the peak of top-down racing greatness. Oh, and yes, it’s a fantastic four player multiplayer game too. The first MM was two player only, but this is the one that introduced four player to the series. It stuck, in a big way. Oh, for anyone with an older machine, this game is extremely incompatible with Windows — it really needs to run in pure DOS mode, without Windows running in the background, to function. This doesn’t apply in DOSBox of course. Also on Game Boy and Game Boy Color (in the Micro Machines 1 & 2: Twin Turbo package, on the latter), and in Europe only also on Genesis and Game Gear. The handheld versions don’t have saving, while the PC and Genesis (Megadrive) versions do.


Monster Truck Madness – 1995, Win95 or above. Monster Truck Madness was Microsoft’s first major entry in the racing genre, as the company got into PC gaming in a big way in the second half of the ’90s. Of course they would later ditch this for the Xbox, but for a while they were focused on the PC. MTM is a fairly simple game, with okay graphics for its time (1996-1997) and decent gameplay. The monster truck theme is silly, but the gameplay, which is a checkpoint-based racer in large open levels, works well. This game is simple, but fun. There are two level styles, lap-based races with circuit tracks, and longer point-to-point races. This is far from a great game, but it’s decent for the time, and is kind of amusing to play even now. I’ve never cared about monster trucks at all, but this game’s not too bad. It’s certainly not great, and gets old after a little while, but it can be fun. The game has a sequel, but I haven’t played that one. I have played the N64 game, which is based on the second one, but don’t like it as much as this one.


Moto Racer – 1997, Win95 or above. Moto Racer was released in late 1997, and was one of the best, and best looking, arcade-style PC racing games released up to that point. It is on GOG. The game as quite popular, and for good reason: this is a very good arcade-style racing game. Moto Racer has 3DFX and Direct3D support for nice 3d graphics, and it is indeed impressive both visually and in the gameplay. The game has some issues on modern computers I will address at the end, but regardless it’s a great game and is playable. Moto Racer is both a superbike and dirt bike racing game, so you have both the dirt racing full of jumps and tricks of dirtbike racing, and the high speed road racing of superbike racing. Moto Racer’s gameplay is arcade through and through, and I wouldn’t have it another way. The goal here is to get through each race without hitting the walls, because hitting the sides will cause a significant loss of speed or, worse, a crash. You can wheelie for additional speed, but it greatly reduces turning, and makes you much more likely to crash if you hit anything. These simple controls work very well and results in a fast and thrilling game. The game does have turn indicators before turns, but they’re not really necessary. This game has unrealistic courses that are fun in the best ways, and each one has a different setting, too. One’s on the Great Wall of China, for example. The tracks are railed paths, so the scenery is just that, but it works. I like the track designs in this game, they’re designed well. There is a timer, but you will only run out of time if you’re doing badly. All you have to do to move on is finish in the top 3. There’s no points championship or anything, so the only reason to finish first would be personal satisfaction. The game is short, with only eight tracks and a short campaign mode that is easy to finish in a short time, but if you get into it there there is some replay value. Once you beat all 8 races you unlock Reverse mode, for a second run. You can also try to improve your lap times. Still, the one flaw here is the somewhat limited amount of content. Apart from that, it’s fantastic. The music is good, but somewhat unmemorable. MR1 has great graphics (640×480 max resolution, but it looks great for ’97), great gameplay, fantastic arcade-style handling and controls, nice visual variety, and more. Moto Racer 2 has even better graphics, but the first one does look nice. Also, while there are only eight races in the game, there are three difficulty settings, reverse mode, and you can play with 12 or 24 bikes. More bikes adds to the excitement, but also to the challenge. Still, it IS short; this is where the sequel comes in. Moto Racer’s multiplayer is LAN or Direct-IP only. Overall though, Moto Racer is a classic! As for the performance issues, in order to get the game to run, make sure to install the patch 3.22. That will get the game working. Moto Racer does require Windows to be set to 16-bit color to run, but once done it’ll work. In addition, the “mototrac” patch adds in the two demo levels. Unfortunately it just has them replace two of the races in the circuit (as an option, you can still use the originals if you wish), but still it’s nice to have. GOG’s release comes with the patches pre-installed. This game has performance issues on modern computers, but they are mostly fixable. First, it doesn’t work with USB gamepads, only gameport. I don’t know if the GOG release fixes this. Second, I already mentioned the 16-bit-color-only issue. And last, the game is tricky to get working in Direct3D mode — the game will dump you into the not as nice looking software mode at the start of each race, by default. The fix is to use command line parameters. The full set of command line parameters I use is ” -D3D -ZBuffer -FrameRateMax60 -TextureVideoMem268435456″ (after the address in the Target box, in the Start Menu shortcut’s properties). There are some other options you can enable through these parameters too, such as different framerates (the default is 30; I chose 60; setting it to 0 will unhook the framerate, for no limit, but I’d recommend using a limit. You can set it up to 99.). -CorrectRatioTextures and -nodither might help too. -h displays the list of parameters you can use, though that -TextureVideoMem one that fixes D3D is hidden one found by a guy in the GOG thread linked below (thanks! It’s awesome!). If you want to use software mode for whatever reason (no command line parameters), there are graphical issues, so turn graphical detail down to 3 (of 5) before dirtbike (motocross) tracks; otherwise you’ll see lots of game-killing slowdown when making sharp turns. Superbike tracks work fine at detail 5 in software mode though, but of course there’s no reason to be using it. Just use hardware, with the command line parameters above. See this link for more info on the parameters and how to use them in the GOG release (it’s slightly more complex than with the disc release, you have to make your own shortcut to the game (moto.exe) and then put the parameters on that shortcut), see this page: http://www.gog.com/en/forum/moto_racer_series/direct3d_problem/page2 Finally, to install the game in 64-bit Windows, follow the instructions in this link: http://gamebender.wordpress.com/2010/01/02/moto-racer-1997/ GOG’s release includes the patches and of course replaces that 16-bit installer. Oh, there’s also a PS1 version, but its graphics are pretty bad compared to the PC original. Finally, I didn’t put an asterisk on this game, but I didn’t buy it when it came out; I just have this as a disc only title, and got it in the mid ’00s. I’ve had it much longer than any of the titles with asterisks, though, and also I played this games two demos a lot when it released, so it’s one I did play some of back then. The game is just as great now as it was back then, impressively.


Moto Racer 2 – 1998, Win95 or above. Moto Racer 2 is essentially just like the first game, but more and better. While the series changed dramatically after this title and became a generic, not particularly interesting sim racer series, these first two are fantastically fun arcadey motorcycle racing games with nary a realistic racecourse or bike customization option in sight. The controls and handling are nearly identical to the first game, which means that they’re great. Turn indicators have been removed from the game versus MR1, but I don’t miss them; they were never needed anyway. Track designs are very similar to MR1 as well, except now there are a huge number of courses, instead of very few, and multiple championships. The controls, just turning and wheelie/stunt, are simple but deep,and there’s a lot more to Moto Racer 2 than you might think at first glance. In order to get good at Moto Racer, you’ll have to learn the numerous courses, learn the types of turns, and figure out how to take them at the best speed possible. I, at least, think that this is a much better game style than the later ones. I got Moto Racer 2 when it first released, and it’s been one of my favorite PC racing games ever since. This game really is that good. I even don’t mind the rock music soundtrack, which is saying something. Moto Racer 2 takes the core of the first game and makes it better. The graphics looks very similar, but better. The game supports higher resolutions, too, up to 1024×768 (and does have a 16:9 option). MR2 is a very good looking game for 1998. The game has four player splitscreen multiplayer now, as well as the LAN and direct IP modes the first had, so multiplayer is easier and better. The game doesn’t have as many environments as the first game — there are only six this time, instead of eight — but it makes up for it with an essentially infinite number of tracks. The game has a good 40+ built-in tracks, and four different championships to try to win. If you beat all of the included championships, you can make your own too, using tracks you make yourself in the track editor. The track editor is simple, easy to use, and works great. You simply place the connection points, and then curve the track in between those points. Moto Racer courses are entirely railed paths, so it works well. You can’t customize the scenery, but can regenerate it until you get a look you like, and you can choose the setting, from the five available for each bike type (one environment is exclusive to each type, and four are shared). I was slightly disappointed that there are fewer environments than the first game, despite having so many more tracks, but otherwise this game is a huge improvement over the first title. Highly, highly recommended! Moto Racer 2 does have some of the first game’s problems, but fewer of them, and they are fixable. This game is on GOG.com too, but GOG removed the original annoying and yet perfectly fitting punk rock music and replaced it with some bland and generic rock. I assume some rights issues were involved, but it’s very disappointing — a disc copy is best. First, to fix Direct3D (this is required in either version of the game, disc or GOG, the only difference is how you input command line parameters), use the command line parameter “-KeepAvailableVram668435456” (use what’s inside the quotes) in order to get the game working in the far better looking D3D mode. As with MR1, there are more command line parameter options, if you wish. Use the command line parameter -h to see the full list. Similar to MR1 the -KeepAvailableVram one that fixes D3D is hidden, thanks GOG thread below! It’s great that D3D can be fixed, because software mode doesn’t look nearly as good. If that command line parameter does not work for you, see this thread and try some others. -KeepAvailableVram268435456 works for some people. http://www.gog.com/en/forum/moto_racer_series/d3d_solution_for_mr2/page1 Also, for the disc release, two patches will be required to get the game working; GOG of course comes prepatched. First install the official 1.34 patch, then download and install the unofficial 1.36.3 xp patch which will get the game working. See here: http://gamebender.wordpress.com/2010/01/03/moto-racer-2/ Fortunately, this time you won’t have to set your desktop to 16-bit color to run the game, and Moto Racer 2 WILL recognize USB gamepads, unlike the first one. Also while software mode doesn’t look as good, at least it runs smoothly, unlike MR1’s software mode. So yeah, there are some issues, and they’re annoying, but at least there are fewer this time. Despite the problems, Moto Racer 2 is an outstanding, must-play arcade racing game. A must play for arcade racing fans. Like the first this is also on PS1, but expect awful graphics from that version. It’s fast, but looks like a hideous moving sea of pixels. Buy this on disc for the PC — again, avoid the GOG release if at all possible because they removed the original, better music.


Motocross Madness 2 – 2000, Win9x or above (sort of; read below!). Motocross Madness was Microsoft’s motorcycle series, and quite unlike the above two games, this one is a sim at its core. I went from Moto Racer 2 to this, and my first reaction to this one was not good. This is a much, much harder game, and it does get frustrating. Still, it does a lot of things right, and is very good for its genre. Motocross Madness is, as the name suggests, a dirt bike racing game. The game has tough, fairly realistic handling and will take quite some time to get used to. You also need to learn to not go off of all jumps at full speed — often there are obstacles in the distance, so be careful. There are a lot of bike configuration settings too. If you do get used to it there’s a lot of content here, but at the time I was disappointed by this because I had such a hard time trying to figure out the controls and how to do well that it made me just want to go back and play Moto Racer 2 again. Still, even if it wasn’t quite my thing, Motocross Madness 2 has good graphics and good gameplay. The game has three basic types of races: first, checkpoint races in large open levels. These are pretty cool, and really are the highlight of the game. Second, Supercross races (indoor, tight-turns courses). And last, stunt arenas. There are a few other variants, but those are the basic types. Riding around in the open levels particularly can be fun. Of course I crash constantly — this is a difficult game after all — but it’s fun anyway. This is better than most other dirtbike racing sims I’ve played, for sure. I like the large, open courses, and when working correctly the graphics are nice as well. Oddly however there is no ingame music, just engine noise, which is kind of boring. On the graphics note, though, this game has one significant problem: it doesn’t work right on modern computers. Specifically, on systems with more than 2GB of RAM, you can’t play the game in anything other than Software rendering. Needless to say, Software mode is very ugly. Looking around on the net, I can’t find any way to fix the problem other than limiting Windows to only 2GB of RAM, or physically removing the RAM and then editing the game’s config files to reflect the change. Yeah, not good. Instructions: http://www.tomshardware.com/forum/103457-13-motocross-madness Overall, Motocross Madness 2 is tough but good, though that graphics issue is quite unfortunate.


*Motorhead – 1999, Win98 or above. Motorhead is a somewhat unique looking racing game. The game has a simple polygonal look, but uses lots of visual effects to have a very shiny, reflective look to it. This game definitely shows off the visual effects that video cards could do for the first time in the late ’90s. I imagine some find it garish for sure, with all that lighting. I think it looks reasonably good, but there is better. The polygon models are fairly basic, and the draw distance and fog are a bit too close — and you can’t get rid of it, unfortunately. Was this designed for the PS1 first or something? As for the gameplay, this is a fairly straightforward arcade-style racing game. It’s got solid arcadey controls, a good track selection, and plenty to do. Nothing to argue about here — Motorhead is a good game. It’s not great, but it’s definitely good, and worth a look. The visual effects are perhaps overdone though. Those shiny, 3d-accelerated visual effects are all over the place; the designers were showing off what they could now do, and went pretty far with it. Still, it is a quality game with solid, stylized visuals. Also on PS1.


*Need for Speed II – 1997, Win95 or above. In Vista, set compatibility to Win95 or Win98 for the game to work properly. The demo of NFSII was the first Need for Speed game I played, and it left an impression on me — I thought NFS2 looked great, back in early 1997, and the game seemed to play well too. The idea of racing very expensive supercars, such as the eight in this game, was a fun one. I didn’t buy the game until much later, though. Looking back on the game now, the game has aged for sure. The graphical difference between this and NFSHS, released three years later, is huge, indeed almost generational. This one looks a lot more like NFS1 than any of the later titles, though it does have much improved car models versus that game. Overall though, NFS2 is a transitional title. It doesn’t have the point-to-point races or more simmish design of NFS1; instead, it’s got all circuit tracks, and and a bit more arcadey feel. However, just like NFS1, the game does have nice interior views for all of the cars, based on the real looks of those vehicles. The driving model is also okay for the time; sure, it’s a bit simplified from NFS1, but braking and turning certainly are still important. Overall the game looks dated, but plays like something in between the first NFS game, and the third or fourth ones. NFS2 is a good game. My main problem with it is that I think that the next two were even better — more cars, better graphics, better controls, wider courses, and more. NFS2’s track designs are good enough for the time, but definitely have that walled-in feeling that racing games usually did around that time, in order to reduce the polygon counts. Areas where you can drive off of the road, even just into a grass shoulder, are rare. The next two games are quite different in that regard, and I think that that was a real improvement. The graphics also get much better, as I said, though there is a second release of this game, NFSII SE, with 3DFX support (emulateable, of course, with a Glide wrapper) and another track. Maybe I’ll get that one sometime. Still, while NFS2 is a good game for its time, and I do find it more fun than NFS1 (yeah, I’m not one of the NFS1 devotees; it’s good, but I like the later ones more.), it’s outclassed by its successors. The game’s fun to play a bit, and there’s certainly some challenge here as you learn the tracks and try to avoid crashing, but overall I’d rather play the newer ones. Still though, this game does have some nostalgia value for me for sure. Also on PS1.


*Need for Speed III: Hot Pursuit – 1998, Win9x (not sure about XP). Does not work properly on Vista, unfortunately; I need to play this one on my old computer. NFSIII was the 1998 NFS game, and it’s a great one. The game has good graphics, good track designs, and great fun gameplay. The game’s main problem, apart from not running on Vista, is that NFS High Stakes includes all of its tracks and cars (as unlockables), and has very similar graphics and gameplay too, except better all around. That leaves NFSIII as something of a relic, a good game that was completely superceded by its sequel. This game doesn’t have much of a single player campaign, just like the previous two NFS games, either. You choose a car, choose a track, and go. I prefer racing games with more substantial campaigns, like High Stakes has. NFSIII does introduce some great new features like being able to play as the police, though, which is cool. Still, as good as this game is, and as fun as it is — and it is very fun — I struggle to come up with reasons to play this one over its sequel. Is there anything at all in NFSIII that’s not also in NFSHS? Plus, it doesn’t work on Vista, either. Has two player splitscreen and IPX network or direct IP multiplayer. Also on PS1, but far better on PC.


Need for Speed: High Stakes – 1999, Win9x or above. The 1999 entry in the series, NFS High Stakes is one of the best games in the Need for Speed franchise. The game runs on an improved version of the engine that ran NFSIII, but this one looks even better, and runs fine on Vista, too. NFSHS is still a very good looking game even now. NFSHS has, for the first time in the series, a significant single player campaign mode. Also for the first time in the franchise, NFSHS has car damage that is both visual and affects performance. Car damage is broken down into four different categories, so this isn’t just your basic damage meter, it’s got more depth than that. And on that note, you want to avoid damage in this game, if you take too much winning will be very difficult. This is a major factor in the campaign mode too. So, you start out by buying a car. Then you can enter the first circuit. The first one is free, but all other circuits have entry fees. You’ll need to make money by doing well in the races in order to get anywhere here. You spend that money on repairs — yes, if your car is damaged in a race, you have to pay out of your winnings to fix it; entry fees for circuits; and new cars and car upgrades. There are quite a few circuits to race through as you work your way to the top. I found this game hard when I was younger, but in retrospect it’s not quite so bad. Still, if you get in trouble, this game can be harsh — you can’t back out of races you’ve entered, so the only way of restarting a disastrous circuit is to alt-tab out of the game and force close the program, and try again. The game has a lot of tracks to race on, too, with a full new set of tracks as the main game, and every track from NFSIII also present hidden away as unlockables. This is probably the most feature-rich classic NFS game. There are lots of cars for this game, and EA released more as downloads too. Again you can play as either the police or the speeders, and both have a sizable array of sports cars and supercars to choose from. With beautiful graphics, lots of tracks and cars, car damange, and a full single player campaign, NFSHS is my favorite Need for Speed game. It has two player splitscreen multiplayer as usual. When released it had online play too, as well as IPX network and direct IP, but EA shut down the online servers after a few years, unfortunately. The online play was fun while it lasted though. Also on PS1, but the PC version blows away the console release.


Need for Speed: Hot Pursuit (2010) – 2010, WinXP or above. Criterion’s NFS Hot Pursuit is an interesting game. Finally getting away from the tedious tuner-style games that in my opinion had ruined the NFS series and had made it irrelevant for years, NFSHP plays like a cross between one of the classic NFS games, Hot Pursuit II perhaps (that’s the one it reminds me the most of, within the NFS series), and Burnout. Coming from the developers of the Burnout series this is to be expected, but it is true — this is about as much a Burnout game as it is NFS. I like the Burnout games, though, so that’s not a problem at all. NFSHP may be slightly annoying for using a name nearly identical to a previous game in the series, but as far as the gameplay goes this game is great. The game is the first (non-tuner; I haven’t played most of those) NFS game since the original one to center around races along one-way courses, instead of circuits like NFS II through HPII all used. It works well enough, I like this style of racing too. The game is played on a road network map, and each race will take you through a certain chunk of this road network. This reminds me of some old Road Rash games; Road Rash 64 works exactly like this, and Road Rash 3D too I believe. This is a far better game than those though of course. You can’t just drive around the roads freely, you can just do the races, so this is not an open-world game. I prefer this style, myself. The game has a great variety of races and missions, with different goals in different races and lots to do. You play as both the police and the speeders separately, which is great. The game’s car selection returns ot the style of NFSHS and before — it’s all sports cars and supercars. Classic NFS cars, just how I like it! This game doesn’t have a car damage system as detailed as NFSHS’s, but that does make the game a little less frustrating, so I guess it’s okay (though it’d be a nice option). The courses have shortcuts and long-cuts too, so memorization is important. The graphics are of course fantastic, too. The courses are full of great scenic vistas, towns, forests, deserts, and more. The game has some minor performance issues on my computer, but is quite playable. NFSHP is the best NFS game since the ’90s. The game has online-only multiplayer, no splitscreen. Also on PS3 and X360.


Network-Q RAC Rally Championship – 1996, DOS. I got this game in 1996, because PC Gamer gave it a good review and it claimed to have a lot of tracks, but I didn’t really know what I was getting into. I’d never played a rally racing game before, and this one taught me that the genre wasn’t for me, at least not when it’s done semi-realistically like this. This game is time-based, so you’re not really racing directly against others, but instead are racing against their times. I prefer to race against opponents and not just a clock, myself. The huge course selection was a disappointment too — almost all of them look identical, so sure there are a lot of tracks, but they’re all variations on the same thing. Still, Rally Championship isn’t all bad. You can’t go off-road, either. You’re railed to the course. I may often have been bored, but I did play it a good bit, and had some fun with it. The graphics are nice, particularly from the in-car view; I used it rarely because I find in-car views make racing games harder, but the in-car view is nice. It even has working wipers while its raining, something I though was really cool at the time. The rain effect, with the wipers, looks impressive. The game has plenty of options too, with several difficulties of a basic arcade mode, as well as the full championship tour, all available. The game’s sequel, International Rally Championship, looked more interesting thanks to its addition of a much greater variety of places to race in, but I wasn’t quite interested enough to buy the game, so I’ve only ever played the demo. I did like that you could race somewhere other than England, though. The graphics of that one look quite similar to this, but slightly improved.

PC Gamer magazine (US) had a collection of about 15 classic (’80s to early ’90s) PC games on a second, subscriber-only bonus disc from late 1999. One racing game was in the collection. The acrynym is for “PC Gamer Classic Game Collection 1“; they didn’t do another full collection, but did include Duke Nukem 3D on an issue in 2000, and then Wolfenstein 3D on an issue in 2001. Anyway though, it included this one racing game.

PCG CGC1: Road & Track Presents: The Need for Speed – 1996, DOS. The first NFS game is a good racing game, but I never spent much time with this. By the time I got this collection in ’99, I had many newer racing games after all, and I prefer the gameplay of NFSIII or NFS High Stakes to this one’s slightly more simmish design. The graphics are a lot worse too, of course. I found the game hard, with tougher controls than I was used to in the series (II, III, HS). Sim racer fans surely like that, but I don’t. Also it has fewer tracks than the later titles, with only three circuits and three 3-part one-way courses. Still, it’s a good racing game. This isn’t the best version of the game though — there’s an SE version with an additional track, but unfortunately that’s not the one in the collection. Also PCG had to cut the car videos in order to fit everything else on the disc, but I don’t mind, because I don’t watch those anyway (even in the version I own which does have them, for Saturn, I mean). Also on PS1 and Saturn, enhanced from the 3DO original.


POD: Planet of Death – 1997, Win95 or above. See my thread. Pod is a futuristic racing game from Ubisoft, and it is not only one of my favorite racing games ever, and my overall favorite PC racing game. I would say a lot more, but well, I already did… Pod is incredible! I love the music, I love the graphics, I love the gameplay, and I love the huge track and car selection too. After all of the available downloadable addon tracks, Pod has 40+ tracks and 50+ cars, and they’re all great. The game has two player splitscreen too, along with network and modem multiplayer. It had online play at release, but that was shut off after several years, unfortunately. Still, this was one of the early online racing games. The graphics were very impressive for the time, too — this game was a showcase for Intel’s new MMX technology, and it really showed off (as few games would) what MMX was. Pod has outstanding art design to go with those great track designs and good graphics, too. The game has everything from simple circuits, to incredibly complex and confusing mazelike tracks that you’ll spend hours memorizing before you can even hope to compete. I love that variety. Pod really has just about everything, unless you want weapons in your racing game that is; this isn’t a combat racing game, it’s focused on the driving itself. In some games that might be boring, but not here; it works great. Pod’s as good as arcade-style racing games get, in my opinion. I know this isn’t an opinion shared by everyone — I remember PC Gamer giving the game a 70-something percent, for instance — but it’s mine. I’ve loved this game since I first got it as a packin with a new computer in 1997, and it still holds up extremely well. My Pod thread I reference here is at this link: http://www.neogaf.com/forum/showthread.php?t=328773


*Powerslide – 1999, Win95 or above. Powerslide is a challenging drifting-heavy post-apocalyptic futuristic racing game with a fairly realistic driving model, great track designs, and some pretty nice graphics too. This game made a bit of an impact when it released, and it’s still a great game. Sadly the developers, Ratbag, didn’t last long after making this (and only also made a couple of short-track dirt racing games), but at least they made this one great title. Powerslide is a game which will take a while to learn, but is very rewarding once you do. Learning the powersliding technique, and getting the turns right without crashing, will take some practice. The game’s well worth the effort, though. I really like the graphical design in Powerslide, and the very realistic physics model was unique in the genre too.

Racing Fever: This is a 4-pack of DOS racing games that I bought at some point in the late ’90s.

Racing Fever: Network-Q RAC Rally Championship (1996) – 1996, DOS. Yeah, I got a second copy of this game in this collection. This one wasn’t what I bought the pack for for sure.


Racing Fever: Screamer 2 – 1996, DOS. Screamer 2, the second game of this series, was the first one I played. I’d heard of the Screamer games, but hadn’t played them when they were new. Going back and playing this one a few years later, though, I could see why the series had been successful. Screamer 2 is a great good car racing game. I think on consoles this game would have been quite successful, but on PC it’s been somewhat forgotten, unfortunately. Games this good shouldn’t be forgotten. While Screamer 2 is a lot like the first game in some respects, they mixed things up in several important ways. First, instead of being Daytona crossed with Ridge Racer and some original elements, this game is more Sega Rally crossed with Screamer. Yes, this game has an unmistakable Sega Rally feel to it, from the fast speeds you drive at, the super-skiddy, drift-centric controls, and the four car races and selection of rally-style cars. The track designs are more like Screamer tracks than Sega Rally, but you can see some influence there too. Turning arrows showing you the direction and severity of upcoming turns have been added, too, like in a rally game. The graphics are fantastic in this game — this game looks really good for 1996, in high-definition 68,000 color mode particularly. Sure, it has blocky textures, but otherwise looks great, and is nicely improved over the first game. Car models look particularly improved. The controls are better in this game, too — analog responsiveness options have been added in the config program, and on Medium the game plays perfectly with an analog gamepad, unlike the first game. However, a few bad things from the first game do return. First, the massive amounts of catchup do return, and worse than ever because of how the races have only four cars in them this time, instead of ten like the first game. That means that you’ll almost certainly stay close if you fall behind, but can’t really get any kind of a lead either, so one significant slipup late in the last lap of a good race can doom you. Yes, the degree of the catchup is a real pain. Apart from that though, this is a great game. The graphics are very good, with nice detail and fun, varied course designs. The music’s great this time, too — instead of rock music, this game has a more techno/videogamey sound to it, and I think it’s much better. I like Screamer 2’s music. It could use some more tracks, as once again there are only six, but they are about twice as long as Screamer 1 tracks, so they have expanded on the amount of content in that way at least, so it’s probably enough. The gameplay’s great, apart from that catchup. And there’s certainly plenty of challenge too, for sure. There are four championships to race through in Screamer 2, and three difficulty settings on top of that, so this game is longer than the first one. Again though, the biggest problem are technical issues that you need to be aware of. Like with Screamer 1, in DOSBox you’ll need to set the CPU cycles to a fixed number, instead of Auto or Max, in order for the config program to work. Do something similar to that game (see below). In addition, Screamer 2 will only recognize your first CD drive, no matter what you try setting screamer.cfg to, so if you normally use something else other than the first-lettered disc drive for your games, you’ll need to change your DOSBox config to put this one in the first slot in order to play the game. Yeah, it’s a bit annoying. However, this game is more than worth the trouble. The Screamer games are well worth going back to! There is one more Screamer game from the same studio, Screamer Rally, from 1997, but I haven’t played it. After that the name was used in 2001 for a generic-looking 4×4 racing game, but that’s unrelated to the earlier ones in every way except for its name. A sadly weak end to a very good arcade racing game series.


Racing Fever: Test Drive Off-Road – 1997, DOS. This game was the worst racing game I owned in the 1990s, I thought at the time, and yes, it isn’t any good. TDOR is a bad, ugly looking racing game that doesn’t work well either in DOSBox or even on my older computer. This doesn’t bother me much because the game’s so bad that there’s no reason for me to want to play it anyway. TDOR is an attempt at a checkpoint-based truck racer like 4X4 Evo or MTM, but the tracks are hemmed in with lots of walls of impassable cones and trees. As a result, while the levels are large open 3d spaces, you’ll spend almost all of your time on the road if you want to get anywhere. The frequent checkpoints also encourage sticking to either the path or the few, fairly well marked shortcuts. The level designs are quite bland. TDOR has deep problems beyond this, though. For one thing, in DOSBox the game runs at an unacceptably low framerate. I’m not sure if it even hits 15fps reliably. I don’t know if it’s a game problem or a DOSBox problem, but either way it’s distracting. I did get used to it after a few races, but it never becomes okay. In addition, the analog controls are broken and unconfigurable — up is accelerate. With a joystick. Yes, this means that joystick controls are useless, and you’re relegated to the keyboard, unless you want to use a wheel with the game. Great. The game has four licensed trucks to choose between, but that’s all you get — only four. That’s not much. At least the truck models look okay. Seriously though, for 1997 this is pathetic. This game released after Screamer 2, but looks like it should have been out well before it. Another major problem is the draw distance. While you can see the ground going out far enough, and trees appear a fair distance away, those omnipresent walls of cones pop up right in front of you, often with no warning (unless you’ve already memorized the track). The draw distance on cones is extremely short, and you can’t drive through them, that’s for sure; they are impassable obstacles. This does help keep you on the path to the next checkpoint, but come on, why can’t I see them coming at me? Where’s the draw distance slider to let me push them farther back? This game’s Playstation roots couldn’t be much more obvious, and it wasn’t a good game there either going by reviews. The truck controls are very loose and slippery, too — you’ll be all over the track all the time. Maybe this is an attempt at slightly “realistic” dirt handling controls, but in this game it’s just a cause for frustration. Constantly crashing into walls or going off track because your truck is so hard to control is no fun. The only multiplayer is a two player splitscreen mode, but only play this with someone you want to torture. The graphics, controls, and gameplay are all bottom of the barrel. The game does have two player splitscreen, but why would anyone want to play this with a friend over much better games? The game has several sequels, but I’ve never played any of them. I gave this game a 1.8 when I scored it back in the early ’00s. That was probably a bit harsh — the game is playable, despite all of its major faults and serious lack of fun — but it doesn’t deserve a passing grade, anyway, certainly. Also on PS1.


Racing Fever: Death Rally (1996) (1996) – 1996, DOS. Death Rally is a great racing game developed by Remedy, and was their first game. There recently was a remake of this game for iPhone and now PC, but I’m talking about the original DOS release here. Death Rally is a top-down racing game, a classic style that I like a lot, but with a heavy combat focus. The game has great graphics, with nicely drawn cars and some 3d-esque track graphic elements, very good track designs, and lots of fun action. The game does keep you on the track, so this is no Micro Machines. It’s also not one of those topdown racers where you have to memorize the whole course in order to do anything because of speeds that have you going too fast to see what’s coming at you; speeds are much more reasonable here, so you’ll have no problem with the upcoming turns. This is essentially exactly how a topdown racer should look, and should play. About the only flaw is that the game seems to end too quickly, and replay value is a bit limited. Part of that’s because of how much fun it is, but it is a bit short. Oh, and yes, since it was published by 3D Realms, Duke Nukem does make a cameo as a playable racer.


*Re/Volt – 1999, Win98 or above. Great version of this RC car sim classic. Re/Volt is as close as I’ve ever seen to a true RC car sim. The game has a very difficult handling model, and realistic physics as well. These cars are small, and feel it — control in this game is very tough. Re/Volt is NOT an easy game, that’s for sure. It is a great one, though. Re/Volt left an impression when it released, and it’s still at the top of its class — I don’t know of anything else that seriously competes with it in the RC car game field. Its PS1/PS2 only sequel, RC Revenge, certainly doesn’t — that one’s an arcade game. Re/Volt on the PC or DC is the better title. Re/Volt has a good selection of tracks, all set in real environments. I love these games where you drive through the real world with tiny cars, they’re great. This one even has stuff like bouncing balls, moving doors, and stuff — the tracks aren’t just static. The tracks are all complex and very well designed. You will have to take Re/Volt seriously to do well at it, though. While there is an easier handling option, even in that mode, this game is tough and realistic. Re/Volt isn’t all sim, though. The game does have weapons to use, and they’re fun stuff when used correctly. These follow the physics model too, though, so be careful where you drop that bowling ball — it’ll roll around depending on where you left it. Overall, Re/Volt is an outstanding game, and the best game ever in the RC car subgenre. If you haven’t played Re/Volt, you should. It’s a hard, frustrating game, and I lost many times on the early races before I got any good at the game at all, but with patience and skill, you will eventually get better. The game’s well worth it. The game has LAN and TCP/IP (direct-IP) multiplayer. Also on DC, N64, and PS1, but only the DC and PC versions are really worth playing.


*Road Rash – 1996, Win95 or above. A port of the popular 3DO game, Road Rash is a combat motorcycle racing game. This is also the only Road Rash game that ever was released on the PC. Fortunately, it is a good one. This PC version is certainly the best version of the game, too, with better visuals than on consoles, and a network multiplayer mode too; none of the console releases have any multiplayer at all. There’s still no splitscreen, unfortunately, but at least there’s something. As for the gameplay, for those who don’t know, Road Rash is a point-to-point combat motorcycle racing game. You drive along through lenghty levels, avoiding traffic and obstacles while beating up the other racers. It’s a good game, and popular too, but while I do like it, I’ve never loved it. I didn’t really like the Genesis games all that much, either. This one is certainly better than those, but I still find it a little boring… the levels are long, and it’s very frustrating when you crash because you need to run all the way back to your bike, just like in those three games, and that can take a while — crashing near the end of a race dooms you. Some later Road Rash titles would add in things like respawning in order to reduce the challenge a bit, but this one doesn’t. I imagine the Genesis Road Rash fans love it for that, but I don’t. Also on 3DO, PS1, and Saturn.


*Rollcage – 1998, Win95. Rollcage is Psygnosis’s other futuristic racing series, sadly forgotten now in favor of Wipeout. Actually developed by ATD and published by Psygnosis, the game’s outstanding. Wipeout is of course an incredible game, but Rollcage was just as good. It’s really too bad that they abandoned this series after only two games. As expected from Psygnosis, the game is beautiful looking for the time. Play this in OpenGL mode I think, it looks fantastic for 1998, with flashy visuals and lots of stuff going on. The soundtrack is a decently good techno-style soundtrack. Getting to the gameplay, though, Rollcage is a quite different game from Wipeout. Instead of driving hovercars along often floating roads made of preset parts, in Rollcage you drive two-sided wheeled cars which have tires taller than the vehicles, so they can drive either rightside up or upside down. This is a key game mechanic, and you’ll have to get used to driving upside-down in this game too, as you can drive on walls and ceilings, and can blast through many buildings too, provided that you’re going fast enough of course. Rollcage also has a weapons system, with some fun weapons to blast the other cars with including missiles, speed boosts, warps, and one that slows down everyone who isn’t you, but the cars are invincible, so you can just delay, and not destroy, them (and the same goes for you).There are also buildings in the environment that you can blow up either by ramming them with your indestructible car, or by shooting with some of the weapons. It’s great fun to be able to blast through stuff without a scratch. Cool stuff. However, Rollcage isn’t an easy game. The driving model is tough, and it’ll take some practice before you can drive around the courses without constantly spinning out — these cars spin very easily. Only the best players won’t spin; really, the best thing to do is learn how to drive well enough that you won’t spin very often. When the cars get out of control, as happens often, they can go flying in all directions, spinning into the air, and more. One crash late in a race will certainly end your chances of winning. And though all that destruction is fun, you don’t get anything for it in this game; points in the championships are only earned for your finishing position, nothing else. As a result, in the first Rollcage it is best to focus on winning races, and not the destructible buildings, unfortunately. But yes, the controls are unique. Turning is very, very sharp, and that’s something players will need to get used to. At first, the controls may seem awful, but they’re actually good, or at least work exactly as intended; it just takes some time to get used to them, but I actually like Rollcage’s controls, even if it s frustrating when you go flying around because someone hit you. Rollcage is a great game. There are a fair number of tracks and cars, and lots of fun and challenge to be had. The game has four player splitscreen (it’s only two on PS1), and network and modem multiplayer too. Also on PS1, looking nice for the system but a lot worse than the PC version does for sure.


Death Track Racing (aka Rollcage Stage II) – 2000, Win9x or above. From ATD and Psygnosis. I got this game back when it released, and it’s fantastic. While the title changed for its US release, the game inside did not: This is Rollcage Stage II, the second and sadly last Rollcage title. Rollcage Stage II is everything the first one was and more. They improved on the first game across the board here, and addded lots of features too. Rollcage Stage II has more tracks, more cars to unlock, more destruction, and better graphics than the first game. The single player campaign will take quite a while to get through, as just with the first game this is a tough game, and learning the tracks, and how to get through them without spinning out too much, will be tricky. One major element is added this time, though — now destruction counts for points too. At the end of the race, the winner won’t just be the person who finished in first, but instead you’ll get points for your finishing position and for how many destruction points you earned, and the two will be added together. I like this, it adds some variety to the game and the destruction is just as fun as the racing, too. The game also adds a new platform-esque mode where you have to get through a stage within the time. This feels a lot like a Rollcage version of what you can also see in Super Monkey Ball — you’ve got narrow floating pathways to carefully navigate before time runs out. I loved this mode, and played it until I beat all of the challenges. The graphics are even better than the first games’ are, too. Whichever title you find it under, Death Track Racing/Rollcage Stage II is a must-have title. Also on PS1.


*Screamer – 1995, DOS. Screamer is a great racing game from Grafitti. The game was clearly inspired by classics like Daytona USA and Ridge Racer, and plays something like those titles. The game has graphics that are as good as or better than anything on consoles at the time, and gameplay and controls that are just as good as any of them too. The game has only six tracks, and they’re short at under a minute per lap each, but this game is far too good for that to hold it back very much. There are ten cars to choose from, each one either manual or automatic only. Races have ten cars in them. There are three difficulty levels to play on, with championship circuits on each. The game autosaves between races, so you won’t need to replay the circuit if you’re struggling on a later track. Nice touch. Much like Screamer 2, Screamer 1 does have lots of catchup, so it’s hard to get out with much of a lead, and computers will quickly pass you if you make any kind of mistake. You can build up a lead, but only very slowly, and it will vanish in an instant. Still, the game is very good. The graphics are pretty good, the car handling is a great, arcadey design that makes the cars fun to drive, the tracks are well designed if short, and many people will probably like the rock soundtrack, though I find it bland. Really the only problems Screamer has are technical — this game has some issues in DOSBox. First, you’ll need to run the Setup program to configure your controls, or if you want to use a joystick or gamepad instead of the keyboard. However, the setup program won’t work with DOSBox CPU cycles set to max, so you’ll have to set it to something lower. 150000 cycles preset works well in both the config program and the game. Either use a custom startup for this game, or remember to set the DOSBox config file back after playing Screamer. In addition, with a gamepad the analog controls are extremely touchy. This game was clearly designed for a joystick, not a pad. I’d recommend a joystick or wheel. The game is playable with an analog gamepad, but the extreme touchiness of the controls is somewhat frustrating at times. And finally, Screamer has high and low (SVGA and VGA) detail modes. The game looks great in SVGA, so make sure to set it to SVGA in the config program, but track five crashes frequently on that setting. To fix this (thanks, DOSBox Compatibility page), you need to make a copy of the MAP5L.DAT and rename it to MAP5H.DAT, after backing up that file under a different name. That is, make it so that the game loads the low detail background instead of the high detail one that is causing the crash. It won’t look at nice, but it’s just one track, and it won’t crash now. So yes, Screamer has some technical issues. Don’t let that hold you back, though — this is one of the best arcade-style car racing games on the PC.


Sega Rally Revo – 2007, WinXP or above. Sega Rally Revo is an arcade-style rally racing game. This third Sega Rally game unfortunately isn’t anywhere near as good as the first two. While each Sega Rally game has more tracks, more cars, and lengthier championships than the last one, in terms of gameplay, the progress has unfortunately been in the opposite direction — the first Sega Rally game pretty much perfected things, gameplay-wise, and it’s been all downhill from there. Indeed, Sega Rally Revo doesn’t really play much like Sega Rally. It does have a nice terrain deformation engine, but that’s really the only notable thing here. This is more like a B-grade rally racing game with the Sega Rally name on it. Think of it that way and it’s not too bad; this is no RalliSport Challenge, but it’s alright. But I would not recommend playing it over either of the original Sega Rally titles. I’m glad I only paid a dollar for this. Also on PS3, X360, and PSP.


*Simpsons: Hit & Run, The – 2003, WinXP or above. The Simpsons: Hit and Run is a Grand Theft Auto-inspired mission-based driving and platforming game. It is considered one of the better Simpsons games, and when it released was the first good Simpsons game since the Konami arcade game. In the game, you play as the four Simpsons, plus also Apu. Each one has a separate level, which consists of a part of Springfield. There is no full, connected city here, only these seven levels, each only accessible for its character (Bart and Homer each have two levels). The levels are largely linear; most side streets come back to the main path. Each level has only a few truly branching areas. As a result, this Springfield doesn’t feel like a real city, it feels like a videogame. Kind of too bad. Still, Hit & Run is a pretty good game that’s a lot of fun to play. The game has a wide variety of missions. There are races, timed missions where you must collect objects along the road, missions where you have to destroy certain other cars, missions where you have to run around on foot and kick things, and more. The game does a good job of mixing up the mission types. The platforming element is interesting — you expect this game to be mostly a racing game, and it is, but you do spend a fair amount of time on foot too. And yes, there are some jumping puzzles. Each level has seven main story missions, one bonus mission, three races, some other special missions/races, and a bunch of collectables to find. You CAN go back and re-enter levels you’ve beaten, so don’t worry about finishing a level without getting everything — you can go back. The game has a story written by the Simpsons writers and voice-acted by the real voice actors, which is cool. The story’s a silly story about these robotic bees with security cameras on them that have appeared all around town. Then, even worse things start happening, and it’s up to the Simpsons to figure out what, find and destroy the robotic bees scattered around each level, and save the day. It’s not a great story, but it’s good enough to keep you going. Overall, The Simpsons: Hit and Run is a simple, but fun, mission-based driving game. It has good graphics which really look like the Simpsons world gone 3d, good controls (presuming that you have a dual-analog gamepad, you’ll want one for this game), and plenty of fun. The main story isn’t particularly difficult, but some of the side missions are harder, and there’s a lot of tricky collecting to do too, so this game has replay value. Overall, pretty good! Also on PS2, Xbox, and GC.

*Speedway Challenges – 1996, DOS. Two game collection, on one CD, of Network-Q RAC Rally and Lamborghini American Challenge. See below for reviews.


*Speedway Challenges: Network-Q RAC Rally: 1994. I got Rally Championship (below) back in 1996, but hadn’t played this earlier title until recently. It’s interesting to see, because it’s clearly a predecessor to that game. This is a simple rally racing game set in England, just like its followup would be. This game isn’t 3d like its predecessor, though; instead, this is a somewhat ugly looking fake-scaler game. It’s in-car only, so there’s no external camera unfortunately. The game has narrow tracks full of tight turns. Go too fast on the turns and you’ll spin or flip over. In a couple of races, I found myself flipping constantly, but finished in decent positions anyway. The visuals are simple, with a track lined with objects that mark the sides (and slow you down even more if you hit them), as in 16-bit console racing games of the time. This game is pretty mediocre and, for me at least, not very fun. There’s no ingame music, either, so the audio presentation is boring; it’s just engine noise and sound effects. The game claims to be in stereo, but Soundblaster mode only had audio in one ear of my headphones, so something doesn’t work right. Overall, this game isn’t awful, but I’d much rather play something else that’s faster, more fun, and looks better. This game does not hold up well. Play one of its sequels instead; Rally Championship may be a bit boring, but it’s a much better game than this across the board. There are as expected a lot of tracks to drive, but that doesn’t help when the game itself is this generic and uninteresting. Oh, this game has speed issues too, so Max cycles in DOSBox won’t work well. Set it to 10,000 cycles or something; try various values, and try to get something decent. No matter what I set it to, I felt like the cars were too slow on straightaways, but turned too quickly at the corners… maybe some settings could deal with that, but yeah, I don’t really like the handling either. This one isn’t really worth going back to I think.


*Speedway Challenges: Lamborghini American Challenge: 1995. This is a PC port of Titus’s SNES game of the same name. I have that version as well, and it’s very similar here. The graphics are slightly improved, but unfortunately in-race music is gone — there’s menu music, but ingame it’s just engine noise. How annoying. At least they did add saving, so you don’t need passwords to save your progress. By default this game runs straight off of the CD, but does create a config and save file on the C drive. They also cut out the SNES version’s unique light-gun mode; this is just a racing game. Apart from the music and visual differences, though, this is for the most part the same game it was on the SNES. As with the SNES, the two modes of play are championship or two player splitscreen. The SNES game is an okay, but somewhat bland, fake-scaling, behind-the-car racing game, and that’s what this one is too. The game has various races around the US, as you drive your yellow Lamborghini and try to win the championship. And no, you can’t change the color. Each race requires an entry fee, so, though you can choose your driver picture. Because of that fee and your limited starting funds, a couple of lost races early on will lead to a quick game over. Yes, this game is unforgiving. Your main competitors are twenty ranked opponents, each with an image, but only up to four (including you) will be in each race; the rest of the 20-car fields will be local drivers. The main advantage here is that there’s a lot less competition on the PC in this category than there is on consoles, I think — unlike the Amiga, which was loaded with these fake-scaling racing games, I don’t think the PC had nearly as many. It’s nice it did have this one. Lamborghini American Challenge is average for its genre, but it can be some fun. The game’s a decent challenge, as well — winning races is hard and will require skill. There is a lot of traffic on the roads you have to avoid, because if you hit it you’ll slow down a lot. It won’t take many touches before you’re completely out of it. Those little slowdowns might not seem like much at first, but in fact you really do need to get good at this game and try hard to avoid both the trackside obstacles and the other cars. The game has the betting element from the SNES version as well — in LAC you can bet on races against your main competitors, and the one who finishes on top gets the money. If you think you can win, it’s a good system to get some bonus cash. Overall, LAC is a decently good fake-scaling racing game. It’s average for the genre, and doesn’t have in-race music on PC, but the PC doesn’t have all that many games like this, I don’t think, so it stands out a bit more here than it does on the SNES because of that. At least the graphics are better than on SNES, and the game’s very smooth too. That helps. Oh, one odd thing — despite being set in America, your car only displays speeds in KPH. No option for miles. Um, what? So yeah, I have no idea how fast these cars are actually going. Also on SNES in the US. There’s also a Game Boy version, though of course it’s not a straight port. LAC is an enhanced version of Titus’s earlier Amiga game “Crazy Cars III”. The game, often under that title, was released only in Europe on many more platforms – Europe had Amiga, Amiga CD32, Atari ST, Amstrad CPC, Commodore 64, and PC releases of CC3. It’s similar to LAC, but has no multiplayer, and a red car instead of yellow.


*Front Page Sports: Ski Racing – 1997, Win9x. This game does not work at all on my Vista computer. The first of two ski racing games from Sierra, FPS: Ski Racing is an okay game. This is very much a sim for its time, though — if you miss one gate that’s it, so you will need to spend time memorizing the courses in order to progress. Controls are fairly realistic as well. The graphics are quite bland and generic; don’t expect much visually from this game. I don’t think this is a bad game, but don’t like it all that much either. It’s not fun enough, and the bland look doesn’t drive me to want to spend the time to learn how to play it well either.


*Snowmobile Championship 2000 – 1999, Win98 or above. Snowmobile Championship 2000 is an extremely bland and low-budget snowmobile racing game from Infogrames. With a bare minimum course selection (there are only five tracks), bland and mediocre at best graphics, and very average gameplay, this game’s about on par with other low budget, mediocre snowmobile racing games like Polaris SnoCross for the PS1 and N64. Actually, that game’s probably better than this one. This one has even fewer tracks and you’ll finish it even quicker, for two points, and that is a short game. Graphics might even be worse too. This game actually is moderately amusing for maybe a half hour, but don’t expect anything more than that — there’s very little to do here, and nothing to draw you back. The actual races are moderately amusing, as I zip around in my snowmobile through the white snow, but with so little gameplay, and such a bland, featureless presentation, there’s not much reason to play this game unless you really love snowmobiles or want to try every arcadey racing game you can find. The game has keyboard-only controls too. If you want a good snowmobile racing game, though, get SledStorm for the PS1.


*Star Wars: Episode I: Racer – 1999, Win9x. I don’t know about XP, but this game does not run in Vista. Now there is an asterisk by this game, but I did get it for the N64 back in 2000, and played the demo of the PC version too, so I did play it back then. This PC version is pretty much the same as the N64 release, except with better visuals of course, and network multiplayer options. Otherwise it’s the same as that game, which I review in my N64 thread. And yes, that means that it’s a pretty good game, but is also extremely frustrating in the later parts thanks to the long, challenging tracks and the cruel AI that is nearly impossible to catch once you fall behind. The smooth framerate helps some, versus the N64 version, but the game is, overall, just as hard; I’ve always had love-hate feelings for Ep. I Racer. On the one hand I like the intricate track designs, the Star Wars theme, the graphics, the music, and more, but on the other hand I hate the too-hard gameplay, the fact you can never catch up once you fall behind, some of the crueler track designs (Abyss, seriously, what were they thinking…), and the too-long races. Also, it’s annoying that it doesn’t work on my newer computer. Also on N64 and Dreamcast.


*SODA Off Road-Racing – 1997, Win95 or above. SODA Off-Road Racing is Sierra’s off-road racing simulator. The game was developed by Software Allies, with some assistance from Papyrus. The game is licensed by SODA, the Short-Course Off-Road Drivers Association, a truck dirt-track racing series that existed at the time (I don’t know about now). The game looks about average at best for a 1997 PC game — they’re very simple and bland. However, the gameplay here is not simple, that’s for sure. SODA is a hard, hard game, with some of the most difficult turning control I’ve ever seen in a game. Essentially, this game is about trucks slipping around in the dirt, and unlike most such games (4X4 Evo, TDOR, etc.), this one tries to get the physics, and thus the slipperyness, right. As a result, just going in a straight line is quite challenging. As I’m not one for sims, I don’t know if I can see myself spending the time to get good at this game, but if you want a realistic, and by that I mean really, really frustratingly (but realistically) slippery, offroad truck racing game, certainly, try SODA. The game does have a demo, if you want to experience a bit of it. This game has one of the most realistic driving models ever in a dirt-racing game, but that means that it’s a very difficult game to get a handle of. It will take some time before you’re even remotely competitive in even the first race. Needless to say, getting good at this would take patience, and a love for car sims of course. A wheel is highly recommended. I do have a wheel, but not the love for car sims that that would require… still, good game.


*Streets of SimCity – 1997, Win95 or above. Streets of SimCity was a SimCity 2000 3d spinoff title. By that I mean that this game is compatible with SC2k courses. Yes, in Streets of Simcity you can drive in cities that you made in SC2k – pretty cool! Unfortunately, the game got awful reviews; this game was from Maxis’ low point, at the end of their days as an independent studio, and wasn’t that great. It’s also buggy, but was never patched, so expect the game to crash sometimes. The other SC2k 3d spinoff title, 1996’s SimCopter, is supposed to be a better game, but unfortunately I’ve never played it. This one is a combat racing game where shooting has more emphasis than racing. The game is a mission-based game where you can either freely roam around your SC2k towns, or the 50 included ones, or play missions in campaigns in the included maps. The missions include combat missions where you have to stop robbers, aliens, or post-apocalyptic mutants, delivery missions where you go from point to point, and things such as that. Unfortunately, while that sounds like it could be interesting — an open-world racing game, from 1997! — the game doesn’t really work. First, on Vista, or XP from what I’ve read, and maybe even on Win98 or ME (I will test this game on my ME computer and see what happens), all other vehicles just bounce up and down, very high in the air, instead of actually driving anywhere. This is somewhat amusing to watch, but certainly doesn’t make for a very functional game. You’re the only car on the road. Win95 compatiblity mode can help, but the game still has serious bugs. In addition, you must play this game in 256-colors-only mode — tell Windows to limit it to 256 colors (in street.exe’s properties menu) or you’ll get constant color problems. Also this game doesn’t seem to have any analog controls at all; it’s digital only. Of course since this is SC2k, all turns are 90 degrees as well. I didn’t run into any program crashes, at least, but that’s probably because I didn’t play for very long; the game’s notoriously crash-prone. But even if the game does technically work, those reviews it got back when it came out (Gamespot gave it a 4.4/10, for instance) suggest that it’s probably not very good even so. And yeah, that is the impression I got; playing it a bit did not make me want to spent more time trying to get it working better. SimCopter’s probably the better option, if you want to go around SimCity 2000 cities in 3d. Or if you want a good mission-based open-world driving game, try Driver or Driver: San Francisco.


*Test Drive 5 – 1999, Win9x or above. Test Drives 4 through 6 were by Pitbull Syndicate, the same developer who also did Demolition Racer. A somewhat under-rated arcade-style racing game developer, Pitbull’s racing games are certainly not sims, but they are fun, simple arcade-style racing games. Test Drive 4 was a very difficult, oldschool arcade racer, with point-to-point tracks and a focus as much on avoiding traffic as on the turns. Test Drive 5 builds on TD4’s success, except now for the first time in the main series there are six circuit tracks, in addition to the 11 point-to-point races. It’s nice to have the variety, because both kinds of racing are fun. As usual in the series point-to-point races are broken into five segments, each timed. In this game it’s not hard to meet the times, so I think they eased up on the difficulty versus TD4. Still though, the game’s certainly got some challenge to it; the tracks will take some practice to get good at, and between the turns and the traffic, there are plenty of ways to mess up. The game has a somewhat light, floaty physics model, so when cars hit eachother the cars go spinning around wildly. It’s fun to watch, unless you’re involved. The handling is slightly realistic, though, so do expect to have to learn when to slow down and when to brake — you won’t do well in this game if you just hold on the gas, that just results in constantly running into walls. I like the controls in this game, it’s a fun balance between arcade and hints of sim. There’s a Sim handling mode too, for greater realism. As for the game, circuit races are on closed courses, but the other races are in cities, so as usual you have to deal with traffic. I really do think that the Burnout games took some lessons from TD 4-6, there are some definite similarities… though they added plenty more, such as the boost meter, and all the ways to charge it. These games aren’t as good as Burnout, but they are good, fun arcade racing games. The game has a licensed rock soundtrack. I find some of the music obnoxious, but I’m sure many people will like it. Overall, like TD4 and TD6, TD5 is a fun arcade racer that too many people overlooked, particularly on the PC. And the PC is where you want to play this game — it runs fine on Vista 32-bit, at least, even in DirectX mode, and looks a LOT better than the PS1 version, graphically. TD5 isn’t a great looking game, but the visuals are certainly good enough to do the job. TD5 is a solid B-grade arcade-style racing game. (Oh, I have TD4 for PS1 and TD6 for DC.) Also on PS1.


Ultim@te Race Pro (packin with Creative 3DFX Voodoo2) – 1998, Win9x. This game never worked on my WinME computer, but does work on Vista through Win95 compatibility mode. The game and installer both need to be in Win95 Compatibility to work at all, but once set will work fine. Ultim@te Race Pro is a game that was primarily inspired by Ridge Racer, along with some Daytona USA. It’s not as good as either one, but the influences are obvious, and the graphics and gameplay come straight from those series’ formulas. Controls are extremely skiddy, and the cars start sliding with only the barest touch of the turning controls. This is somewhat annoying, I’d like tighter controls at least as an option… you can make them a bit tighter, but this is a drifting-centric game for sure. The game has nice visuals, and is a decent to good game. However, it has one problem: limited content. Ultim@te Race Pro has only five actual tracks. The game tries to pretend that they are “seventeen” tracks by changing the weather, mirroring, and reversing them, but unfortunately you can’t choose each of these separately. One track, the oval, is forward daytime only, too. The weather effects, including day, night, fog/rain, and stormy night, are nice, and the night races definitely can be tough, when it’s hard to see anything not in your headlights’ view. Still though, the fact is that the four versions of each track are all preset and unconfigurable. Say one is regular, one is night and reverse, one is raining and mirrored, and the fourth is reverse and mirrored. You can’t change the weather effects independently of the track version, unfortunately. Also there isn’t any kind of championship here. You simply choose time-trial or single race, and race it. You’re only playing for best times and finishing positions and nothing else. That may have been vaguely acceptable on consoles in 1995, but on PCs years later it was not okay. The game was criticized for its lack of content at the time, and rightly so — this game’s fun, but needed something to keep you coming back beyond just trying to get better racing lines and faster times. It doesn’t have it. The option to turn on an ideal racing line, which actually puts a physical line on the track showing wher the best driving line is, is a cool one, though. You can save replays too. Multiplayer is network, direct ip, or modem only – no splitscreen. Overall, Ultim@te Race Pro is a fun game which looks nice for its time, but the skiddy, somewhat average controls and lack of single player content hold it back.

*VR Sports Powerboat Racing: Pure Power – 1997, Win95. This is a retail demo, essentially — or rather, limited version. You get more tracks than the demo, but it’s not the full game. But honestly, that doesn’t matter. VR Sports Powerboat Racing is an awful game, and even just playing it long enough to finish this “Pure Power” edition is a chore. Interplay was one of my favorite game publishers, but they had their share of poor titles, and this is most certainly one of them. The game’s graphics are ugly, first. Even back when I first played the demo of this game when it was released, I thought the game looked bad. The sheets of water that shoot up from the sides of your boat obscure your view from the standard behind-the-boat view, too — no transparency here! It’s painful to look at. Unfortunately, the gameplay’s probably even worse. This is as generic and bland as arcadey racing games get, and it’s no fun. Go around the circuits, and try to win… or don’t, it doesn’t matter in a game this poor. This is one of the worst PC racing games I own, along with TDOR. Also on PS1.

Interplay’s 15th Anniversary Collection is a fantastic 6-CD collection of 15 classic Interplay games from 1999. It only has one racing game among the fifteen, though, but it is a good one.


Interplay 15th Anniversary Collection: Whiplash – 1995, DOS. Whiplash is an “extreme” but modern-day racing game from Gremlin. That is, the game has all kinds of jump and trick-filled tracks. The game’s graphics are fairly average, but in SVGA they look decent for a mid ’90s title. Fortunately, the gameplay holds up better than the visuals. When I first played this in the late ’90s I thought it looked ugly (though that the game would not let me go into SVGA mode certainly didn’t help either, VGA mode is quite blocky) but played well, and that impression holds up. Whiplash, called Fatal Racing in Europe, is so mid ’90s it almost hurts, but darnit, why did they ever stop making games like this anyway? We could use more fun racing games with interesting tracks! Whiplash’s sixteen tracks are varied in designs. Some have jumps, others loops, others twisty segments. Fun stuff. There are always walls on the sides of the tracks, in that polygon-limiting mid ’90s style, but otherwise the track designs are good. I like the variety, and that they’re not just plain circuits. There are a lot of tracks for a game from 1995, too. Many races are too long, though. Ten laps on some tracks, really? And you can’t customize race length, either. Apart from that though, the driving is just as good as the tracks. This isn’t a drifting game; handling is quite tight, giving you good control through the turns. This is not one of the great racing games, but anyone who likes racing games with somewhat low gravity, bashing other cars, solid car modeling, and some decent tracks should probably give this a try; it’s a solid B-grade effort. One note though — as I said earlier, I never could get VGA mode working after I got this game in the collection mentioned above, which was quite annoying. However, I’ve finally figured out how to do it — I needed to install the patch in “whipadd.zip” available on Patches-Scrolls. This patch was for the Creative Labs 3D Blaster (Rendition Verite card, I believe), but for some reason, installing it and running that wl3d.exe executable finally makes SVGA mode appear. It’s been way too long, I wish I had discovered this back in 1999 or 2000, but I don’t believe I ever did. SVGA certainly makes the graphics sharper. Also, to fix the audio glitching you get in DOSBox, use Soundblaster (not SB16, basic Soundblaster) as your sound source in the sound setup, along with CD Audio for music. That’ll fix the problem.


*Twin 2 Pack: Sonic 3D Blast/Sonic R – 2002, Win9x, doesn’t work well on modern PCs (as with most of Sega’s ’90s PC games). This version of the PC version of Sonic R isn’t worth playing — it’s got no music! Yes, Sonic R’s … unique … soundtrack is absent from this disc, for no apparent reason, and wasn’t released with anything either. If you want Sonic R for the PC, get a version that has the music on it. There are some. The game itself is intact, and is a fine version of this fun racing game, but without the music I’m not interested. Also on Saturn and Gamecube (and PS2 in Japan).

Digital Download (note: dates here are for the games’ original release dates, not the date they became available on digital download services, for games not available on them at their original release.)


Blur – 2010, WinXP or above. Blur was marketed as a kart racer for people who don’t like the cutesey graphics in kart racers. Well, there is some kart racer in this game, but really it’s a good, solid arcade-style racing game with weapons. Blur didn’t do that great, but actually is a pretty good game. The game has nice graphics, mostly solid track designs, a good selection of weapons, and plenty of fun. It is kind of odd to have these realistic modern-day cars in a game with weapons, but you quickly get used to it, and it works well enough. They should have marketed this game diffrently, it’s actually quite good, something I was not expecting given the ads. Blur does have a few issues, including some somewhat bland visual design and the slightly odd pairing of driving licensed cars in a weapon-based combat racing game. They probably would have been better served making a more standard combat, or kart, racer, though — this concept, with real-world environments full of sometimes drab, current-gen colors that also shoot colorful weapons at eachother just didn’t catch on. It’s too different I guess, real-car games aren’t usually like this. I really did dislike their ad campaign, and if that was the real reasoning behind the design, then maybe they should have failed — I don’t like that attitude. On the other hand though, the game itself definitely is good despite that, so perhaps not. It isn’t great, due to the sometimes mixed quality of the track designs (they’re never bad, but aren’t always great) and the visual design issues mostly, but it is good, and fun for sure. It’s worth getting if it’s cheap. Online only multiplayer. Also on PS3 and 360.


Death Track: Resurrection – 2009, WinXP or above. Death Track: Resurrection is a Russian-made sequel to a 1989 Dynamix title, Death Track, that I haven’t played. Like that game, this one is a post-apocalyptic, weapons-heavy racing game. Death Track Resurrection is a very fun game which makes a great, visceral first impression, but it does suffer from extremely random gameplay and no multiplayer at all. In the main Story mode (and yes, this game does actually have a story), you play as a new racer on the Death Track circuit. The story is told through CG-rendered video sequences between races. The circuit has been dropping in the ratings recently, so the mob boss type guy who runs it is trying to increase ratings. His solution is to kill off one of the racers in an “accident” after each race. Absurdly, somehow no one ever questions these accidents. No racers stop racing because they don’t want to be next, the media in the news segments shown in the cutscenes never challenge the “accidents”… it’s all quite odd. The story is kind of hard to figure out, probably because of translation issues from the original Russian (the lip-synching isn’t very good either, on that note), but it doesn’t really matter, because this game’s about the action anyway. There are ten tracks in Death Track Resurrection, so the Story mode is ten races long. You have to finish first or second in each race to progress. Between races, you can spend your winnings upgrading your car. The first race has ten racers, and of course each race after that has one fewer. There are several other modes available, too, including a story-free Tournament mode where you go through a standard circuit of races, a single race mode, a mode where you have to accomplish a specific objective on a track to win, and a drag-race mode. Again though, no multiplayer. The game has a pounding hard-rock (or something) soundtrack. The menu music is awful, but the in-race music’s appropriately energetic. The visuals are quite nice; this game looks great, it’s current-gen and looks it. There are a few signs of its low budget, but overall the game looks quite nice. All ten tracks are set in ruined cities, and they’re all a lot of fun to drive through. The tracks are full of branching paths, and there are destructible objects in the environment too. The tracks are very long — races will be 9-10 minutes total — but stay fun throughout, thanks to the constant action and the good track designs. Your car is armed with three weapons at a time: two top-mounted guns (primary and secondary), and mines/spikes you can drop behind your car to hit people behind you. You do have limited ammo, but can replenish it with pickups on the track. You also have Nitro, also refillable from pickups. The same goes for your health, though in this game if you get blown up it’s not race over; instead, you get respawned, after a bit of a delay. Your guns will auto-target enemies in front of you, so shooting is simple and fun. However, this is where that frustratingly random element of the game comes into play too — you’ll get blown up, a LOT, and most of those deaths will be unavoidable. Death Track Resurrection is as much a game of luck as it is a game of skill. I see that reviewers criticized the game for this, and rightly — it is indeed random, and luck is indeed important to winning. Still, the game’s a lot of fun to play. The visceral thrill of the driving and combat keeps it fun, even when I’m getting blown up yet again. Death Track Resurrection has some issues, but overall is an above-average combat racing game that anyone with an interest in this kind of racing game should pick up. Also on PS3 PSN.


Driver: San Francisco – 2011, WinXP or above. Driver San Francisco is an impressive, and very fun, game. Probably the best Driver game since the original, Driver San Francisco is an open-world driving game with nice, current-gen graphics, good, fun arcadey driving gameplay, and some unique design elements that make this game unlike any other. This game clearly is a Driver game in ways that many of Driver’s sequels weren’t, but it’s also something new. There’s a bit of Burnout in this game as well. This game has only one city, instead of the four that the original has, but it’s a large, detailed city, so that’s okay; there’s a lot of road here, and more opens up as you play. The driving itself is great fun. There are a variety of different mission types, including traditonal Driver timed “get to point X on the map within a certain amount of time” challenges, races, taxi missions, stunt missions where you have to do certain tricks (speed, crashes, etc.) at certain points, and more. The game’s not nearly as immediately, crazily difficult as the first Driver is, so don’t expect that kind of stratospheric challenge. Police seem a bit harder to annoy, and the game doesn’t start out nearly as hard. That’s good, the first game really was overdone in challenge. This one saves after every mission you do, too, of course. Of course though, it does get harder as you go through the game. The game’s most unique element is its Shift feature. In the story, you again play as Tanner the undercover cop. He’s recently caught the dangerous criminal Jericho, but the guy escapes on the way to jail, and Tanner tries to stop him. Unfortunately his car gets hit by a truck, and he goes into a coma. While in this coma, Tanner imagines himself still in the city, exept this time he isn’t just himself; instead, he’s a spirit of sorts and can possess anyone driving a vehicle in the city. So, you possess specific vehicles in order to do a mission in that vehicle. The Shift button jumps you into and out of vehicles, and you can scroll around and zoom in and out of the map to jump into any car you want. You can buy cars of your own, too, for other missions or what have you. This Shift system is very unique, and really is a lot of fun. Some people make comments about the crazy things you just did while driving in their car, too, which is fun; of course they can’t see Tanner and think that the original driver did all this stuff. It’s quite amusing. The story plays on this well. Of course, Tanner’s ultimate goal is to catch Jericho again, since he escaped in the accident at the beginning. This game looks like it’s set in the present day, but Tanner doesn’t look any older than he did in the ’70s… huh. 🙂 His car does look like a ’70s vehicle, though, which is cool; I think it’s one he’s had in previous games too. On that note, all of the vehicles in the game are real, licensed vehicles. Nice. There are really only two significant negatives that I can think of. First, the game is 16:9 only, annoyingly, which means black borders on my monitor. Bah, other recent games like NFS Hot Pursuit have 4:3. There’s also no DirectInput gamepad support; it’s X360 controller (xinput) only. Stupid Microsoft, you should require everyone to support both! I had to use the xinput-to-dinput emulator in order to make the game playable. You can find the x360ce wrapper here: http://code.google.com/p/x360ce/ Once that was in place, though, the game’s great. Driver San Francisco really is a great racing game. Driver San Francisco really is a great racing game. It’s got good graphics, good, simple controls, a nice variety of missions to take, free-roam fun if you want to just drive around, no guns or running pedestrians over (just like the original Driver!), an interesting story with a unique concept, a fun city to drive around in, and more. Highly recommended, this game’s just pure fun and is one of this generation’s best racers. Online only multiplayer. Also on Mac, PS3 and X360. The Wii version is an entirely different game.


Ignite – 2011, WinXP or above. Ignite is a low-budget, PC-only racing game. It’s also widescreen only, which is annoying — this is one of only two widescreen-only racing game that I own, everything else has 4:3 options, which matters to me because my monitors are 4:3. Apart from that though, this game is simplistic fun. Ignite is a basic arcade-style racing game. The central mechanic is boosting. You can build up boost (“Ignite”) power by drafting or collecting items that are scattered around the courses. The graphics are nothing amazing, certainly, but are decent enough to do the job. Track designs are similarly solid; they aren’t incredibly impressive, but are fun to drive around on. This game isn’t expensive, and for the money it’s probably worth it for arcade-style racing game fans. Don’t expect anything amazing or original, though.


*MegaRace 3 – 2002, Win9x or above. MegaRace 3 is the first MegaRace game that’s actually fully 3d, instead of being mostly prerendered video backdrops, and not cooincidentally is also the first one that I actually think is a good game. MegaRace 3 clearly is a somewhat low-budget title, and is average in many ways, but it does enough interesting things that I think it’s worth playing. First, yes, Lance Boyle, the live-action-video host of the first two games, does indeed return. He’s weirder than ever this time, and is amusing at least some of the time. Again you’re in a futuristic gameshow as an Enforcer, and have to win races to succeed. The game has very basic menus and a simple, unpolished onscreen interface, but the track designs are better — there are some pretty cool visuals in the courses themselves. This game has a lot of morphing lifeforms and pulsing alien things in the courses — this game isn’t set in sterile cities, but instead is in a organic-looking biological hazard zone pretty much. The interesting visuals help hold up the otherwise bland game. Controls are average. The various hovercars you drive are floaty, as expected for hovering vehicles like these. Collision detection is very average to annoying; it’s easy to get spun around, which will force you to stop and turn straight again. Let go of the accelerator on sharp turns if you want to make them. Your car has three forms, Speed, Attack, and Defense. Each has a single, dedicated item, so the Speed mode can use turbo, Attack can shoot homing missiles, and Defense can use a shield. All cars, yours or the enemies’, have low health — two good hits from missiles will kill, so watch out. Items use up your special bar, which can be replenished by the blue pickups, but also slowly regenerates over time. Now, MR3 has no difficulty levels; you’ll just have to play it as it is. The difficulty is decent, but some options would have been nice. There are four main modes in this game: Practice, Arcade, Survival, and Multiplayer. The game has a total of 30 tracks in eight environments across the various modes, so there’s a good amount of content. Practice is a training mode. There are three different practice races, one each for each of the three ship forms. In Attack trials you have to kill enemies to win, in Defense you have to survive, and in Speed you have to hit certain lap times. There are four cars in each race in this mode. You’re required to go through this on the easy setting in order to play the other two modes, but the higher difficulties in Practice mode are optional. Learn to attack here — the key is to only shoot after the enemies’ shields go down. The second mode is Arcade, a straightforward mode where you have to win a series of races. This mode won’t save after each race, so don’t back up to the menu between races — you’ll lose your progress (and no, the game doesn’t warn you about it — poor design!). There are eight vehicles in each race in this mode. The last mode is Survival, and that’s the new one for this game. Survival is a gameshow mode where you have to save the human race from certain extinction at the hands of genetic mutations and such. Somehow, you can accomplish this by completing races through affected areas and destroying some mutants in other races. These races have some cool concepts and are as fun as this game gets. Multiplayer is LAN or direct-IP only, no splitscreen. Overall, MegaRace 3 is an unpolished game of average quality, but is a decent game overall even so. It’s certainly not great, but it’s okay, and the crazy, biological nature of the visual design is interesting and makes for some fun moments. Also on PS2, though the PS2 version was only released in Europe.


Skydrift – 2011, WinXP or above. Skydrift is a semi-futuristic plane combat racing game. In the game, somewhat reminiscent of the late ’90s title Plane Crazy for the PC, or perhaps Freaky Fliers (PS2/Xbox/GC), you race planes around in the air in a simple but fun, and combat-heavy, racing game. Skydrift has a bunch of different weapons to use, and you can have two at a time too. Collecting a second of a powerup you have will upgrade the weapon, if you don’t use them in between. Combat is at least as important as actually navigating the courses here. The courses are well designed track full of branching paths and obstacles, and have some challenge to them, but I found myself when I lost losing more often to enemy fire than the tracks. The game starts out only moderately challenging, though, so it’s a game more focused on fun. It didn’t take long before I started regularly winning races. The graphics are good but annoyingly 16:9 only, with a good current-gen look. I like the parts where events happen such as rockfalls and such, for you to avoid, too. There’s a good amount of content in Skydrift, with plenty of tracks to race through and events to challenge. The game has several race types, including standard races, knockout races where the player in last is knocked out every minute or so, and speed races where there are no weapons and the tracks are full of speed rings to fly through. The game has a pounding soundtrack that helps keep things exciting. Skydrift isn’t one of the best racing games ever, but it is a pretty good, fun game, well worth playing for any combat or arcade racing game fans. Just know that this really is a very weapons-heavy game, and that can lead to some random losses when you get hit by missiles late in a race. Of course though, you can do the same back to them. Fortunately the weapon and upgrade systems are done well and keep the game fun. Also, it’s great seeing something a little different, and there aren’t that many airborne racing games. The game has online-only multiplayer. Also on PS3 PSN and X360 XBLA.


*OutRun 2006: Coast 2 Coast – 2006, WinXP or above. Outrun 2006 is a PC port of this Sega classic, and it’s every bit as good as the game is on consoles. Outrun 2006 is one of Sega’s best ever racing games, and this is a great version of it too. Unfortunately the online play was taken down after not very long, so the game has no multiplayer, but the console versions don’t have any either, so it’s even. As for the gameplay, this is classic Outrun 2 through and through — the game is a drift-heavy arcade racer with zero realism and insane amounts of fun. Outrun 2006 is the most feature-rich Outrun title ever. It’s got all of the courses from Outrun 2 and Outrun 2 SP, both of the original arcade modes, lots of cars, a wide array of stuff to buy in the shop, great music including many original and remix versions of classic Outrun songs plus some new works, and a full set of campaign modes too. These include four increasingly difficult Flagman modes of races against other cars, and three Girlfriend modes where you race with a girlfriend next to you in the car, doing challenges. You’ll have to play through arcade mode first, unlocking different stages, before you can play them individually. You’re graded on each stage too, and move on to different tiers of the next stage depending on your score on the previous one. As a result, you’ll need to get quite good in order to unlock all of the stages in a level. At least the game will automatically unlock all tiers of a stage below the one you just completed, so if you beat the hardest version of a stage on the first try it will unlock the easier ones (in single race Girlfriend mode). There’s a huge amount of content here, and between Flagman, Girlfriend, and the arcade modes, Outrun 2006 will keep you racing for a long time. Oh, the graphics are good, but the console roots show a bit; this isn’t one of the best looking PC racing games from its time. Still, it looks more than good enough to do. Also on PS2, Xbox, and PSP.


*WRF: World Rally Fever – 1996, DOS. World Rally Fever is a somewhat mediocre scaler-style kart racing game from Psygnosis released in 1996. The game looks like it took its primary inspiration from Sega’s classic racer Power Drift, and the game plays very much like that title. Unfortunately, it’s not quite as good as Power Drift. It’s a frustrating game, too. The game is broken up into three four-race championships, with a standard points-based system, but if you finish out of the top three, you have to try again, and you only get one continue. And with tracks as tricky as these are, that makes finishing even the first championship tough. The graphics look rough, too; perhaps in 1996 this looked good, but the very blocky scaling sprites this game uses have aged. I was not impressed with this game, and struggled to get anywhere near the top three on the fourth track of circuit one, too. It’s easy to fall behind in this game, with obstacles everywhere (in that case, pits to fall in, parts where you can go off the side, and more), and very hard to catch up — you’ll need a clean race to have a chance, and you only get two tries before it’s back to race one. Not so good. Also, this game must be run through its custom DOSBox executable; it won’t work at all through normal DOSBox. That’s annoying, because I much prefer to run games through a single DOSBox install (and navigate to the games through the DOS prompt), instead of having separate configs for everything.

Freeware (these are DOS games unless noted)


Astro Rally – 2000, Win9x or above. Astro Rally is a single-screen freeware racing game from Aggressive Game Designs. The game is a very simple single-screen racer, but it shows enough promise that I wish there was a more complete version of this game out there. You see, Astro Rally has two major flaws that take away a lot of the fun of this otherwise pretty good single-screen racer. First though, the good side. Astro Rally has sixteen built-in tracks, in four groups of four. Win all four tracks on each group to move to the next. There’s no ending when you beat all of them, though, just little trophy icons next to each track. The game is played with tiny sprite spaceship cars driving around on tracks made of white lines, over a black starfield background. It’s funny how the tracks are just made of connected lines, but the cars actually are sprites. There are powerups in the game too, some good (green) and some bad (red). The good powerups include a speed boost, and the bad ones include one that reverses direction, and another that kills the engines for a few seconds. All powerups activate when hit — the only controls here are left, right, and accelerate. Oddly accelerate is X, not up, even though left and right turn. I like the handling — it feels like you’re in space with how the cars float on the turns. Controls are not configurable. There is a track editor, though, and you can import your own car pictures too. There is no music, but each car has a unique engine sound – nice touch. The two flaws are huge, though. First, this is one of the only single-screen racers I’ve played that has no multiplayer. Multiplayer is perhaps the primary staple of this single-screen, top-down racing genre, so it’s very odd that this one doesn’t have any, even if it’s freeware. And second, the game is easy. Once you’ve practiced with the game a bit it’s not hard at all to beat almost every track on the first try, and there are no difficulty settings. Yeah, this game won’t last long, that’s for sure. Still, for a free title, it’s decent fun for the hour or so it’ll last you.


Nitronic Rush – 2011, WinXP or above. Nitronic Rush is an indie racing game done as a project, initially. Well, this game isn’t just a project — it’s an outstanding racing game, and one of the best PC racing games in years. The game is inspired by Rush 2049 and other ’90s futuristic racing games, but it has something of its own character too. While the name and car graphics will make you think Rush 2049 (yes, the car in this came would fit right into Rush 2049, visually), in fact in gameplay and controls, this really is its own thing. First, this is not a circuit racing game. It is in fact a point-to-point racing game, and your goal is to get to the end of each stage as fast as you can. The levels are varied, and you’ll dodge falling obstacles, fly through the air, and drive down curving roads, tunnels, and tubes, as you try to save the world or what have you. You’re not racing against live opponents, just the clock or a ghost. They were inspired by the Rush 2049 obstacle course stage for sure, but this isn’t just a sequence of challenges like that; that is the core of the game, but you also do some point-to-point racing too. It does have a very Rush 2049-inspired obstacle course mode, though. Pretty awesome. In addition, while the cars do have wings here, you actually have real flight in this game, not just gliding. Yes, your car can fly. It’s pretty cool. Handling is also not just like Rush; this is a different game. Nitronic Rush also has a very cool glowing-lights visual style, very reminiscent of something out of Tron. The game looks very cool visually. Everything glows. Nitronic Rush looks great, and plays even better. The levels quickly get challenging, and I always want to go back and try to get a better time. This is a game which richly rewards practice and perfection. Nitronic Rush is an incredible game, and was easily my favorite racing game of 2011, freeware or no. The only complaint I can really make is that story mode is short. However, there are more, harder challenges to attempt after you complete story mode, so really finishing story mode is just the beginning. Most of the challenge comes later, in the harder stages. The pulsing techno soundtrack is great as well. There’s only one other qualifier I need to mention — Nitronic Rush is an xinput only game. That is, it only supports 360 controllers. Stupid designers, put in directinput! Fortunately you can correct this mistake with an xinput-to-directinput wrapper like x360ce, found here: http://code.google.com/p/x360ce/ Download it now, for anyone using a regular gamepad. And yes, you want a pad for this game, certainly. Overall… I already said it: it’s outstanding, and one of the best PC racing games around! The game does have online support for ghosts and such. There are four updates to this game, each with more tracks, music (all techno of course), and even stunt arenas added. Make sure you get the latest version, which currently is version 4.


Race the Monkey – ~1997, Win3.1 to 9x. Race the Monkey is one of PC Gamer’s little Coconut Monkey minigames. These are games starring PCG’s mascot Coconut Monkey. The first batch, including this one, are very simple games made in Klik & Play. Several later titles use other engines that are a bit more capable, but the KNP ones were fine examples of Coconut Monkey’s budget styles and innovative gameplay. That is, they’re blatant clones of the built-in Klik & Play games but with Coconut Monkey in them, and look like they were made on a zero-dollar budget. So yeah, it’s just as you’d expect! This one is actually Racing Line. The game doesn’t run on Vista, naturally, like all KNP applications. Quite unfortunate.


Rolling Ball 3D – More of a techdemo than a game, this little game made as an example game for Clickteam’s Jamagic 3d game creator has you zooming down a randomly generated, straign path trying to avoid falling in holes. The only point is playing for score since once you reach the end — and that won’t take long — you just loop around. The game does keep track of your current, last, and best scores of the session, based on how far you got before falling into a hole. There are some powerups which alter your jump, but some are over pits. The perils of randomized level design. The first joystick button jumps, making this feel like a fast, autoscrolling version of Dschump or other games of that sort. The game moves almost too fast to be playable. It’s right on the edge of that. This probably isn’t worth checking out.


*Kosmonaut – 1990. This is the first of the Skyroads-style games. It’s quite primitive compared to its successors, and is mostly only maybe worth a look to see the origins of the great title below. It’s not nearly as good a game. The graphics are EGA, and look somewhat mediocre, with not many colors. PC Speaker audio only too.


Skyroads – 1993. Skyroads is a real early ’90s PC classic. This game is sort of a racing game/platformer cross. It’s set in the future, and you’re a pilot of a spaceship/racing vehicle. You have to get through many courses, each made up of 3d polygonal objects. Your car is a sprite, but the graphics are flat-shaded polygons. The game has Soundblaster audio and nice VGA graphics. The visuals have a nice look to them. You have to keep a look at your fuel and oxygen, too — run out of either and you’re done, just as much so as if you fall off the track. While most parts of the track are just “road” to drive on, some colored floor sections have different effects, so one color kills you instantly (avoid that shade of red!), among other things. Learn the floor colors that have special effects if you want to complete the courses. Skyroads is a brutal game, full of extremely challening platforming puzzles which you have to get through quickly if you don’t want to run out of fuel. You need to carefully control your speed, as too slow can leave you with not enough oxygen to finish, or not enough speed to get over longer jumps, while too fast will leave you running into walls frequently. Each stage has a different gravity level, too, which affects how high you can jump. Oxygen can deplete at different rates, too. Skyroads has a lot to consider, and a lot to learn, so each track will require memorization and near-perfection before you will get through the stage. You can play the levels in any order, but they do get harder from upper left to bottom right. The game records how many times you’ve finished each track. Each set of levels has a different, nice looking space background, too, and there’s a different music track for each background as well. This is a great, classic title that platformer and futuristic racing game fans should consider a must-play, if they haven’t already played it. It may be highly challenging, but it’s very much worth it.


Skyroads: Xmas Edition – 1994. Christmas Editions were a somewhat popular theme back in the mid ’90s, and games such as Jazz Jackrabbit, Jetpack, Lemmings, and Skyroads all got Christmas Editions. Unlike some though, Skyroads Xmas Edition isn’t just a reskin with Christmas-themed backgrounds — it’s a new game, with four new areas of three very challenging levels each to play through. The other six areas return from the original game, but still, yes, this is really Skyroads’ sequel. The visuals are the same as the first game in quality, and the game plays exactly the same as the original, but the tracks are all new, and are even harder than the original game’s are. Skyroads Xmas Edition is a very hard game, but it’s fantastic to have a sequel to that classic. It is funny seeing Skyroads gameplay with Christmas music and backgrounds, though, I think of it as a space game…


Tube – 1995. Tube is a game by Bullfrog that never saw full development or a release, and may have started out as a test. Whatever its origins, though, Tube is a pretty cool futuristic combat tunnel racing game. Tube has decent graphics, and the tunnel effect is great. The game reminds me somewhat of Skyroads but with combat and flat, or perhaps something like Dschump (PC), but with cars… or maybe most appropriately, the “follow the green track” minigame from Tempest 2000, except without instant failure if you leave the course. That means that in this game, in each stage you go down a long tunnel. The tube is made up of a sequence of connecting pathways. When moving on ground, you go fast. On space, however, you go very slowly. Jump panels jump you over gaps. There are enemies and barricades to impede your progress. Barricades must be avoided, but enemy ships can be blown up with your gun. Powerups will make it stronger. The game has multiple levels, but not multiple lives — run out of health and it’s game over. The game does have two player splitscreen, though, which is cool. The game has gamepad and Soundblaster support too. Overall, Tube is a pretty cool futuristic racing game that’s well worth playing. It’s too bad that it didn’t get a full release — this could have been pretty good, expanded into a more complete game. Even as it is though, it’s fun for sure.


Turbo – 1987. Turbo is an early, and CGA, freeware racing game in the style of ’70s or early ’80s racing games like Turbo (the early ’80s Sega game) or Speedway! for Odyssey 2. The game has no sound, not even PC Speaker, and 4-color CGA graphics with a green and yellow palette. In the game, which is behind-the-car, you drive up a straight two lane road. Yes, no turns here. Cars in the right lane are moving slowly, while ones in the left lane are moving fast. Left or right switch lanes (tap once to switch, you don’t need to hold it and can’t stay in the middle or something), Shift accelerates, and Up or Down change gears. It’s a two-gear system, like many early titles. You have 60 seconds to get as far as you can. Passing cars gets 250 points per pass, and score accumulates over time too. Crashes, of course, slow you down. Up to that point, this game’s nowhere near as good as, say, Speedway — the CGA graphics are ugly, there’s no sound, and the two-lane system is frustrating because when there are cars in both lanes, there’s nowhere to do — you’ll probably just crash. There’s no brake button, either. However, the game does have one slightly more interesting feature: if you get 10,000 points before time runs out, you’ll get an additional 60 seconds. So yes, if you can avoid crashing much, you can keep playing. This makes the game somewhat more interesting, but still, the frustration of the two-lane design limits how long this game is fun. Turbo is maybe amusing for a couple of minutes, but probably not more than that. The game doesn’t save your best times, either — there is a score table, but the game doesn’t save them, annoyingly.

Demos and Shareware (note: asterisks here mean demos/shareware that I did not play until the last couple of years, but were released earlier.) These are for Windows unless they are noted as DOS. I’m not going to bother listing years for all of these. Assume they work in 32-bit Vista unless noted otherwise. Most of these demos come from PC Gamer, from when I was subscribed or buying the magazine from 1996 to 2001. A few are newer (noted), but most are from that period — I’m more likely to try demos when they came to me on a disc, than when I have to go around the net downloading things to try them.


Ballistics – Ballistic was the first game by Grin, the developer behind Bionic Commando (the remake) and who went out of business several years ago. Unfortunately they did not return to the racing genre before going under, but going by the quality of this game, they should have. I’ve played the PC demo and the arcade version of Ballistics, and both are great. Ballistics is a tube-based futuristic racing game. It’s sort of like Tube Sliders (GC) or the tube levels in F-Zero X or GX, but this game has more of a sim element to it. Well, in arcade mode it’s simple and fun, but in sim mode, this is a tough, tough game. Tube racing has never been so challenging — in sim mode you really need to learn which part of the tube to be on on each turn, or you’ll fail to get around it properly, and might even detach from the tube and start floating in the middle. This is bad, because you’ll lose a lot of speed, fall behind, etc. Ballistics also has extremely impressive graphics for the time of its release (in the early ’00s), too. This is a demo worth playing! I’d like the full version sometime.


Bang Bang Racing – This is a recent (2012 release on Steam) topdown racer that clearly was designed first for consoles — it’s 16:9 only and requires X360 controllers, so use that xinput-to-dinput wrapper. As for the gameplay, this is a fairly typical cartoony topdown racing game. The graphics are decent; they’re not amazing, but certainly are good enough, and all of the color is nice. The tracks are narrow, with walls close on both sides, so the eight car fields make the tracks feel quite crowded — the cars are often all bunched up and bumping into eachother. This game doesn’t have weapons, unfortunately, unlike, say, RC Pro-Am, but you do have turbo. Turbo has a meter, and can be refilled by driving through the pit area in each track. The demo has two tracks. The game seems to have nine tracks, but claims 59 variants; clearly they can change the routes on each course. This seems like an okay game, but I don’t think I’ll be buying it now.


BeamBreakers – BeamBreakers is a futuristic racing game with flying hovercars. In the game, you race around future cityscapes. This game clearly was inspired by things such as the Star Wars prequel trilogy Coruscant hovercar segments. Going by the demo, it seems like an okay, though not great, game. Graphics are average early ’00s stuff.


Big Red Racing – DOS. Big Red Racing is an extremely, extremely ’90s racing game. It’s got crazy menus full of font-shifting text, an annoying announcer, and more! There are even random sound effects every time you move in the menus. Beneath the obnoxious exterior, though, is a pretty good racing game. This demo has two tracks. The first is a water-racing track, with boats and hoverboats on a lake. I liked this track the most; lots of fun! Graphics are okay but not great, early polygonal stuff. The other track is a truck-racing stage on a dirt track. It’s much harder to control than the boats are, which means that the handling in this game is somewhat realistic. Not bad. I still want a full copy of Big Red Racing…


Carmageddon II: Carpocalypse Now – Run in Win95/98 compatibility for the sound to work. This is a one-level, pre-release demo in which you can drive around a level, running people over and bashing the other cars. The checkpoints (for racing mode) don’t seem to be put in place yet, so this is somewhat limited. Still, there are a huge number of helpless citizens to splatter (1,300 total in the stage, and they barely even try to get away…), and other cars to bash too. The game uses a somewhat ridiculous number of keys for everything (about twenty not including the movement controls), but you only need a few most of the time. Carmageddon 2 seems like an okay game. Its reputation is that it’s not as good as the first one, and I can see that, but it doesn’t look too bad. The 3d graphics look fine for the late ’90s.


CART Precision Racing – CART racing sim from Terminal Reality published by Microsoft in ’97. This is a full-on sim, so only approach if you want a realistic CART racing game. I’m absolutely terrible at these things, can’t do anything at all. I think I can say that this is less fun than Papyrus’s Indycar Racing, though. This is an okay game for the time, but doesn’t look like anything really special. It’s got a lot of options, but regardless, this is definitely a sim. It doesn’t seem to have much damage modeling, but the handling is very simmish. This seems like an okay game, but if you want to play a ’90s open-wheel racing sim, there are better options than this.


Daytona USA – The PC port of the classic. Expect having some problems getting it to work, but once you do, this is a short demo. There’s just the first track, which is fine for a demo, but the visuals and options don’t really make me want to get this PC version, and I absolutely love Daytona USA… stick with other versions of the game, really.


*Destruction Derby – DOS. The first Destruction Derby is pretty ugly looking, but has some decent gameplay. This is one of the original crash racing games, and though it’s certainly far from the best now, you can see why it was successful – the game has a good formula and executes it reasonably well. I definitely like the sequel more, though.


Destruction Derby 2 – DOS. When I first played this demo, back in 1996, I found it very difficult. I don’t think I’d played the first game (I played that demo, above, later), but I definitely liked this demo, though I didn’t buy the game. It has fine graphics for a PC game from the time, and pretty good gameplay as far as I could tell. It was so hard though, I remember frequently having the car wreck before the race would end. 🙂 This version seems to be less popular than the PS1 one because of some things like the PC version’s 256 color only graphics, but I think it looks fine (though I haven’t played this one on PS1, only the first game).


*FlatOut – Flatout was the first game in a moderately successful series. This first one was on PC/PS2/Xbox, but it certainly looks better here than on consoles. I didn’t play the games when they released, though, and playing them now, I don’t like Flatout at all. Flatout is an arcade-style racing game with very, VERY drift-heavy mechanics, overly light-feeling cars, and some pretty graphics. The biggest selling point for the game was that when you crash, your driver goes flying out the windshield in amusing ways. There are even some minigames where you send your guy flying for points. There’s one in the demo, and it’s kind of amusing. This demo has that minigame and two different tracks, so it’s got more content than most racing game demos (one track is the norm). That doesn’t make me like the game, though. First, I find Flatout annoyingly hard. I fall behind quickly and just keep falling back as the race progresses. The light feel of the cars, and the incredibly drift-centric design on courses that are not that wide, combine to frustrate. If I played it more I’m sure that with time I’d get better, but I don’t enjoy the games nearly enough to want to even begin to try. The visuals are nice, but I don’t like the gameplay.


Grand Theft Auto – DOS. This is the first game in the later-megahit series. I paid it a little attention back when it released, but this demo didn’t catch my interest much. The strict top-view look looked dated compared to other, behind-the-car racers, and I didn’t like the idea of being a criminal either. I also prefer a somewhat more structured game style over open-world stuff like this. I mean, I like top-down racing games, but not so much with an open world like this one, it doesn’t work nearly as well here as it does in, say, Micro Machines. Overall, GTA 1 is an okay game, but it’s not my thing at all.


H-Craft Championship – H-Craft Championship is an indie futuristic racing game released in the last couple of years. The game is a somewhat Wipeout-inspired game where you drive hovercrafts on floating tracks. Expect lots of segments with no walls, making this game quite tricky when combined with the very floaty controls. Of course, as the vehicles are hovercraft and don’t have any wheels, floaty is to be expected. Once you get used to the controls, though, this game is moderately fun. It’s not great, but I like it. The game has simple graphics, as expected for an indie title. The demo is short, but takes a while to master thanks to the controls. I have considered buying the full version.


Insane (aka 1NSANE) – This is another one of those checkpoint-based, off-road racing games. 1NSANE’s from the early ’00s, and it’s an okay to good game. It’s got a lot in common with all of those other checkpoint-based off-road racing games, but this one has more variety of vehicles than most, and a somewhat over-the-top theme to it as the title suggests. The game has realistic physics, which makes the game tough, but not too complex handling. There is damage modeling though. There are a bunch of modes, but in the demo you just race from checkpoint to checkpoint in the game’s wide open spaces. The full version even allows for player-created vehicles, and there is a random terrain generation mod too. The game was a cult hit, and still has an active fan community on the internet, but I never played it much because of my limited interest in the checkpoint-based off-road-racing genre, and because 1NSANE didn’t leave a big impression on me, versus others. I tried the demo, found it okay but not compelling, and moved on. However, going on its lasting fanbase, it clearly did something right and is probably still worth checking out. This game was made freeware by Codemasters in the early ’00s. However, they took it down in 2006, claiming after the fact that it had been a time-limited offer (I don’t think that had been mentioned before). Codemasters now makes no mention of the game on their site. Still, downloading that freeware version would be grey-market stuff I guess. Anyway, though, for the full version, two patches (patch 2 and TRM1) and several user mods and vehicles are recommended to get the game complete. You can easily find them on 1NSANE (Insane) fansites, which aren’t hard to find. The full version could be played online on Gamespy Arcade.


International Rally Championship – The 1997 sequel to Rally Championship, this one is a very similar game, except it’s for Windows now, and it has tracks from all around the world instead of just Britain. The graphics are somewhat improved too, though the biggest change is the variety of locations. The demo’s a desertlike level set in China. It’s good; gameplay is basically the same as Rally Championship, but I liked seeing a different environment, that one needed the variety. I liked this demo back when it came out too, thinking pretty much what I do now, but didn’t buy the game because of my moderate antipathy for the first one. I should get it sometime.


Jeff Gordon’s XS Racing – Futuristic racing game licensed by Jeff Gordon from 1999. Only released on PC and GBC (entirely different there of course); console ports were cancelled. It’s not a great game, but the demo’s alright. The game has high speeds and up to 40 cars per race, which is cool. This demo race has 10 cars. Also, Jeff Gordon’s voice is heard during the game, so he is in it beyond the title. The demo track is very short, only 20 seconds long, and I think all 10 tracks in the game are similar. You do do lots of laps though, 10 in this demo. The game has handling slightly like a Rush game but a bit skiddier; it’s okay, overall. Cars have wings, which is great. However, unlike Rush 2049, this isn’t for stunts or anything; it’s just for gliding, so it’s not nearly as interesting. The graphics are decent, though it is stuck with a 640×480 maximum resolution — quite low, for ’99. The game also has no multiplayer. This game has severe problems on modern computers, unfortunately: neither full-screen mode nor Direct3D work. As a result, you’re stuck in windowed software mode, in a 320×240 window that cannot be expanded. Yeah, it’s painful. Turn on “Run in 640×480 screen resolution” in Compatibility in the Windows properties for the game in order to get it playable at all. I looked some, but couldn’t find any fixes online. The game doesn’t recognize USB gamepads either — gameport only. Useful. For an older machine (or virtual machine) which can run it properly, though, Jeff Gordon’s XS Racing might be worth a look if you like this kind of game like I do. The action is fast and fun as you bash the other cars for position and make the turns and jumps. With only 10 very short tracks it’s sure to be a short game, but fun. The full game claims to have 3DFX support, but either this demo doesn’t or it doesn’t work, because a Glide wrapper didn’t help. The demo could well not have 3DFX support. If you can get a Glide wrapper working with the full version, this game might be good. Limited, but good.


Johnny Herbert’s GP 1998 (aka Johnny Herbert’s Grand Prix World Champions/World Championship) – Bland sim-style racing game. It also doesn’t work at all in Vista, so you’ll need an older computer for this one. I find this kind of game so boring, and so, so hard… it’s a decent game in the F1-sim genre, but that genre doesn’t interest me much at all. It has many fewer car customization settings than the hardest of hardcore sims, but still has some. Graphics are good for ’98 though.


Little Racers: STREET – (2012 game) Little Racers: STREET is an indie top-down racing game. The game was released on Xbox 360 Live Indie Games, and now the author is aiming for a PC release on Steam through Greenlight. It’ll need some work to see a release, but going by this demo he released to show the game, I hope it happens! I’d love to play the full version of Little Racers. The game was clearly inspired by great racing games like Micro Machines or those railed-path, high-speed topdown racers on the Neo-Geo and such. This game is fast, and you’ll need to learn the turns, because there isn’t much reaction time between when you see things and when you reach them. There are four different cameras to choose from, thankfully; the default one is a little too close. I like the zoomed-out one best. Little Racers is graphically simplistic, but the gameplay is pretty good. You really can tell that this game is an indie title, though; the 3d models are simple and sparse, particularly for environments. The cars themselves look nice enough. The behind-the-car camera really shows how mediocre the graphics are. From above though it looks a bit better. At least the game does have some nice visual effects, and anyway, most of the time I was far too busy trying to get around the turns better to notice the visuals. This game plays great, when zoomed out a bit, and is a pretty good fast topdown racer. I wish that Rush Rush Rally Racing on Dreamcast had had a zoomed-out camera like this one, that one was too fast and there was no way to manage the turns unless you memorized absolutely everything. Now, the courses in this game are less ambitious than some in the genre. The ones in the demo are all set in a city environment, and they’re narrow too. The graphics are repetitive. Still, the game is a lot of fun, and a definite challenge as well. This demo has six tracks and five cars, so you can get a good sense of the game. The full game apparently has 47 tracks. You can change the difficulty level too; on Normal the game is somewhat easy, but on Hard or Insane it’s a solid challenge. One other issue to note – this demo is keyboard only. That’s a little annoying, but hopefully a full version would have gamepad support. The game does play on keyboard, but of course it’d be better on pad. Overall, I quite like Little Racers: STREET. It’s a good topdown racing game, and it’s great to see a good game in this classic genre. Despite its issues, this should be selling for a lot more than the $1 it costs on XBLIG.


Moto Racer 3 – A real disappointment, Moto Racer 3 is basically a sim-style racer. The game has three different race types – superbike (on realistic superbike circuits, not MR1/2 style tracks), dirt bike (on realistic dirt-bike tracks), and street racing (with traffic and such). The demo includes one race each for the first two modes, but unfortunately doesn’t let you try the third, and most interesting sounding, one. This is a bland, generic, mediocre sim-style racer that didn’t interest me much beyond its title.


NASCAR Racing 4 – One of Sierra’s NASCAR games from Papyrus, this series was famed for its realism and high quality. This one, from ’01, is one of the later ones. The graphics are nice, but this is very definitely a serious sim. I’d recommend a wheel with this one, no way would a gamepad cut it. This is the kind of game I’ll never be good at… Oh, the demo has a few minor glitches, but nothing too bad.


Need for Speed 2 SE – The NFS2SE demo lets you play the one new track added in the SE release, the Mexico track. I’ve seen this tactic before, of letting you play the new content in the demo, but it is intresting. This demo also shows off the improved 3DFX graphics, so use a Glide wrapper for it.


Need for Speed: Porsche Unleashed – Run this in WinXP SP2 compatibility. It functions in some others, but runs much, much worse than XP SP2 (it doesn’t work without compatibility mode in Vista, unlike NFSHS). As for the game, this is your average one car and one track demo. NFSPU is a somewhat different NFS game. While visually it looks a lot like its predecessor High Stakes, Porsche Unleashed has a somewhat more simmish driving model and adds point-to-point races back into the series too, for the first time since the original game. Yeah, those people who say that the NFS series got worse after the original because it became more arcadey probably didn’t play this one, or at least not the PC version; the PS1 title’s quite different, and much simpler. For me, though, going by this demo, I can see why I didn’t buy this game — I just don’t find it as fun as NFS II through High Stakes were. You spin out much more easily here, and braking is more important as a result. I prefer High Stakes myself, but this is a good game. The visuals are certainly nice for the time too.


Official Formula 1 Racing – Run in Win98/ME compatibility for it to work. This very average F1 game from ’99 has two modes, sim or arcade. Games like this that try to be both arcade game and sim often end up failing at both, and that’s exactly what this game does. It’s playable, sort of, but not any good. And the game’s somewhat hilariously broken on modern computers, too. The opponents’ cars don’t move around the track properly at all, it doesn’t recognize my gamepad so it’s keyboard only, there are no graphics options (at least, not in this demo; all greyed out…), the sound is glitchy, and more. There are speed issues too. Even on an older computer where the game’s actually playable as designed, though, the boring, subpar gameplay doesn’t recommend it, that’s for sure. But on a newer one, it is somewhat amusing to see how broken it is.


Plane Crazy – Plane Crazy is a late ’90s racing game where you race planes, as the title suggests. It’s a fun, arcadey game. Good stuff. One thing to note though, with a dual-analog gamepad, acceleration will be mapped to the right stick,period. No matter what buttons you set it to in options, they won’t do anything. That’s kind of annoying, I much prefer button acceleration. Also, button 8 is cockpit view switch; this control also cannot be remapped (on gamepads). The other buttons, for your weapons and such, and the movement controls of course, can be, though. The track in this demo has you going through a canyon. You have a fairly constrained range of motion, with walls not far away and a low height ceiling, but still, you do have some maneuverability. The combat element of this game is somewhat understated, but there are occasional weapon pickups. You can also use some weapons that alter the world, so you can blow up rock pillars and knock them over, blow a hole in a wall and create a shortcut, and such. Those are fun. This demo has single and multi player options. The multiplayer is IPX network or direct IP (TCP/IP) only. The graphics are okay; the game supports high resolutions, but textures and such are only average. Overall, decent game. Plane racing games can be fun, and this seems like a solid one.


Pyroblazer – Futuristic racing game from 2008 with flying cars that can take to the air. Going by the demo (it’s on Steam), this game is awful and no fun at all, at least on first impressions. Controls are really bad too. You play with keyboard and mouse, and I found it barely controllable. The tracks are entirely linear and are full of invisible walls blocking off everywhere you can’t go. I didn’t stick around long enough to figure out if you could get better. Apparently there is a Gold Edition of the game with a bit of extra content, but it’s only on the publishers’ store linked here and not Steam. http://www.eipix.com/store/games/pyroblazer The Steam version’s much cheaper, though, only $5 versus $12, but it does come with less (Gold has an artbook, soundtrack, and topdown minigame also included). There are a few people who actually like this game, so maybe check out the demo. At $5 it is cheap.


RalliSport Challenge – I have this game (and its sequel) for Xbox, but don’t have the PC version of the first one. Going by this demo, RalliSport Challenge is just as good of a semi-realistic rally racing game on the PC as it is on the console. Unfortunately, the second one is Xbox only, no PC release. Thanks, Microsoft. This demo is good, though. I like how you can actually go off the track, on lots of 5th gen era rally games you can’t do that, including PC ones like Rally Championship or International Rally Championship. It is a somewhat difficult game and there is some sim to it, as well as some arcadey elements, but it’s good and the mix works.


Redline Racer – Redline Racer is a fun, very arcadey late ’90s motorcycle racing game. Clearly somewhat inspired by Moto Racer but not quite as good, Redline Racer is a very fast game with high speeds and a fun course to race through in this demo. This demo’s great, I’ve always wanted to play the full game too. As I said it’s not quite as good as Moto Racer in either track design, music, controls, or overall experience, but it’s still a solid B-grade effort worth a look. The Direct3D mode crashes on modern systems, but with a Glide emulator like DGVoodoo, the game does run in 3DFX mode. It has some graphical glitches, but works. The game has a sequel, Suzuki Alstare Extreme Racing. That one was on Dreamcast as well as PC. I do have the DC version; it’s a very good arcade motorcycle racing game, with impressive visuals and a great sense of speed. Comparing it to this demo, Redline Racer seems good, but Suzuke Alstare is probably better. I’d need to play the full version of this one to compare them better though.


Ridge Racer Unbounded – 2011 game. I didn’t have any expectations for this game, but going by the demo, it’s actually pretty good. I’d definitely like to get Ridge Racer Unbounded sometime, when it’s cheaper. This is the only Western-developed Ridge Racer game, but it’s better than most of the Japanese ones… though of course, I’ve never been a fan of that series. This is fun, though. The game’s a somewhat Burnout-inspired racing game where you drive around tracks, blasting through some buildings along the way in your search for shortcuts. The graphics are nice, and I like the fun shortcuts. The full version even has a track editor, rare these days.


Sega Rally Championship – This demo lets you race through the first two of the four tracks in the game. So yeah, it actually gives you half of the courses, though you can only play in one mode, 1-lap, and can’t change the difficulty. Sega Rally is a great racing game but comparing it to other PC racing games really does show off the game’s biggest problem, that it has almost no content. Sega Rally makes up for its … minimalist to say the least … feature set with great track designs, good speeds, and plenty of fun. However, especially on the PC the excessively thin feature set really does show through. This is an incredible racing game for sure, but there’s so little to do… As for this port, it’s okay. Looks decent, and works better than many ’90s Sega PC ports. I guess it’s a decent version though. Higher res than on Saturn at least.


Sega Rally 2 – This game has more content than the first game, and the port is good, too. The visuals are better than on the DC, which is nice. The DC version’s a little disappointing looking, but this is better. I think this one is better on PC than DC, going by this demo anyway. The demo’s just got one track, but it’s enough to show that it’s definitely better than the DC version.


Skunny Kart – DOS. Skunny Kart is, essentially, a Wacky Wheels ripoff. It looks SO much like it that the rumor is that Copysoft actually ripped off Wacky Wheels’s engine. I don’t remember the whole story, but if they did, it wouldn’t be surprising… this game really does look like a reskin of Wacky Wheels. It’s not as good as that classic, because Copysoft are no match for Apogee, but the shareware’s worth trying for anyone who loves Mario Kart, I guess. I’d say don’t pay for it (because of the whole Copysoft scandal element), but well, you can’t buy this new anymore, for sure. 🙂


Snow Wave: Avalanche – Does not work in Vista. Snow Wave: Avalanche is a late ’90s arcade-style ski/snowboard racing game. This really is a racing game, and not a stunt game. The demo has just one hill, but I quite liked it; this is a game I’d still like to play the full version of. The graphics are okay, though nothing special for the time for sure, but the simple, fun skiing action works fairly well. I’d like to play more of this one. It’s really too bad that the game doesn’t run in Vista; I’d like to play it again without having to use my old computer. There are no videos of it online that I’ve found, either.


Space Haste 2 – Space Haste 2 is an Eastern European futuristic racing game from ’03. In the game, you race cars that look like hovering 1940s-style vehicles around futuristic circuits. That concept sounds a lot better than this game actually is, unfortunately. The game has average to subpar graphics, bland design, and boring gameplay — this is about as dull as futuristic racing games get. The demo cars feel quite slow. I imagine the game gets faster later, as usual in the genre, but with tracks this narrow, that’d get frustrating. You do not have great control over your car, either; don’t expect Wipeout precision here, Space Haste 2 control is somewhat loose and floaty. The game can get frustrating, too, as you immeditately lose if you run out of energy, and lose a point of energy each time you touch a wall. Powerups can restore it, but still, it’s kind of a pain with the narrow, Wipeout-esque-but-worse track you race on in this demo. The menus are poorly designed too — for instance, the game doesn’t even show you your gamepad mappings. Instead, it just tells you if each command is mapped to a button or not, and how many buttons it’s mapped to if it is. Yeah, it tells you that, but not WHICH buttons. Great. Overall, Space Haste 2 doesn’t do much right. This demo may only be one track, but if the full game’s as boring as this is — and I expect that it is — it’s not worth tracking down.


Speed Busters: American Highways Demo 2, and Mexico Demo – Speed Busters has two different demos, each with a different track. On my Vista computer though, only the Demo 2 demo works — the Mexico demo doesn’t, for whatever reason. Demo 2 lets you race on the Hollywood track, and was the first Speed Busters demo I played. Now, I do have this in this category, because I don’t have Speed Busters for PC, but I do have both Speed Devils games for Dreamcast, and they’re just retitled versions of Speed Busters. It’s a good, but not great, game, released at about the same time as NFSIII. I think Speed Busters might be slightly better, but it’s close. I do like that Speed Busters/Devils has an actual circuit mode, and not just single races, and the tracks have some shortcuts and fun parts. Handling is only average, though, which can be annoying at times. Note that the Demo 2 requires Windows to be set to 16-bit color before it’ll work.


Split/Second – This is a racing game with lots of explodable bits from just a couple of years ago. You press a button while driving, and some obstacle ahead of you blows up. The goal is to take out the cars ahead of you with them. The demo’s great fun, liked it for sure. I’ve heard that the game gets repetitive (in the full version), and I didn’t buy it, but the demo is definitely fun and I would like to play the game eventually.


Sports Car GT – Run in Win98/ME compatibility mode for it to work. This is a GT racing sim from EA released in ’99. The game was also on PS1, and you can tell, but it looks nice enough for the time. As for the gameplay, this is a sim — handling is realistic, which means I’m horrible at the game. I only managed to finish above 4th (last) once, in the five races I did on the demo track, and that time was in the easiest car and with speed-assist on. Yes, this game does have assists to help out. There are also numerous car settings, for people who know about such things. That I actually raced five times says something too — despite how frustrating it was to constantly spin out, I was somewhat enjoying this game. You really can tell the difference between the car types, too — the GT1 car was very hard to drive and I spent half of my time spinning out, while the practice car, while not easy, was much more managable. Decent game, for its genre.


Superbike 2000 – Superbike racing sim from EA. I had about as much fun with this one as you’d probably expect. :p Seems solid for its genre though. The game has significant braking and acceleration aids enabled in this demo, so the bike will automatically slow down for the turns, as you’re supposed to. Kind of interesting to see. For people who want it more realistic there are some realism settings, but I doubt that this is the hardest of hardcore sims as far as bike customization goes. Still, it’s indisputably on the sim side of things. The tracks are all real-world Superbike World Championship race courses, as well. So yeah, the track in the demo is one of those bland official-racecourse tracks that I never find interesting to drive on. The graphics are definitely nice, though, this is a good looking game for its time and still holds up reasonably well. Still though, this isn’t a game I’ll play. The game requires Win95 or 98/ME compatibility modes to run, though those modes do impact performance — the framerate isn’t too good. I’ve seen this problem in other games (NFS: Porsche Unleashed demo, most notably for this list), but the solution that worked to fix that game, using WinXP SP2 compatibility instead, doesn’t work here (the game won’t start in that mode). I found a slightly better framerate in Win95 mode. Turning down the graphics might help some.


Super Laser Racer – This is an indie topdown combat racing game from ’09 with Geometry Wars-style graphics, but gameplay that feels like it’s actually more Mario Kart than Wipeout. It’s somewhat reminiscent of Astro Rally, except more complete and with scrolling, as these tracks are not single screen. Also, while this game has walls made of white lines just like that game, Super Laser Racer also has colored lines just inside of the white ones that mark out the track. Outside of the track, you will go slower. Each track has differently-colored colored lines, to mix up the visuals. The combat element is heavily emphasized in this game, as my Mario Kart comparison suggests. The track is littered with red weapon powerups to pick up and use. There’s a homing missile, guns, turbo, the usual. Fun stuff. There are also yellow boost strips on the tracks. You will need to learn the tracks in this game, too, though, as turning is a bit slow, so you’ll need to start turning a bit ahead of the turn in order to not go off the track. This demo has four tracks to go through of the many in the game. It’s chaotic, but pretty good. I do wish that the controls were a little more precise (I think I actually like the handling in Astro Rally a little more, even if it has nothing else over this game), but overall, it’s a good game. The full version has multiplayer, too. There is also a track editor in the full game, which is great (and yes, is another thing Astro Rally also had). Overall, Super Laser Racer is a stylish and quite fun top-down stylized combat racing game. I might buy this, it seems good. It is on Steam.


ThunderWheels – (2012, on Steam) – ThunderWheels is a knockoff, or clone to be kinder, of the great late ’80s classic Super Off-Road. Now, Super Off-Road is one of my favorite arcade racing games ever, so this game is pretty cool to see. The game is not complete yet and is not currently available, but this demo is up on Steam. In the demo, you can play a championship on 6 tracks included in this version. There are six vehicles available; the best ones are the off-road trucks. The buggy is much harder to control. Essentially, ThunderWheels is Super Off-Road, but with more realistic, slipperier handling, no shop between levels, and no turbo to help you out when you fall behind. Yeah, in this one, one mistake and you’re sunk, pretty much. I think this would be better with Super Off-Road’s turbo button. Apart from that though, this is a great homage to one of the great classics. It IS a blatant clone in some ways, though. One track is pretty much identical to a Super Off-Road track. Most other tracks are similar to tracks from Super Off-Road as well, though some are more different. The game also includes a track editor, which is great. For more Super Off-Road stuff, though, two of the AI racers are “Jammin” (red) and “Ironman” (black). Hmm, I wonder who those could be… :p And yes, the Super Off-Road vehicles are in this game, plus several more. One track is called “Fandango”, too. Oddly it’s not an exact clone of the original Fandango track, but the name has to be a reference. The game has four player support on a single computer. You can set how many cars are in the championship (1 to 8), and which of the seven tracks are included too.It does support gamepads, but not in options; instead, you have to choose that in the car creation screen, where you choose a vehicle (6 available) and name. Alright, I guess that works. This game also has a first-person camera that’s pretty tough to use, and a more interesting third-person behind-the-truck camera that’s actually pretty cool. It’s great to see Super Off Road style tracks from a different perspective; though the standard overhead one probably is best overall, behind-the-truck actually does work. Overall, ThunderWheels is quite unoriginal, but is great fun. Definitely play it. It is a challenge thanks to that somewhat realistic handling, but it’s great fun. I’m looking forward to the full game. It should release later this year.


TrackMania Demo / Trackmania Nations Forever / Trackmania Sunshine Forever – Yeah, I like this franchise quite a bit, but didn’t actually buy any of the PC games oddly enough… I just played the free versions, all of which are substantial. I do own the Wii version however. Anyway, no matter which one you play, TrackMania games are all obstacle-based racing games. The goal is to get to the end of a narrow track before time runs out, very much like that special mode in Rollcage Stage II. In this one though you do have opponents. They’re only ghosts, however — you never race against physical vehicles in the TrackMania series, you can always clip through the other cars. Tracks are narrow and short, so memorizing them is key. This is a timetrial-focused game. I prefer races against physical cars, but I can see how that’d be frustrating on tracks as narrow and confined as these… and at least there are online multiplayer options, even if you clip through the other cars. Very good, highly recommended series! The TrackMania games are very, very good. Figuring out what to do in each level to get the best time is both challenging and a lot of fun.


TrickStyle – TrickStyle is another racing game from the same team as Redline Racer. This one, though, is a futuristic hoverboard racing game. This game was also on Dreamcast, but the PC version released later, and is improved over the DC original. The framerate is of course much improved, depending on hardware, and that change was badly needed, but the featureset and gameplay are better as well. The DC game was okay to good but somewhat disappointing in some ways, but even just from this demo, I can tell that the PC version is better. It’s clearly the superior version.


Vangers: One for the Road – Vangers is an absolutely insane-crazy top-down open-world, mission-based vehicular game from Russia from 1998. It’s sort of an open-world car combat game, I guess. Kind of. The setting is utterly unique, original, and weird. Basically, it’s in the far future, and everything on Earth is genetically mutated with alien life. The game has this organic, bug-like style to it, but also looks like the environments were all done in claymation. Actually, the environments are Voxel-generated, with polygon cars on top of them. The graphics, from gameplay to interface, are all … unique as well. This game is so visually weird it’s kind of creepy looking. The questionable translation evident in this demo certainly doesn’t help the game make any sense at all, either, but that everything is referred to with strange alien words you will need to learn makes it worse of course. Basically, you’re playing a complex game with a mediocre translation that also has its own in-game language you will also have to learn. Wait, don’t give up, the game IS interesting and worth playing. The story is hard to make sense out of too though, and figuring out what to do is confusing. The game starts with many screens full of story text to read, too. Read it if you want to have any idea about what’s going on or what you’re doing. The graphical design certainly doesn’t help, either — while the graphics are quite good, everything looks unfamiliar, and the top-down view makes figuring out which things are obstacles and which are not tricky sometimes. The graphics are otherwise pretty good, though. Everything has weird alien names, too. The game also uses a fair number of keyboard keys and doesn’t seem to support gamepads (though it does play okay on keyboard). Yeah, there’s a definite learning curve here, to say the least. If you can figure it out though, there is actually an interesting game here. Vangers is a good mission-based racer, with some interesting visual design, a large world to explore complete with day/night cycle, missions and races to challenge, and more. In the full game, missions available include car combat, trading goods, and various missions. That learning curve really is a killer, though. Also, the demo starts out by dumping you in this world, with little handle on how to play and even less of an idea of what in the world you’re supposed to do. I’ve always wanted to like Vangers, and put the time into figuring it out, but somehow I just never have… for one thing I’ve never been a fan of open-world games so the start doesn’t make me want to keep going long enough to figure it out. The confusing story, iffy translation, and lack of effective tutorials don’t help, either. Overall though, definitely give Vangers a try. It’s so original it should be seen. Also, just driving around in the world is kind of fun, even if you don’t know what you’re doing. And if you do, it’s even better. Vangers is so bizarre that it’s freaky, but it’s also innovative, original, and a must-try, even if, like me, you never can quite figure it out. One of these years though, I’ll get the full game and put some serious effort into figuring out how you play this thing… it looks like it’d be worth it. This game requires patience, but there is reward, for some at least. Reviews of the game are understandably all over the map.


Viper Racing – Viper Racing is another sim-style racing game from Sierra from the late ’90s. This one, though, I genuinely liked, at least going by the demo only of course. Viper Racing is, as the name suggests, a racing game where you race Dodge Viper cars. Handling is pretty realistic, but for some reason I enjoyed this game at the time, and had fun getting better and better at driving around this demo course. It helps that you’re not on a realistic racing circuit, but instead are in a more videogamey race track environment — I find this setting much more interesting than that game. This game has some amusing cheats too, including one that “paves the world”, making all land handle like pavement. Fun stuff. I’d like to play more of this one.


Wacky Wheels – DOS. Wacky Wheels is an Apogee classic, and is by far the best Mario Kart clone I’ve played on the PC. Wacky Wheels has lots of tracks in its full version, but even this shareware gives you a solid five or so, plus battle mode of course. Three of the cute animal racers are available in the shareware. This is a great game, and it’s one I really should have bought… still though, even the shareware’s really fun! The tracks are all well designed, the battle mode (Comm-Bat [IPX or modem-to-modem] or 2-player splitscreen modes are both great, the music and graphics are well done scaling-sprite stuff, and more. As far as scaling-sprites Super Mario Kart style games go, Wacky Wheels is right up there among the very best.


Demos I still have installed of games I now own for PC (Windows unless noted)


Carmageddon (DOS) – See full version review, this is that but with only one track, pretty much. Oh, 3DFX might work in this demo though.


DethKarz (City Demo) – See the full version review, this demo’s just as crash-prone and frustrating. Yeah, this crashes a lot. And even when the game does work, I hate that none of the tracks have any walls, and hover over the ground! That does not mix well with cars that handle like these…


MegaRace 3 – One track demo. This demo shows off the low-budget presentation and somewhat average gameplay, but also the interesting and cool organic look of the course designs. Not much of the FMV here in the demo though of course; that would have taken up far too much space.


Moto Racer – Moto Racer’s demo has exclusive pair of short courses not originally present in the main game. They were later added via a patch though, which is nice for people who wanted to play them in the game. These tracks are very short and simple, though, so don’t expect much challenge or length here. Still, they are fun, and it’s great that the demo got new content. The demo requires you to manually set the desktop to 16-bit color to work, but once done runs. This version has some very unique Direct3D errors — oddly enough, the game appears mostly flat-shaded for some odd reason. Your bike is textured, but the world, and most other riders, are flat shaded. It’s a very strange look. Not bad really, I actually find it kind of interesting, but that’s not how the game is supposed to look. :p The full version is not like this, its problems (without the fix detailed above) are real, but do not result in THIS. I’m sure the same command line fixes that fix the main game will also work here.


Motorhead – See my review of the full game, my impressions of the demo are pretty much the same. Good but not great. One track demo. This is a very basic demo with one track and no configuration options (keyboard only controls… ick.). For some reason, the sound doesn’t work correctly in the demo, though it does in the full game. You can see the very stylized visuals and solid, if average, arcadey racing gameplay.


Need for Speed III – I didn’t buy the game at the time, but I did play this demo. NFS3’s demo has one track, and 1 or 2 player splitscreen modes. It’s a great track, and this is a very fun demo. This is still my favorite NFS3 track for sure. 🙂 I have good memories of playing this demo.


Re/Volt – One track demo of the great sim RC car game. Good graphics, great gameplay, does a great job of showing off this games’ impressive physics model too.


Road Rash – This demo lets you play the first course. I thought this was an okay to good game, but wasn’t quite interested enough to want to buy it, so I didn’t until I found that copy of the game for a few dollars. See the full review for my main reasons why.


Rollcage – One track demo of this classic futuristic racer. Don’t worry if you find it hard, the game’s tricky and definitely takes getting used to. Once you learn the controls, it’ll eventually click. Of course it’s always a challenging game, but it is great.


Test Drive 5 – One track demo. I played all three Test Drive game demos back in the late ’90s, but only have this one installed on my computer. As I say in the full game review above, it’s a fun arcade racer.


Ultim@te Race Pro – Just the test track. Plays like the full game, so it’s super-incredibly-skiddy, but with nice visuals for 1997.


VR Powerboat Racing – Just as atrociously bad as the “Pure Power” edition above, this is a water racing game to play as a case study for how to not make water racing games. If you must play it at all, that is.

Posted in Classic Games, Game Opinion Summaries, Modern Games, PC, PC | Tagged , , , , , | 1 Comment

Game Opinion Summaries: Saturn

As of 2013 I have 71 Saturn games, including 6 imports, not including the two demo discs, so it’s a whole lot less games than that N64 list I’ll post soon, but it’s a nice collection. I don’t have an import-heavy collection, so I’ll be reviewing a bunch of the Western Saturn releases that people often seem to skip over. Some are good games. The list is complete, but I’m sure some work could still be done to improve it even more. I’d also like to add all of the save file sizes.

One other thing to know is that I do have an Arcade Racer wheel and Mission Stick joystick, as well as the 3D Controller (and regular model 2 controllers too, of course, though I don’t use them), so I will be saying how games work with those controllers. I think that not enough people know about how games work with the Saturn’s analog controllers, so explaining about that is certainly one of my goals in this list. I don’t have the Stunner lightgun though.

My favorite Saturn games, of the ones I own:
1. NiGHTS
2. Panzer Dragoon
3. Bug!
4. Daytona USA
5. Galactic Attack
6. Panzer Dragoon II: Zwei
7. Sega Rally Championship
8. CrimeWave
9. Bug Too!
10. Star Fighter

Honorable Mentions: Willy Wombat, V.R.: Virtua Racing, Virtua Cop, Night Warriors: DarkStalkers Revenge, Blazing Dragons, Grandia, Fighting Vipers, Daytona USA: Circuit Edition, Clockwork Knight, Magical School Lunar!, Lunacy, Soviet Strike

Update History:

2/21/2013: Added five new summaries:

  • Jurassic Park: The Lost World
  • Lunacy
  • Maximum Force
  • Sonic 3D Blast
  • Soviet Strike

3/9/2017: Fixed a few spelling mistakes; removed many uses of parenthesis; changed a few summaries that needed fixes, most notably replacing mentions of “2.5d” fighting games with just “no full 3d movement”, which is a much more accurate description; and most importantly, added a table of contents with hyperlinks to all game titles in the article.

Table of Contents

Arcade’s Greatest Hits: The Atari Collection 1
Astal
Baku Baku
Battle Arena Toshinden Remix
Battle Monsters
Black Fire
Blast Chamber
Blazing Dragons
Bootleg Sampler (demo disc)
Bug!
Bug Too!
Bust-A-Move 2: Arcade Edition
Choice Cuts (video “demo” disc)
Clockwork Knight
CrimeWave
Criticom
Cyber Speedway
Cyberia
Daytona USA
Daytona USA: Circuit Edition (J)
Die Hard Arcade
Fighting Vipers
Frank Thomas: Big Hurt Baseball
Galactic Attack
Gex
Ghen War
Grandia (J)
Grid Runner
Hi-Octane
Impact Racing
Independence Day
Iron Man / XO Manowar in Heavy Metal
Jurassic Park: The Lost World
Last Bronx
Lunacy
Magical School Lunar! (J) (Mahou Gakuen Lunar!)
Maximum Force
Mass Destruction
MechWarrior 2: 31st Century Combat – Arcade Combat Edition
Myst
The Need for Speed, Road & Track Presents
NHL All-Star Hockey
Night Warriors: DarkStalkers’ Revenge
NiGHTS into dreams…
Panzer Dragoon
Panzer Dragoon II Zwei
Puyo Puyo 2: Tsuu (J)
Resident Evil
Rise 2: Resurrection
Robotica
Scud: The Disposable Assassin
Sega Rally Championship
Shanghai: Triple Threat
Solar Eclipse
Sonic 3D Blast
Soviet Strike
Star Fighter
Steamgear Mash (J)
Street Fighter: The Movie
ThunderStrike 2: Firestorm
Tomb Raider
Tunnel B1
Ultimate Mortal Kombat 3
Virtua Cop
Virtua Cop 2
Virtua Fighter
Virtua Fighter Remix
Virtua Fighter 2
V.R.: Virtua Racing
VR Soccer
Willy Wombat (J)
(Sega) Worldwide Soccer ’97

Now, on to the games. I list the special controllers each game supports and whether it supports saving at the beginning of the review, and other platforms that the game is on at the end.

SUMMARIES


Arcade’s Greatest Hits: The Atari Collection 1 – Mission Stick supported. One player, has saving. This collection includes the arcade versions of Battlezone, Centipede, Missile Command, Tempest, and Super Breakout. The ports of the games are solid, and the collection does save your scores and settings. The Mission Stick support gives you analog controls in Super Breakout, Centipede, and Missile Command; the other two games always were digital. For Centipede and Missile Command especially, it makes a big difference and really makes those games better. I’m not so sure that it improves Super Breakout, though — in this game, in analog mode basically the stick acts as the paddle, so it’ll be on the left side of the screen when you move the stick fully left, at the center when centered, or on the right when you push it all the way right. That is, it doesn’t move the paddle, but instead basically the stick is the paddle. It’s kind of odd. For those other two though, huge improvement with analog. The analog mode will NOT work with the 3D Controller, so you’ll need a Mission Stick to make use of it. This collection also has some bonus materials, including developer interview videos and information stuff; this is one of the top reasons to actually buy this collection, or its counterpart PS1 version, now, because these materials aren’t available elsewhere. Also released on PS1, SNES (without saving or the extras), and PC.


Astal – Two players, no saving. Astal is a beautiful, but somewhat empty, anime-styled 2d platformer. You play as Astal, a superpowerful little anime character who has to save the world and rescue the girl, as usual. The game has very good 2d graphics and animation, but unfortunately, the greatness ends with the graphics. The game’s boring level designs don’t hold up well, and the gameplay suffers a lot as a result. Basically, you just go to the right in every level, and there aren’t enough obstacles, or variety, to keep me interested long enough to keep playing. Given the price this game usually sells for, I don’t know if I’d recommend it or not. Still, it is an okay 2d platformer on the Saturn, and the Saturn doesn’t have too many of them. Oh, the two player mode has player two controlling this little thing that flies around after Astal; it’s not a full versus mode or something. Think Mario Galaxy’s two player mode, and stuff like that. Saturn exclusive title.


Baku Baku – Two players, has backup save. Baku Baku is a block-dropping puzzle game from Sega, and was the primary … inspiration … for Capcom’s much more popular game Super Puzzle Fighter II Turbo. Basically, Puzzle Fighter is a blatant ripoff of Baku Baku. And yes, Baku Baku came first, it isn’t the other way around. I’ve read some excuses saying that Puzzle Fighter took ideas from a third, earlier game too, but that one’s quite different… no, it’s just Baku Baku with a few additions. Now, I do think that Puzzle Fighter’s additions make it a better game overall than Baku Baku is. The additions of the timed drop blocks and the way that blocks next to eachother will (in Puzzle Fighter) combine to form larger, higher-value blocks are great features that Baku Baku does not have. However, apart from that, the only real difference between the two games is the graphics. In this game, you play as some prerendered anime style characters who have to capture all of the escaped zoo animals. So, to use Puzzle Fighter terms because that’s the game I’m the most familiar with, playing the role of the regular gems are food blocks, and playing the role of crash gems are the animal blocks. It’s a cute game, and a lot of fun; Puzzle Fighter is one of the best puzzle games ever made, and this one is nearly as good too. This is a fantastic game, and you’ll get it for a lot less than the Saturn version of Puzzle Fighter, too! Also released on PC and Game Gear.


Battle Arena Toshinden Remix – Two players, no saving. This is a modified version of the first Toshinden game from the Playstation. For the most part it’s a port, but they mixed up a few things, and added another character I believe. The graphics aren’t quite as good as they were on PS1, but otherwise the game’s intact. Toshinden is an early attempt at a 3d fighting game. It’s great that you do actually have full 3d movement — that was rare at this point, most polygonal fighters on the Saturn don’t actually allow you to move in three dimensions with the main d-pad controls — but the game only sort of works, and can be frustrating. Toshinden never was all that great of a game, and I think the graphics and novelty were the things that really made the original PS1 release so popular in 1995. I will admit that this isn’t a terrible game, though; it’s not that good, but occasionally can be amusingly fun. Also released on PS1.


Battle Monsters – Two players, no saving. Battle Monsters is a unique 2d fighting game. The game’s not the greatest, but at least the developer did try something different, which counts for something. To give a comparison, Battle Monsters is essentially the Super Smash Bros. of digitized-people (Mortal Kombat-style graphics) fighting games. First, the arenas often have multiple levels, with different platforms to jump between. The combat system isn’t exactly like SSB, but does make me think somewhat of it, as Battle Monsters has as simplified fighting system where all of the characters activate their special moves via basic, one or two direction plus button commands, and the game only has two attack buttons, punch and kick. No quarter-circles here, it’s simpler than that. That may sound too simple, but there’s enough depth in the different moves, and characters, to give it some decent lastability, if you like it that is. The graphics are only okay; for a digitized-people game, this is probably lower tier. It’s pretty hard to figure out what some of the characters are supposed to be, or even gender in a few cases. Still, even if it’s certainly not one of the Saturn’s best fighting games, as a unique attempt at something clearly different from all of those Mortal Kombat clones, and indeed perhaps more of a predecessor to SSB than a clone of MK, Battle Monsters deserves a look. It’s fun for a few playthroughs, at least, for sure. Saturn exclusive.


Black Fire – One player, has saving, and supports the Mission Stick. Black Fire is a helicopter sim from NovaLogic, a company which made many sim games in the ’90s. NovaLogic mostly worked on the PC, but they did a few console games, obviously including this one. Black Fire isn’t the most hardcore of helicopter sims — this is no Jane’s Longbow II, let’s just put it that way — but with a Mission Stick it’s not too bad. I wouldn’t really recommend it without the Mission Stick, though; without the analog flight controls it gives you, it just isn’t the same game. This game is NOT 3D Controller compatible — it uses the analog stick’s throttle wheel for vertical movement, so controls on a 3D Controller in analog mode won’t work. This game is really something for genre fans. If you like somewhat simmish helicopter shooting games you might enjoy it. It’s not a great game though, I think; I’ve definitely played better helicopter games before, like, well, the aforementioned Longbow II. I think I might enjoy the ThunderStrike games a bit more than this too, though they’re close. Saturn exclusive title.


Blast Chamber – Four players (with multitap, two without), has saving (17 blocks). Blast Chamber is a multiplayer-focused action game from Activision. It looks like they put some money into its marketing, but I just don’t like the core gameplay very much, and find this game disappointing and not very fun. I must admit that I’ve never played it with other people, though; that’d probably be better than it is against the CPU. Still though… not so great. The game does have an original concept, I just don’t know how much I like it. On that note, as for the gameplay, Blast Chamber is a single-screen game. In the game you find a four-sided, rotating chamber, the Blast Chamber. You play one of four “contestants” who are in this game of death. You don’t get weapons, though. No shooting here. This game is a bit more complex than that. Basically, all four players each have a life timer. When your timer runs out, you die. In order to add more time to your timer, you have to grab the crystal items and carry it to your colored base. If you do that, you get time added. If anyone ELSE brings a crystal to your base, though, you lose time. The only attack in the game is punching; you can hit the other players, and when they fall over they’ll drop the crystal if they’re carrying one. Generally one player has their base on each side of the room, and that’s where the room rotation comes in to play. See, at certain points, you can rotate the room. The person who rotated the room will stay on their feet, but everyone else will fall down to the new floor, again dropping any crystals they have. You can also jump, for more complex rooms with more obstacles and such in them. And that’s the game. You compete in Blast Chambers, either against humans or computers. And… meh. My first impression wasn’t too good, and it’s stuck. I just don’t have enough fun to want to keep playing. Also released on PS1.


Blazing Dragons – One player, has saving. This game is a classic-style graphic adventure game for consoles. It’s funny and has good 2d art, like the best classic adventure games. Well, this one isn’t the best adventure game — it’s far too short, for one thing — but while it lasts, it is a pretty fun, and entertaining, game. If you like graphic adventures, you should play Blazing Dragons. In the game you play as a dragon, not a human, which is great; nice change from the usual adventure game thing. This was also released on PS1.


Bootleg Sampler (demo disc) – demo disc with some game demos and some videos. I think this one has Clockwork Knight 2 and some others. Nice, for the few minutes they last.


Bug! – One player, has saving (2 blocks). Bug! is an early attempt at a 3d platformer. It’s very, very ’90s, with a wisecracking anthropomorphic animal (bug, to be specific) as a character, but I think that gives it some charm; I think Bug’s lines are sometimes amusing, myself. The game is part 2.5d platformer, part 3d platformer. I think that it’s a very interesting, and really good, game, but it’s a very good game with one significant flaw — it’s incredibly hard. And that really is a big problem. This game is HARD. The save system is unfairly designed, too — not only can you only save between worlds, but it actually limits how many times you can load your save file on each level before you have to go back to an earlier level! You can get around this by backing up your save file to a memory card and copying it back for each use, but still, it’s a pain. As for the controls, Bug! controls okay. The controls are entirely digital, as you’d expect in 1995, but most of the gameplay is two dimensional, so it’s not too bad. That is, the levels are three dimensional mazes of platforms, traps, and challenges, but you’re almost always on a path that only allows you to move along one plane, except for when it intersects with other ones. This system works well. This clearly was a team trying to figure out how to merge three dimensional worlds with traditional platformer gameplay. They succeeded, I think. There are some bumps, mostly in the difficulty level and the very long length of the levels, though. On that note, yes, the levels are very long too, and checkpoints are infrequent so when you die, expect to go back a long way. And of course, on game over you go back all the way to the beginning of the world. And each world is made up of three long levels and a boss. Still, overall, I like Bug! a lot. I don’t know if I’ll ever beat it, it’s just too hard, but I like it a lot even so. Bug! is one of my favorite Saturn games. Saturn and PC only.


Bug Too! – One player, has saving (1 block). Bug Too!, the second and unfortunately last game in the Bug series, is a very similar game to the first one across the board. The game makes a few changes, such as improving the graphics even more and giving you three different characters to choose from, instead of just Bug, and also in having more areas with depth, instead of just 2d paths. Yes, this time fewer paths will be strictly flat, so you’ll have to deal with depth issues this time in ways you rarely did in the first one, where most of the time you were moving on a (horizontal or vertical) 2d plane only. I like that they were trying to mix things up, and add something new that the first game didn’t have, but they needed more 3d-friendly controls to go along with the level designs, I think, and I don’t know if this camera works the best for these levels either. However, this game does have some really cool sequences, both visually and gameplay-wise, so these are just criticisms of a great game, not game-breaking flaws, in my opinion. Still, as I said I wish that they’d added 3d controller support, it was out by the time this game released. Instead controls are the same as the first game, so you do still have to move only one one plane at a time. This doesn’t mix all that well with the game’s more open levels, I think — the depth issues make the game harder. Judging depth in a game like this can be quite tricky. Still, it’s a fantastic game… the complaints above are blemishes on this game, but the great graphics and good gameplay carry it through, if you can handle it. Yes, Bug Too! is probably even harder than the first game. As with the first game you can only save between worlds, and that means beating three long, LONG levels with a bare minimum of deaths, and then beating a boss, before you can save. Good luck, you’ll need it. Even the first world is brutally difficult — finishing it is a real test of skill. Apart from the difficulty and sad lack of analog controls I like this game a lot, but it is somewhat crazily hard. Saturn and PC only.


Bust-A-Move 2: Arcade Edition – Two player, has saving (69 blocks). First, for those who don’t know it, Bust-A-Move is one of the classic puzzle game series, and BAM2 is a great early game in that series. But this version of BAM2 isn’t just a great game. No, Bust-A-Move 2’s Saturn release is by far its best anywhere. Indeed, the Saturn version of BAM2 has some major features that don’t exist in any other release of the game. First, on the Saturn there is a second puzzle mode with an entirely different set of puzzles. So for that main single player mode, you’ve got twice as much content here as in other versions of BAM2. And second, BAM2 for Saturn has a puzzle creator. BAM3 and BAM4 had puzzle creators standard, but this is the only version of BAM2 with one. Beyond that, this is the same great puzzle action you can find in other games in the series. BAM2’s main options are the puzzle mode, where you play as Bub or Bob and go through a pyramid-shaped cone of levels, choosing your path at each branch (with, as I said above, two different entirely separate level sets, the second exclusive to this version), vs. CPU mode, where you play through a sequence of CPU opponents, and 2-player mode, in addition to the puzzle edit mode. I do think that BAM3 eclipses BAM2, and that one is my favorite in the whole franchise, but BAM2 is still a great game too, and this is the version to have. BAM2 is on many platforms (PC, N64, PS1, GB…), but they don’t have this one’s extras.


Choice Cuts (demo disc) – I believe this one is just videos, disappointingly.


Clockwork Knight – One player, no saving. Clockwork Knight is a 2.5d platformer. You’re a toy knight and have to rescue the kidnapped toy princess. Sigh, yes, it’s THAT plot again. Fortunately the gameplay’s a bit better than the story. This game’s only barely 2.5d, though. Quite unlike Bug! and its large 3d levels, in Clockwork Knight you just go to the right. This game doesn’t even have the perspective shifts you’ll find in most later 2.5d platformers. This is basically a 2d game with some polygonal elements. Of course however this game was a very, very early Saturn title, launching in December 1994 in Japan, so it deserves some lenience, and with that in mind, it is a fun game. Clockwork Knight is about as 4th gen like as 2.5d platformers can get, and it’s a simple game, but it’s a fun simple game, so that’s alright. I like Clockwork Knight. It might be a little under-rated, though certainly there are plenty of other platformers as good as it is, you rarely hear it mentioned even on that list. Saturn exclusive.


CrimeWave – Two players, has saving, has Arcade Racer support. CrimeWave is a 3d polygonal overhead isometric driving combat game. The game has some really good points, and some really bad points. Overall I love the game, but its flaws are so huge that while playing it I’m almost as likely to hate it as I am to love it… but I do like it a lot overall. First, the graphics. I like the visual look of the game; the game has solid 3d graphics for its time. I like the art design too, each area and vehicle has a good look to it. There are two zoom levels; I recommend the farther zoom, because you can see more. It’ll be a little slower, but it’s worth it. On either zoom though, slowdown is a definite problem. It is the biggest graphical blemish the game has by far — the slowdown is frequent. That’s unfortunate, but doesn’t ruin the game in my opinion. The good visual design shines through the framerate issues. As for the gameplay, your goal in CrimeWave is to destroy the offending cars. You’re a bounty hunter working for the government, and have to destroy the threats to the city. Problem is, the government strapped a bomb to your car, so if you fail to destroy your enemy within two minutes of closing in on them, your car explodes and you lose. And no, I don’t mean that you lose a life. You only get one chance in this game. Blow up once, and that’s it, start over. And that timer ticks down FAST. You do have a large array of weapons to use, and there are even more lying around the stages, though, so you do have a chance. However you lose all weapons you picked up when you die, so even though you will respawn until time runs out, dying once can be a game-ending error, sometimes. So, memorize the levels (learning the road networks is key!), memorize where the enemies come from and their patterns, and figure out how to not die. It won’t be easy, though. CrimeWave’s world is made up of eight interlocking areas. Once you beat an area, several others will be opened. You begin the game with two available as a starting location. Your starting area will determine which car you use throughout the game — each car is specific to each of the eight starting areas. While you cannot continue after dying, as I said above, you can unlock more starting locations by beating levels. However, you don’t unlock an area as a start point (and unlock its vehicle) by just reaching them. Oh no, that’d be far too easy. Instead, you have to actually finish a level in order to unlock it. Yes, seriously. Just reaching a level isn’t enough, you have to beat it in order to start from that level, they are that cruel. And that too-high challenge level really is this game’s biggest problem, in my opinion. The hardest challenge is saved for the end of each area, too — the end of level bosses are brutal. You MUST have a powered up car, with lots of powerups and a large array of weapons, or you’ve got no chance at all of beating the bosses. So, for area one, I recommend first memorizing some of the weapons cache locations hidden around the area, and getting them. Also, somewhere late in the level but before the boss, maybe also blow up some civilian cars intentionally, in order to get docked points. The goal here is to repeat the 9th enemy, so that you can have more points; it’ll be hard to beat the boss without blowing up civilians, and if you get docked too many points and don’t have 500 after winning, you’ll… have to fight the boss AGAIN, because the last enemy is always the boss. Ouch! The bosses are often faster than your default car speed, too. If I go straight to the boss, I’m never fast enough to actually keep up, and if you can’t keep up, time will tick away and it’ll be game over. So have turbo powerups before facing that thing. Oh, as for the Arcade Racer support, it does work (and is only analog with the wheel, important to note), but I’d rather use the gamepad, overall. The (gamepad) controls definitely take some getting used to, but I think I have quicker control with the pad, and you need that. Finally, the two player mode is a co-op mode – a second person can join in to the main game at any time, and the screen will go to a split. Pretty cool, though I’m sure it hurts the framerate even more. Overall, CrimeWave is really frustrating, but I like it anyway. The game’s fun to play, while I can stay alive. I just wish that it hadn’t been so cruelly designed… but even so, good game! I like CrimeWave, and I definitely think that it’s under-appreciated. Is it a casualty of its difficulty, its slowdown, or that it was a Western-developed Saturn exclusive? Whatever it is, despite the game’s significant problems, it’s too bad that most people seem to have discounted it. It’s good. Saturn exclusive title.


Criticom – Two players, no saving. Criticom is a terrible 3d fighting game. This game has full 3d movement, unlike something like Virtua Fighter, but that sure doesn’t mean that it’s anything other than atrocious. Don’t buy this game. This game has two sequels of sorts, or at least, two more 3d fighting games were made by this same team. The second is Dark Rift for the N64 and PC (releasing it on other platforms so as to spread out the pain, were they?), and the third is Cardinal Syn for the PS1. Avoid all three of them! Just like this game, the others are also atrociously bad. Another thing they all have in common is an insane challenge level — Criticom and Dark Rift are both excessively difficult games, so much so that they’re not any fun at all, if they ever were fun to begin with. That’s doubtful. Also on PS1.


Cyber Speedway – Two players, has saving, has Arcade Racer and Mission Stick support. Cyber Speedway is an early futuristic hovercar racing game for the Saturn. On that note, no, this is NOT a Wipeout knockoff. It actually released before Wipeout did, in fact. It’s just in the same genre, and while decent, admittedly is not as good as that classic. You can tell that it’s an early release, too — the graphics are rough and early. This is not a pretty game, art design aside. On that note, yes, one of the highlights of this game is the art, which was done by legendary sci-fi designer Syd Mead. It’s pretty good, but the ingame graphics… not so much. Cyber Speedway is broken into two circuits, the first with five tracks, and the second with six, the first five new tracks in the five environments from the first circuit (and these are entirely new tracks, not variants or something), and the last an all-new final course. Eleven races may sound like a good bit for this time, but actually this game is pretty short, and won’t take long to finish. Still, as a futuristic racing game fan, I liked Cyber Speedway. The game has a story too, told with conversations between races and backed by Syd Mead art, and it’s fun to go through. Overall, the game, while not amazing, is solid, anyway. Also, it works quite well with the 3D Controller; the 3D Controller emulates the Mission Stick mode, which is better than the Arcade Racer controls are thanks to the better up/down control (you can’t tilt the wheel up and down, after all…). And yes, this game does have splitscreen, unlike the other racing game released around this same time, Daytona USA. Get Cyber Speedway if you find it for cheap, but don’t pay too much. Saturn exclusive title.


Cyberia – One player, has saving. Cyberia is an early FMV title made up entirely of prerendered CG. The game was released on various platforms, and was somewhat successful too. However, this game is very much a relic of its time. You’ve got your standard turret-shooting sequences, you’ve got some prerendered adventure game elements where you have to explore a base and decide what to do, etc. This is all par for the course stuff for anyone with experience with early CG FMV titles. At least the game supports saving and saves at every major point… it’s needed. Cyberia’s a game which has aged badly, like the rest of its genre. Still, this isn’t really a bad game; it’s alright. I’d just rather play other things… but as one of the better examples of a popular early kind of 5th gen game, it’s maybe worth a look, though I don’t know about a buy. Also on PC, PS1, and 3DO. (Oddly, the sequel, Cyberia 2, was released only on the PC.)


Daytona USA – One player, has saving, has Arcade Racer support. This first version of Daytona is somewhat controversial. A few people love it, while most others can’t stand it and think it’s the worst version of Daytona around. Well, I’m in the former camp — I like this version of Daytona a lot. Sure, it has the worst graphics of any version of Daytona, has no multiplayer, and only has three tracks. It also doesn’t have a championship mode, so the only thing you can do here is single races. That problem is one that plagues most racing games on the Saturn, and all of Sega’s racing games on the system — they almost never have any lasting single player modes. Virtua Racing does, but that port was outsourced, which is probably WHY it does. Sega’s ports on the Genesis and 32X don’t. Why they didn’t realize that championship modes are absolutely vital in racing games? It makes absolutely no sense, and is annoying. At least they finally figured that out on the DC… but anyway, Those things are all true. However, Daytona USA is an incredibly fun game even so. Sure you have to make your own challenges, but it’s a very tough game and will take time to get good at. This version probably has the best controls of any console version of Daytona, which means a lot. I simply think that this version controls better than the CCE, CE, or 2001 (DC) versions. This game works fantastically well with the Arcade Racer or Mission Stick. Daytona games just have never quite worked well with analog gamepads, an issue that this version shares, but I actually think that Daytona plays really, really well with the Mission Stick joystick. I wasn’t expecting it to when I first tried it, but it does… and you can’t use a joystick with any later console version of the game, only gamepad or wheel. The handling in this version is perfect, it really is. With a 3D Controller the controls are too jerky, but later versions of Daytona wouldn’t really improve on that much, they’d just ditch the joystick support. I think that this game’s graphics are okay too; yes, it has a draw distance, and the visuals could be better, but they’re certainly not bad. Good enough to do for sure, and better looking than, say, Cyber Speedway. I think it’s quite acceptable looking. Overall, Daytona USA has a thin feature set, but great controls and fun gameplay. This is a good game, and I have no idea why people liked the first Ridge Racer title for the PS1 over this; I think that there’s absolutely no question, Daytona USA is a much better game. It’s more fun to play and has got more tracks, three versus 1.25 or so for RR, too, so even if three tracks isn’t many — and it isn’t — at least it crushes its main competition, Ridge Racer. Other versions of the game are also on arcades, PC, and PS3/360 download. Enhanced versions were also released on Saturn, PC, and Dreamcast.


Daytona USA: Circuit Edition (Japanese import) – Two player, has saving, has Arcade Racer and 3D Controller support. Daytona USA Circuit Edition is the final Saturn version of Daytona USA. This version has five tracks, so two more were added. It has better graphics than the first release too, and all the music, both the original game’s songs and the instrumental pieces from CCE. You can choose which music goes with each track. CE also has eight cars instead of the first version’s two. There still isn’t a championship mode — you’ll only find that in the Dreamcast version — but it does have more tracks and cars, at least, and splitscreen multiplayer. For the controls, while the intermediate Saturn version, the US/EU-released Daytona Championship Circuit Edition, had more Sega Rally-esque controls, this one returns to controls very much like the first Saturn version. I think that that one has slightly better controls than this one or the DC version, which controls very much like this release, do, but it’s certainly okay here, at least, and is better than CCE’s controls anyway. I was disappointed to find that the Mission Stick doesn’t work with this version, though, as I said earlier that is my preferred controller for the first version. It’s the same with CCE; that native 3D Controller support came at the cost of the Mission Stick, apparently. Whichever version of Daytona you play, the controls with analog gamepads are far too jerky and imprecise; Daytona somehow seems to absolutely need a wheel or, for the first Saturn Daytona, joystick to control well. At least the wheel is still supported in this version, and it works very well. This version is also on PC, and the DC version is an enhanced version of this release. Note that Daytona CE actually did get a US release, as the incredibly rare and expensive Daytona CCE Netlink Edition. That version is widely stated to be identical to the regular CCE release except with online, but I’ve read that actually it’s a US release of this version, the CE. Of course, given the price, just get the import like I did. There’s absolutely no Japanese text in the game; only the manual is in Japanese. The game is in English.


Die Hard Arcade – Two player, no saving. Die Hard Arcade is Sega’s first 3d beat ’em up, and it was a popular title in the arcades. Die Hard Arcade has okay 3d graphics, but they’re nothing great. Acceptable for the Saturn, I guess. The game is essentially a single-screen-at-a-time game; areas don’t scroll, instead you fight in a room, and after beating the enemies will move to the next room automatically. There are some QTEs in the segments between rooms, and failing them can lead to you having to do an extra room. Unlike its Dreamcast sequel Dynamite Cop, this game is pretty much the same each time, with one route and minimal alternate paths. It also doesn’t save, and the only way to get more than a minimum number of credits is to, at the beginning of every single game, play a lengthy game of an early Sega arcade game. This game’s a bit boring though, so I don’t think this was the best design decision. Dynamite Cop has an early arcade game in it too, but you don’t have to play it that time, it’s optional. Better design there. Overall though, while lacking in variety and with a few questionable design decisions, Die Hard Arcade is a good, and fun, game. The sequel is essentially an improved version of the same thing, though, except on a cruise boat instead of a large building as this game is. Saturn and arcades only.


Fighting Vipers – Two player, has saving. Fighting Vipers is one of Sega’s many 3d fighting games for the Saturn which do not have direct “3d” movement controls in most of the game. I say that because much like the Saturn Virtua Fighter games and some others, you don’t have direct 3d movement control. Instead, all you can do is just move on a 2d plane, even though the characters and arena are fully polygonal. In all of these games some moves do move the characters around in 3d, and there is a hidden option to enable true 3d movement in one special mode, but in most of the game moves are the only way to shift the plane of the fight around in 3d, which makes it feel very 2.5d at times. Where you go around the arena isn’t something you can easily control. I prefer 3d fighting games to actually have 3d movement, but of the Saturn 2.5d fighters I’ve played, this is my favorite one. Yes, I legitimately enjoy this game, unlike, say, Virtua Fighter. It’s a bit faster paced and more fun, in my opinion. I like how they made it more than just a VF game. The arenas are all walled cages, too, which is nice, though it makes me wish for 3d movement even more — it’s frustrating that it’s so hard to maneuver the computer against the wall, 3d movement would make that much simpler. Oh well. The graphics are pretty average for the Saturn. The character designs are a bit silly — this game looks pretty ’90s — but are okay. As with many 3d fighting games rounds, and games, are pretty short, which I’ve never liked; I prefer longer rounds in fighting games, like you find in the King of Fighters or Last Blade games. Too long isn’t good, but games like this go too far the other way. Still, at least it’s not as short as games like Tekken; it’d have been nice if Fighting Vipers rounds were a bit longer, but I don’t mind them too much as they are. It is a short game though, unless you get into it and want to get good. They try to make up for it with the higher, harder difficulty levels, and plenty of depth in the move system of course. Whether that’s enough or not is something that’s a matter of opinion, probably. Still, for a 2.5d Saturn fighter, this game’s pretty good. Saturn and arcade exclusive.


Frank Thomas: Big Hurt Baseball – Two player, has saving. This version has the same name as the 4th gen version from the year before, but is in fact a sequel. This game, from 1996, is Acclaim’s last baseball game before the first All-Star Baseball game, so it has some similarities to that series. Overall, it’s an okay game, but a bit slow-paced and boring; I love baseball, it’s my favorite sport by far, but did they really need to make the pitchers take almost as long to throw the ball in this game as they do in real life? It’s kind of ridiculous. Also, you only have three pitches to choose from, and aiming your pitches works in a very 16-bit style, and by that I mean that it’s somewhat limited and imprecise. You can supposedly change pitch speeds too, but I have trouble getting that to work right. Also, I found figuring out the timing for batting really hard — it took five or six innings before I even made contact once, I think, in my first game. Yeah, this game has very tight batting timing. It feels kind of unfair when I can barely even make contact while the computer keeps batting around… Still, overall this game isn’t bad. If you like baseball as I do it might be worth a try, but there are definitely better baseball games out there. Still, it’s better than some, anyway. The game works, fielding is good, the graphics (3d camera with sprite characters) are fine, and once you manage to figure out the batting timing, and learn to deal with the slow pace, it can be fun. Also on PS1 and PC.


Galactic Attack – Two player, has saving. This game is a shmup, and oddly enough is the only Saturn shmup that I own, right now at least. Galactic Attack, also known as RayForce in Japan, is a great shmup from Taito. The game is entirely 2d and looks fantastic. This isn’t just a standard vertical-scrolling shooter, though; instead, perhaps inspired by games like Xevious or After Burner and such, you have missiles that you can lock on to enemies with. In this 2d game, that functions as being able to lock on to things farther in the background, that your gun cannot shoot. The lock-on uses a targeting cursor located in a specific position above your ship — like in Xevious, you can’t move it around, it’s just in front of you a certain distance up. It works well enough, I guess. You can get powerups that let you lock on to more enemies at once, too, which is nice. The lockon system really is central to this game; indeed, at times the guns feel peripheral, as if they’re only there because people expect shmups to have guns, while in fact most of the game is really designed more for the missiles, with guns as a backup for things you miss on the first pass. At other times you are expected to use both, however, so there is a good mix of things. But the missiles are central to the game, and it does make it feel slightly gimmicky at times. I didn’t love this game when I first played it; bad memories of Xevious, which I’ve never liked, surely didn’t help me like the lockon-in-a-2d-shmup design. I came around over time, though, and now I’d say that it’s a very good game for sure. It’s a tough one — you have a continue limit and no way to unlock more credits — but it’s great fun. Oh, the saving just saves your options and top seven scores, that’s it. Still, it’s very nice to have. Arcade and Saturn exclusive, in the West at least. Japan may have a PS2 release.


Gex – One player, password only saving. Gex, a multiplatform 2d platformer starring a very ’90s wisecracking lizard voiced by a comedian, has system saving on the 3DO and PC, but passwords only on PS1 and Saturn for whatever reason. Beyond that though, this is a fine, very accurate port of this good platformer. At least those passwords aren’t too long. I don’t find Gex quite as fun as, say, Rayman (another major 5th gen 2d platformer released in that same year, 1995), but it’s not nearly as hard as that game at least. Gex is a good game. The game has large levels with lots to find in them, so there’s plenty to do in each stage. Game and level design is solid; there’s not a lot to complain about here. I just don’t find it quite as fun as stuff like Mario. As for the comedy, it’s amusing, but Bug!’s is about as good, and that game’s better overall than this one in my opnion. Still, Gex is a solid B-grade platformer that’s well worth playing. I’d say it’s a lot better than its sequels, too, or at least what I’ve played of them… I haven’t played Gex 3, but Gex 2’s not so great. Also on 3DO, PS1, and PC.


Ghen War – One player, has saving, has Mission Stick support (minimally). Ghen War is another one of those often-forgotten Saturn games, overlooked because of its Western origin and 3d graphics. Saturn fans usually seem to be very focused on the system’s 2d, Japanese-developed efforts, and forget about the other stuff. Well, this one isn’t one of the best Western Saturn games, for sure, but it’s not the worst either. Ghen War is a mech first person shooting game. In the game, you go through a series of large levels, having to cleanse them of evil aliens. The levels aren’t just cooridors, but are instead large areas full of hills and valleys to traverse. However, while it can be fun to play, Ghen War has some issues that hurt it. The game has mediocre graphics, first. I know this is an early title, but still, the Saturn can do way better than this. The draw distance is way too close, too; there’s a black wall not far away in the distance at all times. Also, the game doesn’t have any analog controls — the Mission Stick support mentioned on the back of the box simply switches the buttons around so that fire is on the main trigger, it doesn’t give you analog control of your mech; that’s why I said “minimally” above. It’s disappointing, but better than nothing for sure! Fire on C would have been a real pain. Still, Ghen War’s an okay game. Look past the graphics, and you’ll find a moderately entertaining mech-FPS. Kill those evil aliens trying to exterminate the human race! Saturn exclusive.


Grandia (Japanese import) – One player, has saving. Grandia was Game Arts’ first major RPG after the Lunar games, and it’s a very good one. However, this version of course is in Japanese, as it wasn’t released outside of Japan, sadly, so it’s not much fun to play. There is an English translation, but it’s just a text file and not a patch, and only covers the first and last thirds of the game; for the middle part you’re on your own. Still, I thought this was worth getting because I wanted to see how it differs from the PS1 version which, yes, I also own, and because there’s an addon of sorts to Grandia, Grandia Digital Museum, that’s Saturn-exclusive. I don’t have Digital Museum yet, but I’ll definitely get it eventually; it has some new dungeons and minigames, with a party of Justin, Feena, and Sue. Good stuff. As for this though, it does have slightly better graphics than the PS1 version. The ground map in the starting town makes more sense here too. Still, there’s not much reason to get this really; the PS1 version doesn’t look much worse, and it’s in English. Get this if you want to get the most out of Digital Museum or if you really want to see the platform differences. Also on PS1.


Grid Runner – Two player, has saving. Grid Runner is an okay, but not great, topdown 3d action game. The graphics are alright for the time, but unspectacular. Visually it doesn’t leave a strong impression either way. The game has some strong puzzle elements, inspired by, perhaps, Lode Runner, but it plays on an isometric grid instead of on a wall. This game isn’t as good as Lode Runner, but it’s okay. It’s not just a clone, though; this game is its own thing, and mixes things up by having each level center around a 1-on-1 challenge. You face off against a single opponent in each stage, and the goal is to get to the flags on each stage, and turn the required number to your color. The first player to turn enough flags to their color wins the round. Your moves include jumping, attacking, and creating platforms to fill in gaps in the pattern. However, if you’re hit while creating a platform it won’t build, so you need some space to make them. Flags are often surrounded by holes, so you’ll need to make platforms to get to them. Of course, the computer can make platforms too. There are powerups on the maps you can collect and use as well. The game’s somewhat mediocre overall, but can get frenetic at times, so it’s fun sometimes, anyway. This would probably be fun in multiplayer, too. And yes, I like it more than Blast Chamber. Also on PS1.


Hi-Octane – Two player, has saving, has Arcade Racer support. Hi-Octane is a port of the PC game of the same name. This is a futuristic racing game built on the Magic Carpet engine, which is an interesting use of that engine. The game has somewhat ugly graphics, particularly in this Saturn release, and a somewhat close draw distance though it is far enough away to see where you’re going, so it’s not too bad, and lacking analog in its controls as even the wheel’s a bit digital-feeling, but I do in fact like this game. Part of that’s because I love futuristic racing games in general, so they have to do a lot wrong for me to hate them, but it’s also that this is a genuinely fun game. The graphics may be ugly, but they do the job, and the tracks are all large, complex, and fun to race through. This games’ track designs are great. The games’ weapon system works well as well — shooting at your opponents is always entertaining. The game has some design and balance problems, such as how hard it is to hit the other cars with some weapons, and can be hard, but it’s fun most of the time, for me at least. The good weapon action, good track designs, and fun challenge carry this game through. I’d say that in terms of game design, they got more right than wrong. The Saturn doesn’t have enough games like this. Hi-Octane is a good game overall. Also on PC and PS1.


Impact Racing – Two player, has saving. Impact Racing is a mediocre futuristic car combat game. This is sort of a combat/racing cross — in each stage, you drive along a largely straight road, and have to kill a certain amount of enemies before the race ends in order to continue. How you do laps while always going straight ahead, I’ll never know… 🙂 Oh, and yes, there is a timer always counting down, so you can’t just stop or something. There are a bunch of different weapons to collect and use, but overall this is a very simplistic game, with a basic concept and execution. The graphics are strictly average at best; below average, perhaps. The controls are about the same. They work, but no one would call them great. This game doesn’t even have any analog support; though the lack of Arcade Racer support is somewhat justifiable with how it uses the shoulder buttons for triggers, and does use the face buttons too, there has to have been a way. And of course they could always have supported the Mission Stick. Too bad, analog is better in racing games. It’s not too surprising that such an average game as this wouldn’t have it, though. However, even if it’s bland, driving along and blowing up cars can be entertaining for a little while, so I don’t dislike this game, really. It’s not good, but it’s the kind of thing I find entertaining. Also on PS1.


Independence Day – Two player, has saving. As with the above title, but with even worse repercussions, Independence Day is a game with digital-only controls. As the title suggests, this game is a flight combat game where you play through the invasion of Earth, as seen in the ID4 movie, and fight back and defeat all of the alien motherships. The game’s pretty bland and generic, but it’s not as terrible as many reviews make it out to be, I think. Or at least, it’s not on Saturn; I do like how the draw distance appears to be better on Saturn than on PS1. For instance, on PS1, the motherships seem to just draw in in the distance and all you see beyond is blue sky, but on Saturn you can see a lower-detail mothership going far into the horizon. It definitely helps the game, that’s for sure. As for the gameplay, this is a generic flight combat game. Fly around and shoot planes and targets. And do so with a d-pad only; as I said above, don’t expect there to be any analog controls. With Mission Stick support this game could have been pretty fun, I think, but as is, it’s average at best. Too bad. Still, I don’t hate it, and it probably is the better version of the game, for what that’s worth. Also on PS1.


Iron Man / XO Manowar in Heavy Metal – One player, saving via (26-character) passwords only. Yes, that’s right, this game saves via TWENTY-SIX CHARACTER PASSWORDS. On the Saturn and Playstation. And yes, the PS1 version is the same in that regard. Absolutely unforgivable! Beyond that though, this game actually isn’t too bad. I know that most reviews seem to absolutely trash this game, but it doesn’t deserve it. Iron Man/XO Manowar in Heavy Metal, or Heavy Metal as I’ll call it, is a sidescrolling, probably 2.5d, platform/action game. You control one of these two nearly identical superheroes and explore large levels, looking for enemies to blow up, things to destroy, and bosses to fight. In addition to jumps, punches, and kicks, you also have a long-range laser shot, and hover jets. Yes, you can fly in this game! You do have a meter, so flight is limited, but still, I love the jetpack. Quite fun stuff. The action is fun as well. As I said above the levels aren’t always entirely linear, so there’s a bit of exploration, which is fun. The graphics are solid, too — the game has a nice 2d/2.5d mix look, and it works well I think. The visuals are a bit dark, but it’s not too bad. Overall I like the visuals and gameplay. However, the game’s somewhat unforgiving — it’s often hard to avoid damage, health ups are uncommon, and the password saves how many continues you have used, and they are most definitely limited, too. This combination can make progress after the first few stages tough. Still, I had fun with what I played of this game. Well, until it started getting hard, that is. And I certainly didn’t enjoy having to copy down those passwords. What happened there, how could they have not supported memory cards? Gah… oh well. But the actual gameplay of this game is a lot better than many of the reviews suggest. It certainly has some issues, but even so anyone who likes 16-bit-esque sidescrolling action games should check this out. I wouldn’t be surprised if one reason why it did badly when it released was simply because of how 16-bit the gameplay is, and because people wanted more “next-gen” 3d experiences… but it’s not that bad, it really isn’t. It’s an okay game, maybe even good. Also on PS1.


Jurassic Park: The Lost World – One player, password save, has not-actually-analog 3D Controller and Mission Stick support. The Lost World for PSX and Saturn is a 2.5d platform-action game. In the game, you play as five different of characters, including two humans and three dinosaurs, each in their own dedicated levels. There are 30 levels total; each character type does not have the same number of stages, and you play all levels with each character successively, so you do not switch back and forth. This concept is interesting, and I like the variety. You can’t choose which to play as, unfortunately; it’s all entirely linear. Too bad. Still, the game’s okay, though it could have been a lot better. Each character type plays differently, but the controls are decent. Some things are hard to figure out, as the game does not do a good job of explaining things unless you read the manual, though. Make sure to Eat things with the dinosaurs if you want to heal! Mission objectives are usually simple, but this game is occasionally confusing, and level designs are not always great. Also, the controls can be slippery depending on dinosaur type. As with Sonic 3D Blast, you can use the analog stick in this game, but don’t expect proportional analog controls; they’re digital. Still, better than nothing, and you can’t do that on PS1 for sure. The game has decent-quality 3d graphics and overall looks nice for a polygon game on the system. The game does not have amazing graphics, but it looks solid, and better than plenty of polygonal games from the era. Still, overall this is a just slightly above average game. While the parts all work, none are outstanding; the controls are okay but could be better, the polygon graphics are alright but not the best, and the basic gameplay simple and standard, varied characters and occasional confusion aside. Overall, this is a mediocre to okay platform action game with some interesting elements, but also some issues. Try it if you like the genre, but it deserves the moderate to low scores it got. Note that while the game does not have saving, it does have cheat codes that go straight to each of the five characters’ sections of the game, and also codes for image galleries of the various dinosaurs and such too. There’s also an Easy mode code. I’d recommend using the codes as a save system replacement. Also on Playstation.


Last Bronx – Two player, has saving. The last of Sega’s 3d-movement-free 3d fighters for the Saturn, Last Bronx released after Sega’s 3d fighters, Virtual-On and Fighters Megamix, but sadly does not have 3d movement. Instead, this game feels very much like Virtua Fighter or Fighting Vipers, but it’s even less original or interesting, in my opinion. I don’t know, Last Bronx just feels generic. This game’s not bad, it’s just absolutely nothing special either. It’s got your usual Virtua Fighter-inspired movelist, except with weapons this time; that’s Last Bronx’s main gimmick, but it doesn’t change things enough to make it too distinct from the rest of them, I think. It also has generic ’90s anime characters to control, barely more than a shred of storyline, and not much else. There are character descriptions in the manual, but that’s about it really, don’t expect endings worth mentioning for instance. It does have nice graphics, I guess, but gameplay-wise this is as generic as this genre gets. There are two modes of play, Arcade or Original, but they’re quite similar. I also find it disappointing that it doesn’t have 3d movement, given its 1997 release date. Come on Sega, get with the times. There are more problems with this game than just that, though. It’s just so bland… Released on arcades, Saturn, and PC.


Lunacy – One player, has saving. Lunacy is a good first-person, CG-rendered graphic adventure game from System Sacom, the developers of the two Mansion of Hidden Souls games for Sega CD and Saturn, and yes, they are different games; the Saturn one is not a port. There are even some references to those past games in this one, which is cool. With good enough graphics, an interesting story, and great music, the title impresses for its time. The game was brought to the US by Atlus, in one of only two US Saturn releases, and is one of Atlus’s few, and perhaps first, graphic adventure releases. Unfortunately, the Atlus name also means that this game sells for more than either Mansion of Hidden Souls title does. In this two disc adventure, you explore around a thinly populated city solving puzzles and getting involved in a complex mystery. The game is somewhat pricey, but I was lucky to find a slightly-below-ebay-value copy locally for $30. And yes, it is complete — and that’s a good thing, because the manual is very helpful, and the map that comes with the game invaluable. Either use the one that comes with the game, or find one online. You’ll need it. The game has good graphics for a Saturn FMV game; it has the usual pixelization, but the CG is good quality, as expected from the Mansion of Hidden Souls team. The game has simple controls, much like those games — left or right to rotate to points you can move to or interact with, forward to move or interact. Forward again on a zoom-in screen will pick up an item, if there’s one to pick up. X opens your inventory, so that you can try using use items on the current screen. Yeah, no pixel hunting here, as with their previous adventure games, just streamlined controls. While that makes the game easier than it would be, there is still enough challenge here that it will take a while. One oddity is that you often need to be told you can do something before it will work, so talk to everyone before giving up on a puzzle. You do have a real inventory this time after all, and the resulting inventory puzzles; even if all you have to do is use the correct item on the correct screen, it will not always be obvious. The story can be confusing for sure, but given the title, that should be expected. I don’t want to spoil much, but your character is on a quest to find his lost memory, and a mysterious city as well. You can re-watch video clips you’ve seen, which is helpful. The game starts out easier, but gets tougher by disc two. While disc one is linear, disc two also has more branching paths, and the game has multiple endings depending on your actions. Overall, this game is the best of the three US-released System Sacom CG FMV adventure games; Mansion of Hidden Souls for SCD is a good game, but it’s short and simple, and it moves much slower too. The Saturn sequel moves quicker, but still is short. Lunacy is a longer, more challenging game with no visible loading, and a very good sense of atmosphere too particularly thanks to that great, lulling music. Lunacy is a pretty good game definitely recommended for any adventure game fans! Saturn exclusive.


Magical School Lunar! (Japanese import) – One player, has saving. I love the Lunar series, and this game is no exception. Magical School Lunar! is a console remake of the also Japan-exclusive Game Gear Lunar game, Lunar Walking School. This Lunar spinoff title is set in an entirely different period of history from the two main titles, and stars a group of three girls who have been accepted at this eponymous floating magical school. The game’s a 2d game, as with both Lunar remakes, but unlike those sadly does not have visible enemies — this game returns to the classic style of annoying invisible foes. Too bad. At least it still does have save anywhere, as with all Lunar releases. The gameplay’s classic RPG stuff, except it’s all centered around this one “town”, the school, and the grounds on its island; only occasionally do you adventure off to other places. The characters are amusing, and I like the main cast — the three main girls are all good characters, and the lead is great. She’s a strong character and a good lead, and it’s great to see a Game Arts RPG with a female lead. There are three rival boys who never can quite match up to them, their flaky teacher, and several other characters. It’s all very anime, but in a good way. Obviously this game is in Japanese, but it is a Japan-only Saturn-exclusive, so if you want to play it you have no choice but to play this version. There is a translation patch for the Game Gear original, but this version is much enhanced from that one, and it doesn’t have a patch. There is a text-based translation on Lunarnet, though. It doesn’t translate all of the flavor text, but does translate the whole main story, and tells you where to go next too, and some of what the people are saying along the way. I still would absolutely love to see a full translation patch, but in the interim this one’s great, and will get you through the game understanding what’s going on. That’s important here; the story may not be the most complex thing, but it’s fun and amusing, and with all the time you spend in town, you really do need to know what people are saying, too. Otherwise the game would be very frustrating. Anyway, this game has a somewhat mixed reputation, but I think that it’s good. It’s not as great as Lunar 2, but it’s by far the best of the Lunar games made after Lunar 2. I actually kind of like Lunar DS — I kind of hate it, but I kind of like i — but this is a better game for sure. Saturn exclusive title, though it is an enhanced Game Gear remake.


Maximum Force – Two players, has saving, has 3D Controller and Stunner (light gun) support. Maximum Force is a mediocre port of the Midway arcade game. The game runs in the Area 51 engine, but with new visuals and enemies to shoot, so like that game, this one has prerendered video backdrops with live-action actors inserted on top for you to shoot. It has an over-the-top crime-fighting theme, like a light-gun take on NARC or something (but slightly sci-fi). The enemy descriptions in the manual are silly stuff; it’s worth reading. Maximum Force is an average at best game. The shooting is okay, but nothing great; there are a lot of enemies and destructible things to shoot, but the bland visuals, issues described below, and dated graphical style have not aged nearly as well as the Virtua Cop games, for instance. The game is short, too, with only three levels to fight through, and the first two don’t even have bosses! There are 35 bonus rooms to find, by destroying the right things in the environment, but still, the game is short. Still, the game is okay, even if it’s definitely not good. Maximum Force is great with the lightgun of course, if you have one and a compatible TV. The game also has 3D Controller support, though the box and manual don’t mention it anywhere; the analog cursor is slightly better than the digital one, but it’s still no match for a gun. Still, as the PS1 version doesn’t have analog gamepad support, it is one advantage over it. Also, I’m not sure, but the PS1 version does not have a save icon on the case, so I don’t know if it saves. The Saturn version, however, does support saving your scores and settings. However, in terms of visuals, the PS1 version is better. You see, the Saturn version runs in a window, just like with the Saturn version of Area 51. This time the border is smaller than Saturn Area 51’s border was, but it is still there, and sizable. It is annoying, but you get used to it; the bigger issue is the blocky Saturn-quality video. The PS1 version has clearer video thanks to its better video encoder. Also, the Saturn version costs more to buy than the PS1 version; it’s at least $15. It’s unfortunate that Midway didn’t put more effort into its (few) Saturn ports, but still, this is better than nothing at least, and it is nice that Midway released it considering its fall ’97 release date. Also, it is something more to use with the Saturn’s light gun; as good as they are, and they are good, Sega only made three light gun games itself for the Saturn. Considering the game’s issues, it’s probably not worth getting, even though it is stupidly amusing while it lasts. Only get this if you find it cheap, are wanting more to play with your Saturn light gun, or are a Saturn fan. I got it because I just can’t resist, and would rather play Saturn than PS1 anyway. And I don’t have the PS1 version, so it’s not a duplicate. I do like the gun support and saving. Also in arcades and on Playstation.


Mass Destruction – One player, has saving. Mass Destruction is a rarity — it’s a Western third party game released in 1997 that was actually designed first for the Saturn. There weren’t many of those, to say the least. It shows, though — Mass Destruction looks pretty nice for a 3d Saturn game, and apparently the game actually has better graphics on Saturn than it does on PS1, too. This is a good game, and was a nice find. Mass Destruction is a top-view isometric tank action game. In the game, you drive around in your tank blowing up buildings, gun emplacements, and enemy tanks. It won’t be as easy as it might sound, though. You’ll quickly find that damage is something to be avoided. You have a lot of health, but can take a lot of damage in a hurry, so learning how to fire accurately while strafing is essential. As your vehicles are tanks you can turn the turret and drive in different directions, and at least basic strafing is a must if you want to get anywhere in Mass Destruction. This game isn’t the longest game, but it definitely gets tough in a hurry. That’s a good thing, though — too easy, and this wouldn’t be as much fun. I like that it puts up a challenge. There are various different environments to drive around, too, and blowing up buildings is always fun. Sure, you often have to stand thre shooting at a building for a while to make it blow up, if you’re not using special weapons, but the payoff when it does go makes it worth it. And plus, some buildings drop powerups after being destroyed! Yeah, this is fun stuff. The controls are entirely digital, sadly, but are solid beyond that. Recommended. I only wish that it had multiplayer, that’d be great. Released on Saturn, PC, and PS1, but the PS1 version is the weakest.


MechWarrior 2: 31st Century Combat – Arcade Combat Edition – One player, has saving, has Mission Stick and 3D Controller support. MechWarrior 2 for the PC is one of the greatest mech games ever made, but this version, while good, isn’t quite up to the level of the original. This consolized remake of the PC classic cuts out a lot of the original’s complexity, but, particularly with the Mission Stick, still is a very good game. If you want the full mech sim experience you’ll need to play the PC original, but while I definitely prefer the original PC version, this more arcadey take on MechWarrior works fairly well too. It’s not quite as good, but it’s also pretty good, if that makes sense. Essentially, in this game you go through versions of most of the same missions from the original PC game, but everything has been streamlined to make it more action-packed. There are more enemies, your mech’s systems have been simplified somewhat, and more. It fits with the console audience fairly well I think. Still, if you play with the Mission Stick, MechWarrior 2 still has a good mech-game feel. With the 3D Controller, or worse a regular digital controller, it’s not nearly the same game that it is with the joystick, but with a Mission Stick this game is great fun. Sure, the graphics aren’t quite as good as other versions — and yes, it does look a little better on PS1 — but they visuals here are reasonable enough that I think they look fine. And, well, I have a Mission Stick, but not the Playstation Analog Joystick that I’d need to play that version acceptably. Those things are even rarer than Mission Sticks are. Overall, MW2 is good and a must-buy for joystick owners. Also on PS1, and a simplified port of a PC game.


Myst – One player, has saving. Okay port of the PC original. I think it’s an okay version, though Not quite as good as the PC original. I never liked Myst all that much anyway, though… but if I did want to play it again for whatever reason, it’d be on the PC and not any of the console ports. Also on lots of systems, originally PC.


The Need for Speed, Road & Track Presents (Need for Speed) – Two player, has saving, has Mission Stick and Arcade Racer support. Road & Track Presents: The Need for Speed (PC/PS1/Saturn) is an enhanced version of the 3DO original. While this version doesn’t have quite the feature set of the PC-only SE release, it’s close. As the 3DO version doesn’t have any of the circuit tracks, I’d say this is certainly the better version. The game has good controls too, and works well with the 3D Controller too, in addition to the wheel and joystick it directly supports. As for comparisons to other versions of the game though, I only also own the game on PC, and the PC version looks better than this Saturn release, for sure, though from what I remember it’s close between the Saturn and PS1. However, for consoles the Saturn version doesn’t look too bad. It does have ugly car models, but all versions of the game have that. The car interiors look great, and it’s cool that the game has an in-car view, unlike most later NFS games, but the exteriors… not so much. Still though, with four circuit tracks and three long 3-part one-way courses, NFS has a fair amount of content to race through, and can be fun. It’s definitely not one of my favorite racing games — I prefer futuristic racing games to realistic ones, and don’t think this game is as good as some later NFS games, including NFS4 (High Stakes) and NFS Hot Pursuit (2010), but this first NFS game is a solid one. It will take a while to get good at the game, as there’s a definite learning curve with the cars, and crashes are punished severely (seriously, don’t crash much at all if you want to win), and it’s not always fun, but it is an alright to good game overall. Also on PC and PS1, and an enhanced version of a 3DO game.


NHL All-Star Hockey – Twelve player (with two multitaps; two player without them), has saving. NHL All-Star Hockey is a very early Saturn game, and you can tell — this game’s pretty ugly looking. As for the gameplay, I haven’t played it all that much, so there’s not much I can say. It seems to be an okay, but unspectacular, hockey game. It works, but isn’t as much fun as Wayne Gretzky’s 3D Hockey on the N64, for sure. 🙂 Of course that’s a somewhat unfair comparison, arcade-styled game against this, but this probably isn’t as good as EA’s NHL series either. It does have polygon characters, while at this point NHL still used sprites, but there are at least as many disadvantages to the polygons as there are advantages. Saturn exclusive.


Night Warriors: DarkStalkers’ Revenge – Two player, has saving. This game is DarkStalkers 2, and it’s a pretty good port of that Capcom 2d fighting game. Darkstalkers is a somewhat simpler game than Street Fighter, with moves that aren’t quite as hard to pull off. Still, there’s plenty of challenge to be found here, and the game certainly rewards skill. Oddly, Capcom released DarkStalkers 1 as a PS1 exclusive, and almost at the same time released this game as a Saturn exclusive. Well, the Saturn came out very much on top there — this is a much better port than that PS1 port of the first game, and it’s got more content too, as it’s the sequel. This can’t compare visually to the import-only Darkstalkers 3 (Vampire Savior) for Saturn, but it’s about as good looking as Darkstalkers 3 for PS1, and has similar load times to that title too. Of course that one has a lot more content and features, but in terms of visuals and loading this matches up. It’s a great game, well worth it for 2d fighting game fans. It’s not one of the most expensive 2d fighters on the system, either; this one’s actually affordable. Saturn and arcade exclusive.


NiGHTS into dreams… – Two player (has to be unlocked, one player at the start), has saving, has Mission Stick and 3D Controller support. NiGHTS is one of the Saturn’s most legendary titles, and for a reason — it’s a great, great game, and Sonic Team’s premiere “platformer” for the console. It is also my favorite Saturn game. NiGHTS is a 2.5d flight game (flying platformer, sort of), essentially. It’s got some minimal 3d platformer elements, but if you’re good you should never be in the 3d platformer side of the game. Instead, you fly around along railed paths, defeating enemies, going through rings, and trying to get the best score you can. Occasional boss fights put you in an arena of some time, facing off against a challenging foe. There’s a clock too, and the game richly rewards you for finishing levels with speed. Indeed, NiGHTS is a game that centers around your score. The game has two characters to play as, though actually don’t spend any real time as them, you play as NiGHTS in either path. You do play different stages in each route though, and see different (CG) openings and endings, so they’re both worth playing. The game won’t take too many hours to finish, going by how long getting to both endings will take. Some of the later stages can be tough, particularly in the boy’s route, but still, this isn’t a long game. Beyond that, the main draw would be trying to get better. And there, at least, there is length — getting good ratings will take some real effort, and you’ll have to learn the game well in order to accomplish that. So yeah, this is a mid ’90s Sega game through and through. I found the game tough — learning the levels, and figuring out what to do for the best score, can be tricky — but a lot of fun, the first time through. And yes, going back to try to improve those frustratingly low scores is worth the effort, once you finally figure things out in a stage. NiGHTS is a fantastic game. As for the graphics and sound, the visuals are standard Saturn 3d. The art design is good, but the graphics… well, it’s the Saturn. It looks okay to good, but the art design carries things more so than the technical graphics. The audio’s great though. No issues there. The game controls perfectly with the 3D Controller in analog mode, and was designed for it. The analog stick perfectly controls NiGHTS’s flight. Play it with that, and not anything else. As for the multipayer mode, it’s an unlockable versus mode, Nights against Reala. You play it like the bossfights, essentially. It’s alright, but there’s better multiplayer games around. Saturn exclusive (outside of Japan; Japan got a PS2 port).


Panzer Dragoon – One player, no saving, has Mission Stick support. Panzer Dragoon is one of the first Saturn games, and it’s also one of the best. This exceptional rail shooter is an absolutely amazing experience beginning to end, and started off arguably the greatest rail shooter series ever. This first game does not have saving, instead using cheatcodes to access all of the hidden content, so look up the codes online. There’s some fun stuff hidden away in this game. What Panzer Dragoon does have is fantastic gameplay, great controls (particularly with the Mission Stick; this game is significantly improved with it, get a joystick today!), outstanding art design, good graphics for the time, one of the Saturn’s best soundtracks, and more. With the joystick, the controls work so essentially the joystick is your targeting cursor — when you point the joystick to the upper right the cursor will be in the upper right corner of the screen, etc. It’s much like Super Breakout above. This takes a bit of getting used to, but unlike that game, I think it works well here. However, that is also why this game doesn’t work well with the 3D Controller — you can’t fire into the corners thanks to that stick’s circular gate, versus the rectangle on the Mission Stick. Returning to the music though, I think that PD1 probably has the best music of any of the three PD rail shooters, and that’s saying a lot; all three are outstanding games with great soundtracks. Orta is probably my favorite overall PD game, but this one keeps things close — it’s about as good as single-path rail shooters get. PD1 is a somewhat short game, with only seven levels. And not all of those seven are full levels, either; really this is a six level game, as the sixth level has no boss, and the seventh level is just a boss fight. Orta is a much longer game than this. Still, while it lasts it’s amazing, and with the hidden stuff to play via the codes, there’s enough to do. Released on Saturn, PC, and Xbox (hidden in Orta).


Panzer Dragoon II Zwei – One player, has saving, has Mouse and Mission Stick support (with hidden twin-joystick Mission Stick mode). PDII: Zwei, the sequel to the above title, is similar to the first one, but adds new things such as saving, unlocks instead of cheat codes for the hidden content, ground levels where you’re running instead of flying, branching paths, and more. Zwei is a very, very good game, but I do think I like the first game a little bit more than the second; yes, the second has more to do, with the unlocks and the branching paths, but somehow I have a bit more fun with the first one. I also think the first one has a slightly better soundtrack. This one’s great, but the first’s is better. I also don’t know if I like the changed controls. You see, this time the game has a more normal control scheme where pressing the stick moves the cursor around, instead of tying it to the stick’s physical position. Going from the first game to the second one definitely takes some adjustment. However, this game does have some very interesting control options, including a hidden mouse mode, and a hidden twin-stick Mission Stick mode. For the latter, you have to have two Mission Sticks, and attach the both stick parts to one single central base unit. Then plug the second stick into the Sub Control port underneath the base unit. Now you have a twin Mission Stick, and will get dual analog in this game, with one stick aiming, and the other stick moving your dragon around. This mode takes getting used to, but if you want to spend the cash for two Mission Sticks, it is interesting for sure. Do know that this is the only game that is known to support this mode, though. Also twin Mission Stick mode isn’t compatible with Virtual-On, unfortunately, I’m pretty sure. Anyway though, PD Zwei is a great game. I like some of the additions, including a little bit more content — this game isn’t much longer than the first one, but it is slightly longer, and does have those branching paths along the way. I also like the saving, and that you have to unlock stuff now, that’ll keep the player coming back for sure. I do like the first PD even more, but this is certainly one of the great rail shooters. Saturn exclusive.


Puyo Puyo 2: Tsuu (Japanese import) – Two player, has saving. Puyo Puyo Tsuu is the second game in this great puzzle game series, and it’s a fantastic game. In Puyo Puyo, pairs of gel creatures drop, and you try to color match them. This gam doesn’t have Baku Baku/Puzzle Fighter’s strategic element of the crash gems, so instead the gel creatures simply pop when you get four of the same color touching. I think that that makes this not quite as good a game as those two, I like the additional strategy of the crash gems. Still, Puzzle Fighter is one of my favorite puzzle games ever, so even if it’s not as good as that game, this is a very good game. I also think I like the Puyo Puyo Fever style, with more variety of shapes that drop, slightly more than this classic style, but still, this is a great, and very difficult, puzzle game. As Arle the young mage, you have to fight your way past many cute anime opponents. The cuteness is just on the surface, though; underneath, this game is brutal. The game gets very, very fast, so you’ll need split-second reactions in order to get anywhere near the end of the story mode, and that’s just on Normal. Also, of course, all of the conversations between characters before and after matches are entirely in Japanese, so I don’t know what they’re saying. The gameplay requires no translation, but it is too bad about the story stuff, I’m sure it’s amusing. Overall this is a very good game that was well worth getting. It’s a good version of the game too. Also on a lot of other systems in Japan, including the TG16 CD, PS1, N64, etc.


Resident Evil – One player, has saving. Resident Evil for Saturn is a port of the Playstation version of the survival horror classic. I’ve only played a relatively small amount of the game, but it’s an okay to good game for sure. I like graphic adventure games, but survival horror adventure games have never really been my thing… I have a bunch of RE games, but don’t know if I’ve even gotten halfway in any of them. This one’s no exception. I don’t really like horror, I don’t like having to avoid respawning enemies instead of just being able to kill them (because of limited ammo), and don’t know if I like the key-hunt-centric gameplay; give me crazy-ridiculous adventure game puzzles over this, I think. Still, what I played of it seems alright. I never have been, but I can see how this game hooked a lot of people. It certainly is a tense game at times. That English voice acting certainly deserves its poor reputation, though. As for the version differences though, there’s a website detailing exactly all of the visual differences between the versions, but I haven’t played this on PS1 so all I can say is that for a Saturn game it looks pretty solid, and based on the screenshot comparisons it looks about as good visually as the PS1 version. I prefer the GC remake version to any of the original releases, but still, it’s great that RE was released on Saturn, and it’s certainly a good port. This is one of the only games with polygonal graphics that Capcom developed for the Saturn, and it’s the only one released in the US (the other one is the Japan-only Saturn exclusive Final Fight Revenge), but they did a fine job. This game is the only polygonal PS1 game that Capcom also ported over to Saturn, but given the quality of the port, it’s too bad that the Saturn didn’t get other polygonal Capcom titles like Mega Man Legends and such. Also on PS1, PC, and DS, and was remade on GC and Wii.


Rise 2: Resurrection – Two player, no saving. Rise 2 is the sequel to the infamous Rise of the Robots, one of the showcase “graphics over gameplay” titles of the mid ’90s. That game was hugely hyped before its release, but this one didn’t make much of an impact, and it’s obvious why — the first one turned out to be an awful game, so not too many people were interested in a sequel. At least the series did end with this one. As for the actual game, it’s a 2d fighting game with CG-rendered robots as the fighters, just like the first one, but with better graphics. There’s a quite large selection of robots to choose from, so the game does have choice, but they’re all fairly bland in design, so I don’t find any of them particularly interesting. The game’s pretty bad too. This is not a good fighting game. Characters, moves, controls, music, graphics… it’s all average to bad, and again the gameplay categories are the lowest. This isn’t worth playing enough to get good at. Also on PS1.


Robotica – One player, no saving. Robotica is a dungeon-crawler FPS from Sega, and it’s a very early release for the system. In the game you go through a sequence of thirty randomly-generated mazes, exploring rooms, collecting weapons, and killing evil robots. There’s a map on screen to help you find your way, thankfully; otherwise this game would be quite confusing. The game starts out easy, but gets tough a while in, and gets pretty hard after a while. The game doesn’t let you save, either, so you have to play this in one sitting. It does give you infinite continues — and on that note, one of my most hated game design elements is games which give you infinite continues but don’t let you save, that makes ABSOLUTELY NO SENSE — but when you continue you continue from the last cutscene point, which are 4-5 levels apart or so, so if you’re stuck on a tough level, you’ll be repeating the levels before it a lot too. Of course you have to start collecting the weapons from scratch again too when you die. Still, this game’s actually not too bad. The graphics look fine — yes, the draw distance is close, but otherwise I like the visual look here. The enemy robots and environments are all nicely done. Variety is almost nonexistent, though, so the game can get repetitive for sure. Most of the levels are basically palette swaps of the same textures, and enemy variety is limited too. Still, for a while at lest this is a fun game. If it let you save, it’d be fun all the way through, too. As is… maybe worth it, maybe not. Saturn exclusive.


Scud: The Disposable Assassin – Two player, has saving, has Stunner (lightgun) support. Scud is a 2d, or perhaps 2.5d, sidescrolling action game from SegaSoft, Sega’s mid to late ’90s Western publishing arm that mostly published PC games. SegaSoft also made a PC Scud game, Scud: Industrial Evolution, but that game, which is a topdown 2d action/adventure game, is entirely different from this one. Unfortunately, Saturn owners get the short end of the stick here — the PC game’s not perfect, but it is better than this one. The core problem is that Saturn Scud is just far too repetitive in both graphics and gameplay. Within each level the backgrounds and enemies repeat constantly from beginning to end, and it doesn’t get better. Sure, some of the art is decent enough, and I like that it’s a 2d Western Saturn game, but there are better run & gun games, and better lightgun games, on the Saturn. One of the early levels in this game is confusing, too — you have to go through this installation, and it’s possible to get confused about where you’re supposed to go to progress. The always-identical backgrounds don’t make this task any easier, needless to say. There is some fun to be had here, but Scud’s a bit disappointing. One thing to know though is that this game actually is two games in one, sort of — if you play with the lightgun, instead of directly controlling Scud, he’ll move on his own, and all you have to do is aim and fire at the enemies. That’d deal with the annoying level designs, at least. Also, if you play two players, you can play with any mix of gun and controller. I don’t have a lightgun to test that mode with, though. Saturn exclusive.


Sega Rally Championship – Two player, has saving, has Arcade Racer and Mission Stick support. Sega Rally, another 1995 Saturn racing game, is a great Sega arcade racing game port. The game is extremely thin on content, but makes up for it with extremely high fun and challenge levels. The game is the best looking Sega Saturn racing game of that year, probably, and has the gameplay to back up its solid visuals. Well, in single player it does; in two player the draw distance gets distractingly close and is an issue. In one player it looks pretty good though. Sega Rally is a fast and fun game that’s got gameplay that’s hard to match in its genre. However, the extreme lack of content really is an issue — the default mode here is a 1-lap-per-race, 3-race long circuit. There is a fourth track, but you’ll only ever see it if you somehow manage to finish the first three in first, a task I’ve never managed to accomplish; it’s simply too hard. This means that an entire game takes under five minutes. That’s … not long. Of course actually winning will take a lot longer — I don’t know if I’ll ever get good enough to finish the first three races at first, it’s simply too hard — but still, the game has a ridiculously minimal amount of content. That’s going to be an issue for people for sure, and it is one for me. As far as the gameplay goes this is my favorite of the three Sega Rally games for sure, but the seriously limited content is a bit annoying. If only Sega had put more effort into making their home ports true console games, like many other companies did, this great game would have been even better. Still this is certainly a must have. Released on Saturn and PC, and also PS2 in Japan.


Shanghai: Triple Threat – Two player, has saving for options only, password save required for game progress. Yes, you read that right, it saves your options, but you have to write down passwords for the actual game. It’s utterly bizarre, I can’t understand how they came up with that at all. The actual game’s a solid Shangai, or mahjong tiles, game, though. As usual for these titles, you play a matching game with the mahjong tileset, having to match pairs of identical tiles, with the limitation that you can only access tiles that are free on the left or right sides. This makes for a challenging, and quite fun, game; I like Shanghai, fun game. This is a fine mahjong tiles game, and has three major game modes, as the title suggests. There’s the classic Shanghai mode, The Great Wall, and Beijing. Shanghai is the usual game, with the tiles spread around a board. The Great Wall has the tiles stacked high in piles. Beijing allows you to slide tiles around as you make gaps in the field. Each mode has different rules, so it’s nice to have some variety. There are solitaire, arcade, and 2-player versus games available for each of the three game types, too. There are plenty of puzzles here, so this game will last a good while. Also on 3DO, and Japan only on PC-FX and Sharp X68000.


Solar Eclipse – One player, has saving. First off, repeat the usual complaints about 3d flight games that don’t have Mission Stick support. It’s annoying, this game’s pretty good, but would be even better with analog joystick support, for sure. Beyond that though, Solar Eclipse is a pretty good rail shooter. A spiritual sequel to the 3DO game Total Eclipse, this is the third game in that engine, after that game and Off-World Interceptor. It’s probably the best game of the three, too — this game really is pretty good. The graphics are solid; it does look like the enhanced 3DO engine that it is, so much so that I wonder if this started out on 3DO, or if it’s just that they’re reusing the engine, and still has all sprites for the characters and enemies, but it looks nice enough. The game’s tough too, with a strong challenge level and reasonably long levels. The game’s well balanced. It’s challenging for sure, but isn’t impossible. With effort you can get through. I like the branching paths too, there are multiple ways to play through the stages. The live-action video FMV cutscenes between levels are fun stuff too. This game’s biggest claim to fame is that Claudia Christian of Babylon 5 is one of the cast; yes, she’s there, along with other much lesser-known actors. Expect the usual mediocre acting you expect from ’90s live-action video sequences. The gameplay carries this through, though; the story parts aren’t great, but the game’s good. The game saves your progress too, far from standard in rail shooters like this. I like this more than Total Eclipse Turbo, I’d say. It’s too bad that this is the end of this line of games. Saturn exclusive in the US, though Europe and Japan both also got a PS1 version.


Sonic 3D Blast – One player, has not-actually-analog 3D Controller and Mission Stick support. A somewhat controversial game ever since its release, Sonic 3D Blast for the Saturn is a port of the Genesis game of the same name that Sega quickly made when Sonic X-Treme slipped out of 1996 and thus sadly was cancelled. I think I like the original Genesis game more — and yes, I do like it — but this is a fine version, with improved graphics and nice Sonic 2 style but polygonal 3d bonus stages. There’s one key problem though: they didn’t put in a save system! Idiots… Apart from that though this is a good port of a good game. The game is an isometric platformer, and while it has the usual pitfalls of the genre, most notably that jumps can be hard to judge, the game does not have pits of death, so the design was made with the constraints of the isometric viewpoint in mind, which is good. The controls are the same as the Genesis version, except as I listed above, you can use the analog stick on the 3D Controller if you wish; though actual control is still digital, with no proportional movement, 8 directions only, but in this kind of game a stick can help even so. In each level, you have to find five Flickies in each half of the level, then fight the boss. Most Flickies are found by defeating enemies which are holding them, which means that the enemies are spread out. The game is slow paced, and not as fast as most Sonic titles, but still, exploring the levels, avoiding obstacles, navigating the stages, and looking for killable enemies. There’s some good challenge here, and also good level design as well. I know many people dislike the perspective and speed, but the level designs are good regardless. The main issue is that things are spread out a bit, but I think it’s a challenging enough game as-is, considering the challenges of the viewpoint. This Saturn version’s improved graphics look nice as well, and those bonus stages, while they play quite differently from the Genesis ones, and I did like those bonus stages, do look great. This is the only version of 3D Blast with polygonal bonus stages. However, the PC version, while it’s got 2d sprites in the bonus stages, which play like the 3D Blast ones, but aren’t polygonal, and some serious issues running on many modern PCs, has one thing this version doesn’t have: saving. Yes, you can save your progress in that version, finally. With how long and slow paced this game is, it’s really inexcusable that Sega and Traveller’s Tales force you to play the whole thing in one sitting; this game is too long for that. There is a level-skip cheatcode, but that’s not quite the same, and doesn’t save crystals of course so you would need additional codes for that. Really there’s no defensible reason for this Saturn version to not let you save, except for that Sega, when this game came out in 1996, still hadn’t grasped the idea that games should all actually have saving in them, at least in password form, better on-cart or in-system. Nintendo had gotten that back in about 1992-1993, but for Sega, I’d say it wasn’t until ’97 or ’98 that they finally got the hint… it’s annoying. Also, this really is a 16-bit up-port, and not a fully new game. Still though, it’s decently good, even if it’s definitely not the Sonic platformer I wish we had on the Saturn. I mean, I like 3D Blast well enough, but at its core its’ a Genesis game, while X-Treme would have been something new… and with how the videos of X-Treme remind me of Bug!, and as anyone who read this probably remembers I love that game, I think it’d have probably been great, too. Oh well… Also on Genesis and PC.


Soviet Strike – One player, has saving, has 3D Controller and Mission Stick support. Soviet Strike for Saturn is an enhanced port of the Playstation version of this fourth game in EA’s Strike series of helicopter combat/sim games. As with all Strike titles, the game is played from an overhead perspective. This time the graphics are polygonal, but you still move on a flat plane above that 3d world, so it’s effectively 2.5d. The game has nice graphics for 3d visuals from 1996; the game does look ugly, with the usual texture issues and pixelated textures you expect, but still it looks better than some other 3d games did in 1996-1997. The controls are good, and are the most improved thing versus the Playstation original — while the PS1 version was digital control only, this one adds both Mission Stick and 3D Controller analog support, and both work great. Honestly I think that the game controls a bit better with the 3D Controller than the Mission Stick, since with the Mission Stick you have to push it so far to move at all that it gets a little annoying, but at least it is analog, and the feel of playing it with a joystick is hard to match. But for the easiest controls, use the 3D Controller in analog mode. It’s great that they added analog controls in. The other major addition is that the game has several Saturn-exclusive enemy and weapon types to use. Not bad. It did release after the PS1 version, but at least EA put some effort into this port. I never liked the first three Strike games all that much, but this one is better. It’s similar, and still has some of the issues that I disliked the originals for, but it is improved enough that I somewhat like the series this time. The most important thing to know about this game is that while the combat is actioney, as you fly around, shoot enemy tanks, soldiers, towers, or what have you, and pick up hostages, you need to be prepared, so make sure to spend a lot of time in the pause menu. The pause menu in this game has a large amount of information in it, and learning a lot of it is vital. First, because this game was on a CD, there are of course live-action video FMVs. Some come between stages, or at mission objective points, but there are also live-action or CGI FMVs in the pause menu, one for every single item there. Every objective, enemy type, weapon, what have you has a short video explaining it. They are not all required, but it’s amusing to watch at least some of them. Beyond that though, the pause menu also has a great map of the level, explanations of what to do for each of the many objectives on each map, and various displays you can put on that map. Displays include showing the locations of all enemies by type, showing where mission objectives such as hostages, buildings you have to destroy, and what have you, sorted by type are, where allied soldiers and refueling stations are located, and more. Memorize this information! It is quite hard to tell enemies from allies apart while in the game, so know which ones are your friends. Also make sure to know where the refueling station(s) are, because you will periodically need a refill. And the mission objectives are not always easy or straightforward, so learn that stuff too. And while you have a couple of extra lives / replacement helicopters, if you mess up and fail a critical objective, it’s game over, start from the beginning of the map again. Yes, this is a complex game, as usual in the series. There’s no saving between checkpoints in each campaign, either, as usual in the franchise. Sure, there are only five maps, but it will take quite a while to get good enough at each one to be able to beat the whole thing in one try, so there’s plenty of play value here if you have the patience to stick with it. It is quite frustrating when I lose several missions into one of the maps, but the game is well designed and good enough that it is worth playing, I think. This is the better version of a pretty good game. While the series started on the Genesis, this was the last Strike game for a Sega platform because Nuclear Strike was released for PS1 (1997), and N64 and PC several years later, but not Saturn or, of course, Dreamcast given EA’s refusal to support that system. Pick this one up; it’s overlooked, not too expensive, and worth it, particularly if you want a challenge and a game that requires some thought mixed in with its action, and have an analog controller. Also on Playstation.


Star Fighter (Star Fighter 3000) – One player, has saving, has Mission Stick support. Star Fighter 3000 is a great futuristic flight combat game. Originally on a computer, 3DO remade the game for their console. The game is a unique flight combat game with an exceptional atmospheric electronic music soundtrack. This version is one of the ports of that version. Unfortunately, while the 3DO original is a great game, the other versions aren’t quite as good. The visuals suffer badly on the other systems due to an unremovable black wall of draw-in off in the distance; on 3DO, you’ve got full visibility, with lower-detail stuff in the distance. No such luck elsewhere. And on top of that, the Saturn version here has the worst graphics of all the versions. Still, even if it’s the ugliest version of Star Fighter, it’s still a version of a great game, so I love it regardless. Plus, this game is fantastic with the Mission Stick — this game clearly was designed for flightstick-style joysticks, and it shows. Note, this game won’t work at all in analog mode with the 3D Controller. You’ll need a Mission Stick. You can play this game with a dpad, but it’s nothing like playing it with the joystick, that’s for sure. Nowhere near as good. Of course the 3DO and PC versions also support joysticks (not sure about the PS1), but still, this is a very good game with the Mission Stick. Analog control does wonders for Star Fighter’s controls. Oh, those controls WILL take some getting used to. Star Fighter has a very unique control scheme where turning left or right flips the plane over end over end, so basically to turn you have to carefully angle your plane at the correct angle, and then hold it there to turn. You don’t just press left or right to turn, that’ll get you nowhere. Take some time on the first, training map and get used to the controls; they’re not bad, just different. The controls are quite good once you get used to them. So yeah, this is no competition for the 3DO version, particularly with that system’s joystick, and of the ports is far behind the PC version visually, but even so it’s a great fun game with okay graphics and good gameplay. I like Star Fighter a lot. Also on PS1 and PC, as a slightly downgraded port of a 3DO remake of an Acorn Archimedes game.


Steamgear Mash (Japanese import) – One player, has saving. Steamgear Mash is an isometric action game with 2d graphics, fun shooter/action gameplay, and cute anime graphics. You play as a robot which has to rescue the kidnapped little girl daughter of the scientist who created him. Yes, it’s a rescue the girl plot again. The intro is told without words, so there are no language issues there. There are some bits of Japanese text, but it’s easy enough to figure out. As for the gameplay, it feels like one part topdown shooter, one part isometric platformer. You run around the stages in your robot, shooting the enemies as you find them and sometimes jumping between platforms. It’s pretty good, and a lot of fun. The levels start out cute, but get somewhat more serious as you progress. This game’s a lot cheaper than any of the import shmups, too, so it’s a good pickup. It has some hard parts of course, including plenty of tough bosses and some jumps I had trouble with. The game’s also on the short side, but it’s a good game even so. Saturn exclusive.


Street Fighter: The Movie – Two player, has saving. Street Fighter: The Movie is a 2d fighting game with MK-style digitized people as characters, based on hte movie. It’s a somewhat infamous game that’s generally regarded as terrible. I was somewhat pleasantly surprised, though. While Street Fighter: The Movie definitely has lots of issues, including serious balance problems, but this game’s not all bad. It’s a simplistic game, not as good as the Street Fighter II or III games for sure, but this isn’t some legendarily bad game, I wouldn’t say. It made sense for Capcom to try a digitized-actors fighting game, with how popular Mortal Kombat is, and this is that game. Well, Capcom fans didn’t take kindly to the idea, and Capcom never tried again, not after the arcade and home versions of this game. Still, as I said, if you don’t mind the questionable balance and somewhat broken moves, this game’s a somewhat amusing Street Fighter-eseque fighting game. This game’s not great, but it is better than I was expecting considering what gets said about it. On Saturn and PS1.


ThunderStrike 2: Firestorm – One player, has saving and Mission Stick support. ThunderStrike 2 is the sequel to Core Design’s Sega CD helicopter flight combat game Thunder Strike. Obviously the graphics have improved here versus the first game, and the gameplay has too, but this isn’t one of the best helicopter games around. That makes it much like the first one, which also wasn’t one of its platform’s best flight combat games. And in gameplay it certainly resembles the first one, with a lockon-based shooting system and lots of ground targets to blow up. Fly around, blow up your targets, rinse and repeat. This game’s more arcadey than Black Fire, so it’s a more approachable game. I don’t know which one’s better overall though, I’d need to play them more to be sure. Like that game ThunderStrike 2 is of course better with the Mission Stick. Also on PS1.


Tomb Raider — Featuring Lara Croft – One player, has saving. Tomb Raider of course is a popular game and series, but it actually started out as a Saturn game. As Core Design had been a strong supporter of the Genesis and Sega CD this makes sense, but they wouldn’t be sticking with Sega for long; Sony paid off COre to not release Tomb Raider 2 on the Saturn, and that was it for Core on the system, after this and the above game. Too bad. Still, the Saturn version of Tomb Raider here was pretty good. The graphics look great for the time — this is a pretty good looking game for 1996 on consoles. They clearly put some effort into getting this game looking good on the system. Looking at comparisons it might look slightly better in some ways on PS1, but it’s close enough that I don’t think it matters. As for the gameplay, unfortunately this game is digital only — and it did release after the 3D Controller, so it could have had analog — but beyond that has good enough controls. The large, exploration-heavy levels are the best thing about Tomb Raider, though. I was definitely not a fan of this game, or series, back when it came out, and I’m still not, but I must admit that the first Tomb Raider, at least, is fairly good. I like the exploration and platforming elements particularly; I have a lot more interest in that element of this series than the shooting. Fortunately, this one’s got a lot of the former, and somewhat less of the latter, unlike too many of the newer Tomb Raider games I believe. There are also some puzzles. Not bad, this game’s better than I would have ever admitted back in 1996. Still, I can’t see calling it game of the year as some did, no. Certainly not. But it is a good game, sure. And yes, this is a fine version. If you want the best version you have to get the Gold edition for the PC, of course, but between this and the PS1, this one compares quite well. Also on PS1 and PC.


Tunnel B1 – One player, has saving. Tunnel B1 is a first-person vehicular combat game. In the game, you control a vehicle of some kind and have to drive through tunnels, cleansing them of a plague of evil robots and such. Yeah, it’s a fairly generic concept, and is generic in execution too; there are plenty of other games that do something similar to this, and often a bit better than this one too. However, it’s not a bad game, just average. If you like vehicular combat games, you well might enjoy this one. Drive around, shoot stuff, collect better weapons, try not to die, and make your way through the increasingly complex tunnel networks. You start out with only basic weapons and in tunnels with only a branch or two, but it gets more interesting farther in. Still the game never reaches greatness, but it is average shooting entertainment, at least, and can be fun to play. I enjoyed it just enough to buy this Saturn version even though I already have it on PS1, but I do enjoy vehicular combat games. Also on PS1.


Ultimate Mortal Kombat 3 – Two player, no saving. While the Saturn port of Mortal Kombat II is considered disappointing, this release of UMK3 is done quite well and is great fun. Essentially, this is a Saturn version of UMK3 based on the work done for the PS1 version of Mortal Kombat 3, but with the UMK3 content instead of plain MK3 like that one has. Oddly MK3 was released on PS1 but not Saturn, while UMK3 was on Saturn but not PS1; I think the Saturn gets the better of that. This is a good version of Mortal Kombat, with fine graphics and good, solid Mortal Kombat gameplay. I always did like Street Fighter more than MK, but for an MK game this is pretty good; it’s certainly one of the better home console 2d MK games that I’ve played. The visuals look great, load times aren’t too bad at all, and the game plays just like you expect. I only wish that they’d listed all of the moves in the manual; they don’t, and only give you two moves (and no fatalities) for each character. Arcade port, also on SNES, Genesis, DS, and other systems.


Virtua Cop – Two player, has saving (11 blocks), has Stunner (lightgun) and Mouse support. Virtual Cop was Sega’s first 3d lightgun game, and it still holds up as cheesy fun. In the game you play as some secret agents fighting against evil organizations and terrorists and such. The game is short — there are only three levels, just like as in many other arcade lightgun games — but the game’s certainly not easy, so beating all three levels in one game, without running out of credits, will be quite hard. You can play them in any order though, so you don’t need to do that to see all three, which is good; otherwise this game would be quite frustrating. As is, the game’s great fun. This is a fun, fun game, that’s for sure. Even people who don’t like playing lightgun games on gamepad will probably enjoy this one even if you don’t have a Stunner or two. As for myself, I’m so bad with aiming with actual lightguns that I think I’m probably better with the pad… I mean, I don’t have a Stunner, but I do have lightguns for other consoles, and am horrible at hitting much of anything with them. These games are tough with pad too — mouse is the way to really make lightgun games easier — but I don’t have one for Saturn. Still, this game has variety, silliness, solid graphics, and quality gameplay. Released on Saturn and PC.


Virtua Cop 2 – Two player, has saving (11 blocks), has Stunner (lightgun) support. Virtua Cop 2 is quite similar to the first game in style and gameplay, but they made a few enhancements the second time, including branching paths, so the game doesn’t go exactly the same way every time this time. That’s definitely a good addition. The graphics are a a little better too. The game’s similar in length overall to the first one, but anyone who played Virtua Cop 1 should certainly play the second game too — it’s more of the same, at least as good as the first or better. Released on Saturn and PC.


Virtua Fighter – Two player, has saving. Virtua Fighter was one of Sega’s most popular early polygonal 3d titles, and from a visual standpoint I can see why. Gameplay-wise, though, the game has never interested me much, as I have said before. I don’t like the floaty jumps, and I don’t think it plays as well as 2d fighters, either. This game started the trend of polygonal fighting games using more realistic move sets, but I like classic fireballs and the like, myself… I can forgive that it doesn’t have full 3d movement — this is a pretty early polygonal fighting game, after all — but that does mean that the biggest differences from 2d games is visual, I think. I mean, the polygons do have an impact on the gameplay of course, but not as much of one as the visual look did, I think. The gameplay is different because of the more realistic move sets, not just the polygons. This version has a very poor reputation, but it doesn’t seem THAT bad… I mean, sure, visually it’s not all that impressive, but at least it works, and does support saving for your stats and such. The 32X port may look visually very similar to this version, but it doesn’t save… and it released months later, too, actually after the Remix version below on Saturn. So yeah, as a launch title and packin it’s a bit disappointing, but for a version of Virtua Fighter it’s fine. I like the shaded-poly look too; I know that in 1995 that was a big negative, and everyone wanted textures, but I think shaded poly styles are fine. But yeah, I know some people consider it a classic, but I think that Virtua Fighter is a quite dated game that I don’t find all that fun. It’s not a bad game, I just personally don’t like it all that much, and never have. Also on arcades, PC, and 32X.


Virtua Fighter Remix – Two player, has saving. Virtua Fighter Remix is basically the same thing as the first version, but with cleaned up visuals, maybe a slightly better framerate, and textures instead of shaded polygons. Otherwise though, it’s identical to the first version. Why is this considered such a huge improvement over the above release? Is it just because of the textures? I guess that because i don’t mind shaded polygons, I don’t know if I think that that makes it so much better… anyway though, the gameplay’s the same. Saturn and Arcades only.


Virtua Fighter 2 – Two player, has saving. Virtua Fighter 2 is often mentioned as a graphical showcase title for the Saturn,and I can see why — this game has impressive textured polygon graphics for the system. The gameplay works on the same formula as the first game, and again doesn’t have full 3d movement, unfortunately; that would have to wait for Fighters Megamix and VF3 on the Dreamcast. As always in the series, the focus is on more realistic fighting moves, over the over-the-top stuff other fighting games did… and of course, since I like that over-the-top stuff, I don’t consider that an advantage here. It makes the games different for their time, certainly, and maybe objectively good, but subjectively? I get bored quickly with this game, much like with the first one. This is a better game than VF1, but still, I like Fighting Vipers more, myself. Virtua Fighter 2 is one of the Saturn’s best selling games, or maybe its overall best selling game, because of its massive popularity in Japan, but I like many Capcom and SNK 2d fighters a lot more than this, personally. Also on Arcades, PC, and Genesis, and PS2 in Japan.


V.R.: Virtua Racing (Time Warner’s) – Two player, has saving, has Arcade Racer support. Virtua Racing is an outsourced port of the Sega arcade classic. While Sega itself did the earlier Genesis and 32X versions, Time Warner Interactive made this one. It also seems to have a somewhat mixed reputation. However, this is a fantastic version of the game, and indeed is probably the best overall version of Virtua Racing. I love other versions of the game too, but the Saturn version has more features, and better wheel support, than the other versions. V.R. for the Saturn has a significant amount of exclusive content. First, in addition to the three tracks from the arcade version, Time Warner made a full seven more courses, all just as good as any of the arcade tracks. That makes for ten total in this game; unfortunately the two tracks Sega added to the 32X version are absent from this release. The game also has all three car types that the 32X version has, including stock cars, prototype cars, and F1 cars. Each type of car handles differently. In addition, unlike the Genesis version or the Western 32X versions, this game saves your best times too; previously only the Japanese 32X version did that. This game has a full, points-based championship mode too, unlike any of Sega’s internal racing games for the Saturn. It goes through all ten tracks, and the person with the most points at the end wins. It’s just fantastic that this mode was included; I love the 32X game, but without a championship or any backup save, the game feels kind of pointless, unless I write down my times or something. This version entirely solves that problem, and that’s great. I wish Sega had put as much effort into their own home ports of their games as Time Warner did in this one. The game has the splitscreen mode you expect, too. The graphics are still flat-shaded polygons, like the other versions, but I think that looks great. I assume that that hurt the game a lot on Saturn back in 1995, because people all wanted shaded polys, but I don’t think it matters at all. In fact, the shaded look looks better than a lot of early attempts at textured 3d. The framerate’s good as well — this game is smoother playing than the 32X version for sure. The only blemish here, really, is that you NEED the Arcade Racer for analog controls. This game is entirely incompatible with either other analog controller, they’re digital only. This matters because the game’s controls really are significantly improved by analog control. T his game was made to be played on the racing wheel, and I highly recommend that anyone who likes this game should absolutely get an Arcade Racer — it makes a big difference in the game. The game’s playable with gamepad, but much more fun on the wheel. Less feature-rich versions of the game are available on Arcades, Genesis, 32X, and PS2.


VR Soccer – Two player, has saving. VR Soccer is Interplay’s attempt at a soccer game on the Saturn. The game is fully polygonal, with polygonal characters that you won’t see in most of the other Saturn soccer games, but unfortunately the gameplay does not match up to the graphics. VR Soccer’s biggest problem, you see, is that it’s absolutely glacially slow. This is one of the slowest-paced, least fun soccer games I’ve played since World Championship Soccer on the Genesis. It’s too bad, because the game has an extensive feature set and solid visuals for the time, but the gameplay is far too slow to tolerate. The characters run like the field is covered in molasses or something. Also on PC and PS1.


Willy Wombat (Japanese import) – One player, has saving. Willy Wombat is a top-view isometric 3d platform/action game from Hudson. The game has sprite-based characters in 3d environments, like some other Saturn games, and the look works well. Willy Wombat is a pretty good game that any platformer fan should pick up. The story is entirely voice acted in English, too, so there’s almost no language issue — the game’s all in English, with Japanese subtitles. The language fits with the nicely done Western-style cartoon theme and art design the game has. The only Japanese you need to know is “yes” or “no”, to choose the right option on the save screen. Willy Wombat can be a challenging game, but it’s very well thought through and high quality. The game has only a few real issues, most notably controls — this game is, of course, digital only. Controlling a character in a 3d world like this with only digital controls never works as well as analog controls do, and this game is no exception — there were many times in this game that I was wishing that they’d programmed in 3D Controller support. There’s no reason that they couldn’t have, either, given that this was a 1997 release. Apart from that though, Willy Wombat is a good game. You will need to get used to moving the camera around — you’ll often have to rotate the camera in order to get a good view, there isn’t an auto-camera — but once you get used to it it works well enough. In the game, you run around as Willy Wombat, the anthropomorphic wombat from the title, through large levels, collecting items, defeating enemies, going through jumping puzzles, and solving puzzles on occasion too. The story’s nothing great, it’s a fairly standard videogame story, but it’s certainly nice to be able to understand the text — it’s somewhat amusing at times. The voice actors are native English speakers, too. Given the English voice acting I imagine that this might have been supposed to release in the West, but sadly it didn’t, so you’ll have to import. Thankfully it’s not expensive like the shmups. Saturn exclusive.


WipEout – One player, has saving, has Arcade Racer support. Wipeout is a version of the first game in this now-storied futuristic hovercar racing game franchise. This version is mostly the same thing you can play on other systems, minus the multiplayer because the link cable mode from the PS1 original sadly was removed from this one so that it is single player only, unfortunately. However, from the techno music to the stylish visuals and narrow track courses, Wipeout is still a great game on the Saturn. Indeed, this version is similar to the earlier PS1 and PC releases, but Psygnosis made a few changes in this later port due to fan comments on the original release. Most notably, instead of losing all of your acceleration when you hit a wall, you only lose a small chunk of it. As a result, the game now handles like all Wipeout titles since the second one, all of which have you lose only a small bit of speed like this one does. I like the change very much, myself — it makes the game a bit less technical, so you don’t need quite the same degree of perfection to win that you do on PS1 and PC. The PS1 version is quite simply too hard for me — I tried many times, but never could get good enough to beat the first championship. On Saturn however, I can, and I can finish the second one too. So yeah, I like this version of Wipeout a lot. The graphics don’t quite match up to the PS1 version, especially in terms of visual effects, though — weapon effects are a lot less flashy here. Background and car graphics look about as good, but weapon effects aren’t close. Still, Saturn Wipeout looks pretty good on its own, if you’re not directly comparing it to the PS1 version, and has improved gameplay too, thanks to the wall-hitting change. It’s too bad that the link cable mode the PS1 version has was removed, but otherwise I’d say that this is the best version of the first Wipeout game. Wipeout is one of the greatest racing game series ever, so that is saying something. This game’s a lot of fun. Also on PC and PS1.


(Sega) Worldwide Soccer ’97 – Four player (with multitap, two without), has saving. Sega Worldwide Soccer ’97 is Sega’s second of three Saturn soccer games. The game is a good, solid soccer game. I am a little disappointed that it doesn’t support analog (and indeed, apparently even the ’98 edition doesn’t have 3D Controller support), but apart from that this game seems good for a soccer game. It’s certainly much, much better than VR Soccer. The game looks good though not great visually. Saturn games definitely can look better than this, but it looks alright for the system certainly. More importantly, it’s not too slow and plays well. The game has a lot of modes and options, with a good number of international teams available for play. Modern soccer games have hundreds more teams, of course, but for 1996 this game’s quite full featured. Gameplay is paced well, and the controls and speed are all just about right. You can do a bunch of different moves, too, not just run, tackle, shoot, and pass, like earlier soccer games had. Saturn exclusive.

Posted in Classic Games, Game Opinion Summaries, Saturn | Tagged , , | 2 Comments

Guild Wars 2 (PC) Beta Weekend Event 2 Impressions

  • Guild Wars 2
  • Developed by ArenaNet and published by NCSoft
  • For PC.  Game is not yet released and is still in beta.  First open beta test was in May 2012.

Note – this is the second BWE, and the third public-ish test, after a closed beta and then the first BWE which I unfortunately couldn’t participate in.

First, I absolutely love the first Guild Wars. I played the game for over 1200-1300 hours, probably the third most of any game ever (it’s behind only Starcraft and Warcraft III, specifically). GW1’s in my top 10 PC games ever list. I’ve been worried about GW2 from its announcement, though. Well, overall, I’d say that the game IS fun — at least it is that, so it’s not as bad as I was fearing — but I do dislike how drastically different it is from the original. I know they don’t want to just make the same thing again, but these changes will take a lot of getting used to, and they’re not all for the better.

First though, I want to say that I know I don’t know everything about the game; I’ve been skeptical about the game since its announcement, so I haven’t read all of the details.  I’ve read some stuff here and there about GW2, but wasn’t in the first BWE (my computer’s graphics card died earlier this year, and I didn’t get a replacement until after the first BWE), so this is my first experience with the game. Also, I haven’t played PvP yet. In the first game though, I only ever played random arenas — I never was in a guild relevant enough to play any GvG matches, so I’ve never done that. I did play a bit of the Hall of Heroes back in the GW1 beta when you could do that with random groups, but stopped once the game came out and it became a more organized thing.  GW2 multiplayer is quite different though, as I will explain.

+ Good graphics – this game looks a lot like Guild Wars, but better. Guild Wars was one of the best looking games of its era, and still impresses in terms of its great art design in both the world and the concept art. I don’t know if GW2 impresses me as much in 2012 as GW1 did when I first played it in May 2004, it probably doesn’t, but it does look very good, with good art design, art, and graphics. I expected the graphics to be great of course, and they are.

+ Good music – a lot of GW1 music returns, but there’s a bunch of new stuff too, and it’s all great. The original game had a fantastic soundtrack, it’s nice to see it return, with additions.

+ Though it is an MMO, the game is far more fun than any traditional MMO I have ever played. I can see getting addicted to this game for a long time. The game is addictive and fun to play – I already played it for seven-plus hours in just the first day and a half of this beta.

+ More options in character creation – customizable faces, multiple body types, etc. Very nice.

+ There’s a big world to explore, once again, and it’s quite different now, as expected for a game set 250 years later.

+ Permanent maps for all underground areas. Finally.

+ You can actually go into a few buildings here and there; in GW1, you can quite rarely go into buildings. In this game you only can in places which have a story/quest reason, but still, it’s something.

+ The tasks you have to do for people to get the hearts — helping the farmers in the first zone, etc — are fun. I like that there’s some decent variety there, a bunch of things to do, and some of those special timed events that appear at random in the area, too. Fun stuff.

+ The “incidents in the world” system, one of the game’s key original features, is an interesting one, and leads to some fun, crazy-mobbed challenges.  The idea is that timed events will happen at random times in the overworld.  These will be special enemies to fight, bosses, etc.  While it lasts, any players in the area can come over if they want, and help out in the quest.  You get rewarded at the end based on how much you helped.  The system isn’t perfect — you can get none in an area for too long, and then several together — but still, it’s a cool idea and I like it overall.

+ Choices – you actually can make choices in this game, and they actually matter, at least a little. GW1 had no moral choices at all — you were a hero, period. In this game, you’re a hero, but you can at least take a few different paths with your replies. Nice. In addition, you can choose several different origin stories at the beginning, and they have an impact on some of the early quests, so it’s worth trying all three origins for example.

+ Stability – The game didn’t crash very often at all, which was nice. I only had one crash in the 10+ hours I played, and that one was in the Ashford zone, during the ending event, when it was very crowded with people.

+ Beta end event — This is a GW tradition, of course, and yes, the ending event was fun. It’s too bad that we didn’t get to see what happens when you get 100% corrupted, though… it got up to quite high on the bar, but then stayed there, as people figured out how to come back in as humans and just enough survived to keep the bar from maxing out. And yeah, Rytlock was there too of course, killing everyone he saw until the end.  However, that end was too anticlimactic — there was no big final incident, it just stopped abruptly in the middle of the event right at 3am. Disappointing. The event was fun, but it needed an ending bang, and there wasn’t one. I also miss the onscreen text you always got with GW1 events, with the “hosts” talking into the chat channel and stuff; there was none of that. Still though, they did have an interesting concept, even if it needed a little more work on execution.

+ PvP Multiplayer – GW2 has two main PvP modes.  One is World v. World, a mode I did not try.  The other is a timed, point control style match with a server browser to choose matches in.  GW1 had more different modes (random arena, team arena, Guild vs. Guild, Hall of Heroes, and more at special events), but this has only the two, it seems, unfortunately, unless there’s a Guild vs. Guild mode I don’t know about (could be, I’m not sure).  The basic mode in GW2, and the one I played, is much more complex than the Random Arenas in GW1.  Matches are 8v8 (or more perhaps) if full, and you have to seize and hold control points.  The team with the most points at the end of the round, based on control and on kills, wins, and you move to the next auto-selected map.  I don’t really know if these games actually end, or if this just goes on forever, with the matches cycling between the different maps endlessly.  There were only three maps in the beta.  Players can respawn at their base after being killed.  The maps are much larger than the RA maps in GW1.  I like this gameplay mode; it’s very much like the capture-point-based multiplayer modes in games like Battlefield, Return to Castle Wolfenstein.  It’s also somewhat like that multiplayer mode in one of the GW1 betas (removed before the retail launch) where you did an 8v8 match in the Fort Ranik map where one team tried to capture the fort while the other defended it (it was a cool mode, too bad it went away!  That map’s too big for 4v4…).  Anyway, returning to GW2 multiplayer, I have some definite problems with this multiplayer mode too — see below — but it IS fun.

 

+/- I’m not sure if this is a positive or a negative, so I put both here. One of the most interesting changes in GW2, and one I’d either forgotten about or hadn’t read about before (I suspect it’s the former, but don’t know really), is that magic points are gone. Yeah, no MP at all in this game, you just have health, and skills that you can use based on their timers. Class skills do have special qualifications, for some classes (like the meter that powers necromancer class skills for example), but they’re not the same. This is a very interesting change; MP was of course central to GW1, as with most RPGs, so removing it from the game entirely is a somewhat odd choice. I do remember one online RPG with a setup sort of like this, with a skillbar and timers but no magic points system at all, the (complete flop of a long-shut-down title) Fury, an action-focused online RPG, but that’s the only one I can think of really. This removes some of the strategic depth from GW — no more worrying about MP, no more MP recharge skills, MP steal abilities, etc — so I don’t know if I like the change, really; I mean, the game’s quite fun, which is why I give it a +/-, but like some of the other changes, it seems to simplify the game versus what the original GW had. I remain to be convinced that GW2 has GW1’s level of strategic depth, let’s put it that way. It’s certainly a very good game, but does it match GW1’s level of greatness? GW2 needs a quick, easy multiplayer mode with a clear ending, like GW1 RA.

+/- Cities – In Guild Wars 1, cities were fairly small. Even the largest cities, like Droknar’s Forge and Lion’s Arch, were of a quite reasonable size. They dealt with this by having lots of districts, depending on how many people were in the zone. Well, with GW2 instead having a server-based design, and with the “match those other MMOs” design focus, they decided to copy games like WoW and have the main city for each race be bloatedly huge. Divinity’s Reach is an absolutely massive city, and the other two capitals are every bit as large. Now, there IS actual gameplay to be had here — many of the early missions take place in the city — but still, it’s kind of absurd versus the amount of land around the town. How do they feed all of these people, for instance? I know GW1 didn’t have many farms versus the size of the town, but here it’s much, much worse. There are like four tiny farms outside of this huge, highly populated city. And I don’t know if the other two have anything at all. And it’s not just about farms; the scale of the amount of countryside to explore, versus the scale of the cities, is outsized. The cities take up too much of the world map, versus the total amount of terrain, I think… this balance was better in the first game. I like some of the effects of having these large cities, don’t get me wrong — they’re pretty, and it’s fun having missions in the towns, and I know 250 years have passed — but overall, it’s clearly a WoW-and-such inspired move. It’s not one that makes the game any better, though. I just hope that the final game has a lot of territory to explore, like GW1 did, outside of these cities. GW1 focused a lot of exploring large amounts of wilderness, while GW2 clearly spends quite a bit more time in town, and has towns that take up a significantly larger amount of the map as well. And again, there IS fun to be had in the cities for sure. I mean, Factions had a third of its entire map taken up by one giant urban landscape. But because of the design, full of action zones, missions, etc., that felt quite different from GW2’s mostly peaceful cities that you’ll rarely do anything much in, apart from the missions that are set in them, or trips to the far-spread-apart armor and weapon smiths, item stores, etc.

 

– The game isn’t as good as the first Guild Wars. It’s maybe 80% as good, to put a somewhat random value on it.

– Why is Kryta a medieval forest now? It’s supposed to be a jungle. I know 250 years have passed, and there were some forests to Kryta’s north in the first game, in areas you couldn’t go to much, but still.  Way to make it more generic.  Divinity’s Reach is huge, but design-wise is generic medieval stuff, and bears almost no resemblance to Kryta or the architecutre styles of Lion’s Arch; this is more a European version of the city in Factions than anything.  Towns that do return from the first game, like Beetletun, have suffered similar declines in uniqueness.  I know a lot is going to change over time, and a lot of people from Ascalon have come to Kryta and that would have an impact, but still… is anything left of Kryta at all? And why are the trees all normal trees, with no sign of Kryta’s jungle anywhere near where it was in the first game?  You have to do down to Lion’s Arch or points southeast to find the jungles this time.  “Changes over time” is a good excuse, but “changes over time to something more generic” isn’t a great one.

– Servers — In GW1, servers were based on region only. Everyone in America server was on one server. When in towns, you’d be broken off into Districts based on how many people were in the zone, but you can switch between Districts with a menu on the screen, so it’s not a problem. However, GW2 does things entirely differently — like with traditional MMORPGs, you have to choose a preset server that you’ll be on. There are 48 servers each for the US and Europe. Each is entirely separate most of the time, with its own separate version of the world and separate playerbase. You can temporarily change servers in PvE from the character select screen, but cannot change while playing, and you are always stuck in only one server at a time. The only exception are Overflow servers, for when a server is full; those are shared between multiple servers, but you return to your main server once space is available so that’s a somewhat minor point.

So, yes, another MMO element brought to GW2 that didn’t exist in GW1, now in this game you’re tied to a specific server. You can change servers, with minor penalties, so it’s not as strictly limited as it is in many other MMOs where characters on a server are stuck there forever, but even so, this is definitely yet another more unwelcome than not MMO carryover feature included because they wanted to make this game more likely to be as popular as WoW, so they made it into an MMO.  But darnit, Guild Wars was a better game than WoW… sure, I get the idea of having servers — it ties you at least somewhat to a community, allows for the World v World multiplayer, however that works, etc — but still, versus a GW1 style of just having everyone together, with a number of servers to flip between on screen depending on how many people are in the zone? Seems inferior to me. And I’m sure they could have come up with ways to have other multiplayer modes, so I don’t think I could quite believe a “it’s required for WvW reasons” explanation. Obviously the answer is just “because it’s an MMO now”, but well… see the rest of my comments. :p  I don’t like this system where you have to choose a server, and then only see people from that server… it’s such an artificial breakdown, when the contents of all the servers in each region are all the same.  GW1 had a better system for sure.

– Servers: more on the major problems with GW2’s MMO-standard server system — So, why is the GW2 system so bad, and so, so disappointing compared to GW1?  First, as I said above, splitting everyone up into so many different, hard-locked servers, where you can only temporarily switch from server to server (permanent main server switches require real-money payment!), is worse game design than having everyone together, as GW1 does. I’m sure this point could be argued, but while I can somewhat understand a regional server breakdown, I absolutely do not like having a breakdown like this within each region. It divides people for no good reason. Sure, in GW1 with all of those Districts you’d run into a random number of people each time, but it’d always be DIFFERENT people. In GW2, you’re only going to see people from your 48th of the regional server each time — it’s an obvious, and substantial, downgrade.

And on that note, beyond the limited number of people that draws from, that has potential playerbase-per-area problems as well. I mean, for anyone who remembers GW1, in the opening weeks and months after a new game launched (of the four, or the free mini-addon Sorrow’s Furnace), there’d be a lot of people around. However, over time, as people move on, player populations in earlier zones decreased. They helped this a bit once Expert mode was added, but still, the fact that there were now three worlds, one with two campaigns on it, did lead to a spread-out playerbase. In many missions or towns, if you wanted a player group, you could wait for a long time with no success, and this was in a game with one server per region (remembering that the US, EU, etc were separate servers too in GW1), not 48.

But in GW2, GW2 does the MMO-standard thing of having separate servers, each with entirely different player populations. That means that if you have areas with few people in them, like GW1 has lots of these days, you’ve got 1/48th as many people in any one specific server, yes? And sure, you can switch servers from the character select screen, but you’re still stuck in only one server at a time, and THAT is the issue here. That’s an artificial restriction that didn’t exist in GW1, regional servers excepted, and shouldn’t exist in the sequel either. GW1’s Districts solution is a far better one than this.

Of course, as I said in my last summary post grouping isn’t nearly as important in GW2 as it was in GW1 because of the MMO design, so the effects of this aren’t quite as significant as they would be in GW1. If the answer really is “well this is an MMO now and not GW, so don’t worry about it because grouping doesn’t matter as much as it used to anyway”… well, that’s getting pretty far away from what the whole point of GW was, that’s for sure!

Anyway though, regardless of that, it IS a potential issue. I assume that they’re hoping that the fact that there’s only one campaign right now instead of four, the massive game design changes, and that they’re hoping for even more sales this time, will deal with the potential issue, but we’ll see if that is accurate or not. No way to know right now, but based on what I saw in GW1, I’m skeptical; there never were any such issues in the betas, not with the time limits and with how they didn’t let you go to the whole world, they appeared in the full games after release, over time.

It’s nice that you can have friends in other servers, group between servers, etc, but seriously, that’s just fixing things around the edges of the problem, much like how they apparently want to add a lot more viable builds for each class, but of course won’t just let people make their own skillbars, and are sticking with this stupid weapon-based skillbar concept. I saw that excuse that that wouldn’t add that many “viable builds”, but seriously, that’s a weak excuse.

 

– Character creation – I wish that the old hairstyles and similar faces returned. With how customizable the faces are this time that part’s not really an issue, but hairstyles are — there are only so many of them, and very few of the first game’s ones return. I was hoping to create some characters as similar to my GW1 characters as possible, but with how different the hairstyles all are, that’s impossible, unfortunately.

– Costumes – I fully understand that the costumes are clearly a work in progress, so I won’t complain about much here (this is something that comes together late, of course), but I do want to state my disappointment that each race has one preset, unchangeable, identical underwear set for the whole race. All Human females have identical yellow bra-and-panties sets, for instance. In GW1, underwear was class-specific, so each class looked different. Not anymore, apparently, unless they’re going to add it later.

– Framerate – The framerate’s … iffy, at best. Now, I know that my computer’s not exactly high end for this game, so I was expecting this — though I have a GeForce GTS 560 now, the Core 2 Duo 2.4Ghz CPU I have holds it back for sure — but well, that’s one reason why GW1’s mostly-instanced design was great. The computer I played GW1 on (from the first betas in ’04 until early ’07 when I got a new machine) was pretty dated, and I’d often hit single digit framerates in the larger towns. Kaineng Center for instance absolutely kills the framerate on that computer, when at all busy. But out in the zones, I’d get playable 15-30fps framerates, so I could keep the graphics settings high, which I like. But in GW2, it’s an MMO, so you’ve got lots of people on screen at once. And owrse, they try to draw in lots of people with the time-based events. During those, on this computer the framerate just completely falls apart. The game’s quite playable most of the time (I don’t know the exact framerate, is there something like -perf for GW1 to have a framerate display on screen?), but when a lot of stuff starts happening, it gets really, really choppy. Makes it hard to play to say the least. But if I reduced the graphics settings to minimum, it’d be kind of a waste because I want to see it looking nice, and most of the time it’s playable. Bah. Just one more reason why I like GW1’s design more than this, as interesting as the events-in-the-world concept is. They need an option to have the graphics scale down automatically as the framerate plummets, or something, and then have it scale up again once you’re out of that fight. That’d be great. 

– Skills – The skill system seems much more limited this time. I know that you unlock more options later on — the ability to switch between two different weapons, additional Traits you can choose between, etc — but still, in GW2, a lot of skills are tied to weapon types. I understood that they were trying to greatly reduce the number of skills in GW2, versus the huge bloat GW1 had built up after four chapters, and they have, but instead of letting you equip any eight you want, in this game, the skills you get depend on the weapon you have equipped. Each weapon type has a preset group of skills that it enables, three skills for the main weapon, two for the secondary, plus four class-specific abilities, and the Traits I mentioned above that you unlock later. I like some of the new options, like the class-specific stuff, and some of the changes (Mesmers are easier to use this time, for instance), but there are some real issues with this design. I mean, I want to choose what skills I want to use, I don’t want to have it preset based on weapon choice! That limits skill options so much versus the first game… seems like it’d be hard for it to do anything other than reduce the strategic depth of the system. I assume they added the other stuff to try to make up for it, but while the system isn’t awful, sort of like in Phantasy Star Portable (which has weapon-based skills, as opposed to the free skill selection system of PS Online and PS Zero), why did they do that in the first place? It’s not as good. You have more skills available at any one time than you do in GW1, but because of the limits on what skills you have (choice is much more limited), at least early on you actually have a lot less options. Disappointing. (Also, do you ever get any choices for class skills, or is everyone in each class stuck with the same four?)

– Skills etc. – For instance, my main in the first Guild Wars was a necromancer. I focused on blood magic, so I had all skills from the blood necromancer line (and a few monk skills for healing/res). But in this game, at least for the weapon skills, you seem to have far fewer choices. Is there more to be revealed that we don’t know about, or do the skills you unlock later on help give you more choice? I have no idea, but I’m only at level 5, so I’m not exactly far in the game.

– Skills/Classes, and how much they are like their counterparts from the original game – Another thing I want to mention about the skills is that the skills in this game are almost all new, it seems. The classes mostly have the same names or concepts, though there is one entirely new one in the Engineer, but the skills are all new. This is understandable, they want to do something different, but not only are the skills all different, the classes play pretty differently too. My biggest concern about GW2, ever since it was first announced back in ’06 or ’07, was that it sounded like it wasn’t enough like Guild Wars, and that they were aiming for World of Warcraft players instead of aiming for Guild Wars players. Having played the game, I think that impression is absolutely correct. As someone who absolutely LOVED Guild Wars, but has never been interested enough in traditional MMOs to stick with them for more than a few hours, this has always been very disappointing to me. Well, the game IS good, but it’s not very much like Guild Wars in a lot of ways. The classes play differently, the skills are different, the basic game design is different (preset weapon-based skillsets, unchangeable class-specific skills, etc.), the game’s an open-world MMO instead of a mostly instanced game, etc. This is a good game, but it’s not anywhere near enough like the great original title!

– Enemies – You can’t clear out zones anymore. That is, in the first GW, enemies you killed stayed dead until you left the zone. This gave the game a sense of permanence — Death penalty returns, but enemies respawn, QUICKLY, in this game, which means that the challenge of dying and then having to decide about whether to go in and try again, because you’ve killed a lot of enemies in this area and if you give up and leave you’ll have to kill all the ones you’ve beaten already over again, or retreat back to town, get your DP healed up, and try it again from the start, simply doesn’t exist in this game. The closest thing GW2 has to it are those timed missions; obviously, you don’t want to warp somewhere far away (because warp points in GW2 are far less frequent than res shrines are in GW1, so you’ll have a much longer trek unless someone rezzes you. At least anyone can rez someone down, though, going by the “healers are gone from this game” design.), because you could run out of time. Apart from that, the main other thing would be related to the point below. Anyway though, I liked being able to clear zones, so this “the zone is full again by the time you’ve gotten just a few screens past where you just were” is pretty lame in comparison. It really hurts your sense of accomplishment when an unending stream of spawning enemies keep appearing behind you, replacing the ones you killed! GW1 has no stupid spawning enemies. Better design, in my opinion. (And yes, I know you can’t have permanent kills in an MMO like GW2. That’s one more reason why I like GW1’s instanced design.)

– Transport – The game has fast transport, of course, but for some insane reason, you have to PAY to use it. And it’s both not cheap (well, it is, for short-range stuff, but the costs add up!), and increases in cost depending on how far you want to go. What the heck, ANet, why would you do this? This is seriously one of the worst things in this list of negatives. You should not have to pay to use the fast-travel system. It should be like how it is in GW1. Also, how about some resurrection shrines, instead of forcing you to hope someone shows up to heal you, or forcing you to warp back all the way to a warp point and then walk the whole way back to where you just were? That’d be like if in GW1 there were no res shrines in the zones, and instead you went back to the zone entrance, or the middle of the PREVIOUS zone, when you died. Um, there’s a reason the first game had res points all over, it’s annoying when you have to run long distances! And on the same note, it’s a complete pain when the game forces you to warp back and forth for missions, paying money every single time you want to use the warps. Bad design!

– Exploration – One thing I really loved about the first Guild Wars was exploring the world, and having that exploration matter as I revealed the black areas of the map with each character. Some areas didn’t have permanent maps, like caves, the Underworld, etc, and that was annoying, most most did. In GW2, however, exploration is mostly removed from the game. Instead of being able to explore for yourself, the instant you step foot in a zone, the entire zone is revealed to you on your map. It’s tremendously disappointing, and is a significant design flaw in my opinion. They try to keep some shreds of an exploration element by having Waypoints (places you can transport to) to find, and by marking certain points on the map for you to reach and reveal their names, but those points are marked on your map already from the instant you get into the zone, so there’s no surprise, and no actual exploration. This is Guild Wars, Dumbed Down Edition. Now, I know you can look up maps online, but still, being able to explore the zones myself was so much fun in the first game. “Go to the exploration points marked on your map” is a pale, pale shadow of that. Pretty sad.

– Guild Wars 2 doesn’t have “click on the ground to move” — it’s been removed from the game, you have to move with the movement keys only. Now, I didn’t use click-on-ground-to-move all that often, but I did use something else relating to it all the time, as did everyone — in GW1, you can click on a character or enemy and then hit the button, and your character will automatically run over to that character and attack or interact with them. In GW2, this is entirely gone — you have to manually move over to whoever you want to interact with. In crazy-hectic battles with my screen completely full of action, this makes for a challenge, because just figuring out where the enemy I just selected even IS can be tough. I assume this is to add more skill to the game in some way, because of all the other changes I’ve mentioned that seem to reduce strategic options, but seriously, this just ends up being really annoying. I don’t think that forcing players to move to enemies themselves, and entirely getting rid of all auto-move functions, is a good change. At least autorun on R makes a return, but that’s about it as far as I can tell.

– 80 levels instead of 20 was unnecessary. They obviously increased the number in order to compete with WoW and such, and people who expect lots of levels, but GW1 showed how all of that stuff isn’t necessary to make a great online MMO. Of course PvP is at a flat par, as expected — all players are lv. 80 in PvP from the start — but for the single player, it’s a pointless change.

– Negatives of the Standard PVP Mode, or, Where is the Random Arena? – The main criticism I have is that there’s nothing like GW1’s 4v4 Random Arenas (RA), which as I said at the top was my favorite thing in GW1’s PvP side, and the only GW1 PvP element I played much.   However, while GW2’s main, point control-style multiplayer mode, as described above in the “positives” category, mode is pretty good, where’s the simpler, team versus team mode comparable to the Random Arenas?  Why in the world would they not include that in this sequel?  I know that they’re changing a lot of things in this sequel, but this is another one that by no means should they ever have even considered removing.  This GW2 mode is much more complex and doesn’t have the quick-fun, play-a-few-minutes-and-go simplicity of the 4v4 random arenas.  It also doesn’t have a clearly defined ending; instead, you just keep spawning, and the matches just keep coming.  RA is not something they should not have removed.

 

Finally, I’m going to have a special section for missions, because they were one of the most important things in the first Guild Wars.

+/- Missions, GW1 Background Information —  In the original GW, the main (story) game centered around a Mission – town/travel to next mission – Mission sequence. That is, the centerpoint of the game was the mission tree, bringing you through the mostly linear story.  Each game had 15-25 missions, sometimes with some branching options in the later campaigns.  As I said, this was designed for parties, and for the first couple of years after launch, one of the best ways to play GW in a group was to do that in missions. Playing Quests with others — that is, the quests you get in the towns and do in the main overworld — could be fun too, but since the overworld is so large, people often want to explore there. As a result, unless you were with people you knew, or were in a guild with, or something, apart from groups to go to the next story destination, grouping in the overworld would be less common; people want to do different things. In Missions, however, the design brings people together, like it does for PvP but with a story and a PvE focus, and they were great.

However, after the release of Nightfall in ’06 and the addition of Heroes, that started to break down, and people mostly played the missions with their Heroes, AI allies you could set up skillbars for and give orders to. Heroes made soloing missions (playing missions without any other human players on the team) much more possible than it had been before with just the dumb AI Henchmen. Also, people were spread through three and then four campaigns, which didn’t help.  ANet did add the Party Search window to help here, but that doesn’t help so much when very few others are looking… still, it was something, and it did help. And indeed, when you did actually manage to get a group together for a mission, it was as fun as ever. The same goes for when you got together human groups for things like the EotN dungeons, etc.  However, overall, the huge reduction in player groups in missions really hurt the game, in my opinion — yeah, you can beat most missions with just heroes and henchmen, but it’s not the same.

+ Missions in Guild Wars 2 –  While I also have some important criticisms, GW2 does do some things right with its missions.  In GW2, missions are much more single player focused.  While you can play them with others, as I will describe in the “negatives” section, they are mostly designed for solo play.  This isn’t good from a multiplayer standpoint, but does lead to many more choices in the missions, as I mentioned earlier, which is great.  I like being able to actually make choices and have them have some kind of effect.  The missions are fun to play, too, whether they’re entirely solo, or whether you play them with an AI ally.  The story is solidly done as well, no complaints there.  I also previously mentioned the multiple opening arcs, depending on your origin story; that’s a nice touch.  I had fun with the missions while playing them.  Missions are varied too; one even was entirely non-combat, which was pretty cool (though it could have been longer, maybe, it was definitely fun).  Note that like in EotN, Missions happen in sectioned-off parts of the overworld, not in special mission zones.  I like the special mission zones with lobbies, as used before EotN, more, but this works okay.

– Guild Wars 2 Missions and Multiplayer – In GW2, at least so far, the story tree seems to be entirely a single player affair. You can play missions with others, if you’re partied with someone, but only the first player gets to make any of the choices; everyone else just watches, and only does anything during the action. Also I didn’t see anything like the Party Search window; that’d be a significant loss, really, given that the game in general is, like most MMOs, not designed for as much formal party formation with random other people as GW1 was. It’s clear that while the option is there, the focus is strongly on people doing this in single player.

Anyway, I like that the missions are instanced. At least something is. However, I find it so, so odd that they seem to have decided that the solution to the “people aren’t grouping for missions very often” problem was to, well, mostly get rid of parties in missions, as I explained above. I understand that that allows them to allow you to make more choices, which is good, but Nightfall and EotN had a degree of branching, while still allowing parties of course. I don’t know, there has to have been a better way of splitting the difference here and both allowing choice, while maintaining the multiplayer nature of the missions. And given that GW2 has neither Henchmen or Heroes, really, just occasional AI allies in the missions, people would have some incentive to group…

Of course, that there weren’t enough people was WHY they added Heroes to GW1, I assume, but still. I know that these are tough problems, and I can kind of see why they did what they did, if I’m right about it (can anyone clarify for sure? Does it stay like that even after the personal intro story part, for instance? Or are they not revealing that part yet…), after trying a bunch of different things through Guild Wars 1 and its addons, but… there has to be another way than this…

– MMOs and Formal Grouping –  This isn’t exactly about missions, but it’s a good final thought.  On a related note that I referenced above, because of the instanced design, in GW1 you’d often make formal groups with a random group of other people, either in random arenas, or in missions when you actually had a player group, or for a special dungeon, or what have you. But in an MMO like WoW or GW2, that seems less common, because you might run across someone in the world in that same area who’d help out at that moment, something that couldn’t happen in GW1, but without the conversation or actual grouping that you’d get in that game.  I mean, in something like GW2, or WoW, how often do you actually make groups, or talk with the other people while doing stuff? I’m sure people in guilds do, for raids or what have you, but for the kind of thing I’m talking about? I admit it happened more in GW in the earlier years than more recently, but still… there are going to be many more people around in GW2, but will, like often seems to be the case in MMOs, there be less actual (verbal/written) interaction? It looks that way to me, unfortunately.

Overall, the game’s very fun and addictive. The numerous problems I mention above, and some others I surely didn’t get to mentioning, are issues, but they don’t ruin the game. As I said I do think the first game’s better, so far, but … well, seven hours in a day and a half? It’s been a long time since I’ve played a PC game that much… I’ve gotten a whole stack of stuff from digital-download sales, and a bunch of used older (’90s/early ’00s) PC games too, but somehow it’s been several years since I’ve played one a lot, like I did with Guild Wars back in ’04 to ’07 or so. Well, this could be that game…but no, it isn’t Guild Wars, it’s something quite different with similarities in name, graphics, and music, pretty much. I wonder if ANet will succeed this time. I mean, Guild Wars was successful, but ANet clearly wanted it to match World of Warcraft, but that didn’t happen. So, the sequel is much more of an MMO this time. Will that make it more successful than the first game as a result? I loved GW’s mostly-instanced design, but I wouldn’t be surprised if this game does do better, because a lot of people seem to prefer MMOs like this to GW’s style.  I don’t, but there are some things to like in this game even so.  But it’s not anything like Guild Wars and that’s a problem.

 

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Power Piggs of the Dark Age (SNES) Review

(Note: This is a substantially improved version of a review I originally wrote in 2008, not posted here before.)

  • Title: Power Piggs of the Dark Age
  • Developer: Radical Entertainment
  • Publisher: Titus Software
  • Released: May 1996
  • Platform: Super Nintendo
  • Genre: Platformer

I got Power Piggs of the Dark Age in summer 2007, complete with box and manual, from a movie rental store that was in a town we happened to be at vacation in, along with a couple dozen other SNES and N64 games.  All of the games came with boxes, but not all had manuals.  Anyway, I’d played Power Piggs a bit, but had only gotten to the second level or so… too many games to play, didn’t make time for this one too.

The cover.

However, I eventually decided to play the game more seriously.  I’d been going through my SNES games and sorting them into piles by genre and maximum number of players, and this of course made me want to play some SNES, which I hadn’t in a few weeks… so I picked this one, and started.  I got through the first four levels — half of the game, as it turns out — that night.   The next day I continued playing and got through levels 5-7 without too much trouble, though there were some tricky spots.  Level 8, however… level 8 was harder, fortunately.  I got through it in the end, though, and enjoyed my time with the game.  The game feels unfinished and lacking, but has some original ideas and is fun enough that I like it despite the incomplete feel.

Power Piggs of the Dark Age’s story is told in the manual in comic book form.  Indeed, I’d recommend getting a copy of this one with the manual, because apart from three pages telling you how to play, the rest of the manual is entirely taken up with a silly and entertaining backstory comic book that introduces some of the plot elements and characters, too.  It also sets the stage for the incomplete feel of the game as a whole, however.  Still, on its own, it’s decent.   The story tells of a Medieval-style fantasy land where three Piggs own a donut shop.  That’s just their cover, though; in reality, they’re heroes, fighting for justice against the evil Wolff wizard trying to enslave the land.  Or one of them is, anyway.  The other two appear in the comic and on the title screen, but not at any point in the actual game.  Presumably they were supposed to, but got cut at some point.  Even so though, the game has a strong humorous tone, and is amusing.  I mean, “Medieval hero pigs with a donut shop versus the evil wolf wizard”?  Yeah, that’s a silly fun plot. 🙂  And they really do love donuts — in the game, donuts are everywhere.  Whoever came up for the concept for this game must have been someone who was really, really hungry for donuts… your special weapons are all donuts, the pickups you collect (100-for-an-extra-life) are donut holes, your character’s an overweight pig who owns a donut shop, and more. 🙂

 

So, the gameplay.  In Power Piggs, you play as Bruno the Pigg.  As I said above, those other two characters from the cover and comic don’t exist in the game.  His actions were clearly inspired by Aladdin of the Genesis version of Aladdin, as he has a sword as his main attack, and takes damage if he touches enemies — so don’t jump on their heads!  His secondary attack is, like Aladdin, a throwing item; in this case donuts, not apples, to fit the humorous theme of the game.  In this game, however, there are several different types of donut weapons, from the basic throwing donut to the homing donut to the one that sticks around on the screen for a while, killing every enemy it hits in one hit.  He also has a slam attack (hold down when you jump), for breaking open crates to get at the contents inside.  When floating in a blowhole’s vent (note: blowholes are air vents that blow you into the air, and they’re everywhere in this game.), you can do a spin attack by pressing right or left and attack simultaneously.  There are a variety of enemies that you quickly become familiar with as you progress, from the archers hiding in windows to the other archers that chase you down to wolves (er, Wolffs, sorry… 🙂 ) shooting fire to a wide variety of others.  Each type of enemy takes predictable types of motions you can get used to as you face them more, and the game keeps introducing new enemy types until the last level to keep things interesting.  The game’s most unique gameplay element is in level design however, not character or enemy design.

First Level

Indeed, Power Piggs’ level designs come straight out of the “huge and complex” field.  The levels are quite large, with a main path you have to follow that often involves having to find a hidden path.  The hidden paths are often marked with some kind of clue to get you to go there, but are hidden.  They’re full of hard-to-access secret areas full of items to collect, often with alternate routes or large areas you can explore before you move on to the next part of the level, and often seemingly as many screens of height as length.  You do not just run right in this game, you go in every direction.  There are also no instant-death pits, which is great; there are some spike beds, but they only do damage, they don’t instantly kill you.  There are some pit traps and many jumps, but falling only sends you back or to an area you will then have to work your way out of, it doesn’t kill you.  This design decision works well, and the levels are interesting and fun to explore.  Level designs are pretty good.  The most unique element, however, are the aforementioned blowholes.  Blowholes are air vents that push you upwards into the air, which may not seem like an utterly unique concept, but I don’t know of any other game with anywhere near this many of them.  Every level is filled with blowholes.  You float up to higher platforms in them, fight in them, use them to get out of pits, fight bosses in them, and more.  Bosses come about every other level, so you’ll fight four bosses in the game.  Whether or not you like the game will likely depend in large part how much you enjoy the way the blowholes work.   I found the concept fun, myself. It’s somewhat original as implemented here, and floating around in the air is fun.

Floating on a blowhole

Floating on a blowholeThere is one frustrating element to the level designs, however: Checkpoints are often hidden just like items are.  This makes you really want to spend your time searching, because you really, really want to hit those checkpoints, and even in the first level, it’s easy to miss them if you’re not paying attention and watching for them.  Always pay attention to the paths made by the donut hole pickups, and follow those arcs with your jumps as much as you can!  I didn’t really mind this, however.  Making you work for your progress instead of just giving it to you, and having some more non-linear aspects to the game, are things that can work well, and they do here.  I think it works great overall, even if it causes a bit of frustration along the way; there are more than enough games out there that hold your hand the whole way along.  This one actually makes you think a bit to get to your goal, while not being TOO frustrating or obtuse.

Oh, and the last level may have been tough, but I wouldn’t have wanted it easier… it was hard, but quite doable once you’ve learned the level through a lot of trial and error.  Be careful, memorize what to do at each challenge, search for the more powerful donuts and use them strategically at the right points, and win! 🙂  The level is quite a bit more challenging than the previous levels in the game, though.  You’d hope the last level would be tough, particularly in a game with only eight levels, and it was.  Enemies are all over, every kind of enemy in the game is present in force, there are a lot of very hard to avoid hits, blowholes everywhere make navigation tricky, there are many frustrating jumps that are easy to miss, forcing you to return to the last checkpoint, which, on that note, are quite far apart — the stage has three checkpoints, two in the middle and one before the boss… which isn’t much, with how far you go between them.  So yeah, it’s a nice, tough classic side-scrolling platformer level.

As for the graphics and sound, as you can see from the screenshots and as I said earlier, the game has nice cartoon art.  I like the visual look of the game.  Each level has a somewhat different look as well, so they don’t all look the same.  The enemies are amusing too; all are fantasy-medieval animals, and each is silly looking in their own way.  I like the art design here.  The music is similarly solid.  Sure, it’s nothing incredible, but it’s more than good enough to do, and the tunes are a bit catchy as well.  No complaints here at all.

In a house

Despite how fun it is, the game does have several important flaws, unfortunately. The most obvious is how incomplete the game feels.  While the game clearly was supposed to have three playable characters, you’d think, only one is.  The other two are MIA, or something.  The game’s short length reinforces this incomplete feel.  Eight levels isn’t much, particularly when most of them are only moderately challenging.  A third element reinforcing that this game has to have been rushed is the password system.  You see, this game has password save… but there’s only actually one password.  For some bizarre reason, you only get a password at ONE point in the game — at the beginning of level five, halfway through the game.  What the heck?  Why… why not every two levels or something?  That’s so weird… and annoying. Sure eight levels isn’t long, but the last level takes a relatively long time to finish. It’d be great to be able to turn off the game and then later start right from that point, or at least from level seven (because as I mentioned above, there are only real bosses every two levels or so). You do have infinite continues (from the beginning of the level), but while great, that doesn’t help if you want to turn off the game. Oh well.

Also, I know I’ve mentioned it repeatedly, but I just find it really strange that the other two characters are absent.  Despite the box, manual, and backstory all clearly mentioning and describing the three Piggs in your heroic team, and the ending of the comic showing all three of them charging out to defeat the evil Wolffs, you can only actually play as Bruno.  The other two only appear in the manual and main-menu screen art, with one exception: for no apparent reason, when you touch a checkpoint, the point turns into an image of one of the other two character’s head.  I have no idea why.  The other two weren’t kidnapped by the bad guy or anything like that; they simply aren’t in the game. Odd. Was this game shipped only partially complete? Was it originally supposed to be much more ambitious with multiple playable characters, but they had to cut back (the fact that there is a password system but only one password also makes me think this happened, as I’ve said)? Was it supposed to create a franchise and later titles would bring in the other characters in a more substantial way, but the game wasn’t nearly successful enough to earn that? The ending is sufficiently “there could be a sequel, so be prepared!” to think that any or all of those may have been the case… but despite how much the artwork and design make the game look like it’s a licensed game based on some obscure early ’90s cartoon, it’s not. It’s an original design.  I’d be interested in hearing the backstory behind this game’s production.  Unfortunately, I’ve never found anything.  Too bad.

Oh, and one final oddity.  After beating the game and watching the ending cutscene (the Power Piggs are thanked by the happy Piggs for saving them from the evil Wizard of Wolff!  Shocking!), it sent me back to the beginning of level 8 again… Uh… I don’t get it, I don’t know if I’ve seen a game do THAT before… some games loop you back to the start, but looping you to the beginning of the last level?  How odd.  Oh well, I won.  You can beat the last level again then if you want, or something?  Strange, but minor point.  Fun game. Kind of rare, too — only a couple copies are ever on EBay… it’s not expensive, but is a bit rare.

Finally, the game does have some cheat codes.  Or rather, it has some hidden passwords that you will only find online, and not in the game.  Check GameFAQs for the list, but two of the secret passwords allow you to start from two more of the levels.  Not coincidentally, these levels are levels 3 and 7, so despite what I said above, you can indeed start from the other quarters of the game — you just aren’t given the passwords while playing.  Thanks.  Of the other three, one gives you a special credits sequence, one gives you a special message, and one a little shooter minigame you can’t play without this password.  This shmup is called “Bad Guys from Space II”, and it’s not half bad, really.  It’s a very simplistic game from the Space Invaders or Galaxian mold, where you move left and right and shoot at enemies coming down the screen at you, but it’s decently fun enough for its genre.  Amusingly, while your ship is an average shmup spaceship, the enemies are all digitized heads of three of the programmers. :p  Yeah.  Silly stuff.

Overall, I liked the game quite a bit, despite its issues and length.  I think it’s a lot better than the game’s two GameFAQs reviwers do (a 3 and a 4, and one of those reviews wrongly says that the game has only six levels?), for sure.  It’s a decently good, interesting, and somewhat unique platformer.   The artwork is great, in that Western cartoon style, and the music is pretty good as well.  These two factors definitely helped keep me interested through the game — the art and music are very well done.  In the end it’s not a great, great game, but it’s a solid, fun 16-bit platformer that fans of 2d platformers with exploration, Genesis Aladdin, or floating-in-the air action might want to try.  This game is very poorly known, but it’s actually good, or at least average.   Score: C+.

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