PC Platformers Game Opinion Summaries – Intro and Part 1

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

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

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

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

Games Summarized In This Update

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

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

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

Table of Contents

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

List of Titles To Be Covered In This Series

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

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

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

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

1B. 3D Platformers – PC Physical Copies

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

2A. 2D Platformers  – Digital Download

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

Maybe consider including:

2B. 2.5D Platformers – Digital Download

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

2C. 3D Platformers – Digital Download

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

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

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

2D

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

3D

Miko-san’s Miracle Board (always freeware)

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

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

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

Nothing I can think of at the moment.

 

Summaries

And now for the actual summaries in this first update.

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

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


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

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

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


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

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

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


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

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

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

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

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


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

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

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

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


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

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


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

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


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

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

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

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

As for flaws, there are a few I guess.  Playing the game again now, the game is fairly short, and there aren’t a huge number of levels.  Also, the shared tileset and limited enemy variety are of note.  Additionally, sometimes you can accidentally shoot when you meant to do a tricky diagonal pogo jump because of the two-button control scheme.  The scoring system is also partially pointless, since you can save between levels and retry stages as long as you have lives, so you aren’t working from a set maximum score; it will just go up as long as you keep playing, though watching it increase is fun.  Even if most ‘only’ got me points, I have very often found myself trying to get every item I can in Keen games.  And last, some will dislike the often open nature of the stages.  I think that the game strikes a good balance here, with levels short and well-designed enough to hold up well design-wise compared to console platformers while also having lots of stuff to collect as was common in Western platformers of the day, but this is a matter of taste.  But overall, Commander Keen Episode I: Marooned on Mars is a fantastic game and one of my favorite platformers.  This great game was better than any PC platformer that came before it in both graphics and gameplay, and has some of the most fun game design around.  The art design and stage layouts are great as well.  I really like things such as the lighting in the Yorp temple mini-stages, areas with Gargs suddenly charging in at you out of pipes, and more.  This is a fantastic, must-play title for any genre fan.  This game is shareware, and is also available in digital-download compilations of Apogee and Commander Keen games.


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


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


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

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

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

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


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

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

Within the levels, though, Keen 6 is pretty much the same as 4, structurally.  The graphics and enemies here are all-new, of course, as always, but the engine and gameplay come straight out of the Keen IV style.  Of course, this means it’s outstanding, just like its predecessors!  This time Keen is on the planet Fribbulus Xax, home to the giant green Bloog people.  So yes, as in every Keen game, the setting and enemies are new and game-exclusive even though the core gameplay is shared by the previous two episodes.  Keen is there to rescue his babysitter who was kidnapped by aliens.  So yes, the last Keen game has the series’ first and only “rescue the girl” plot, though she is not a love interest.  I don’t like “rescue the girl” plots, of course, but 6/7 is not bad and at least it’s done entertainingly here.  The level designs are as good as ever, though this game is probably a bit easier than Keen 4.  If they eased things up a bit for the retail release, it was probably a welcome adjustment.  Keen 6 is still plenty hard, with some very tough levels and many of the usual grueling optional areas full of stuff to get, but this is the fun kind of challenge that keeps you coming back until you beat it.  This is a fantastic platformer, and exploring the levels for items, hitting the now cartoonishly-giant switches, and going into those tough areas even if there is no real reason to is all great, great fun.  Keen 6: Aliens Ate My Babysitter is a nice looking, well-polished game with the usual great controls and level designs you expect from the series.  Definitely play it if you can, it’s one of the best!


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

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

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

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Article: Losing Rare, and How Nintendo Lost Western Developers

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

Introduction

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

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

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

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

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

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

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

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

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

Iwata’s New Direction

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

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

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

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

Losing Rare, and Rare’s Games

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

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

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

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

Losing Rare to Microsoft Made Things Worse

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

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

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

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

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

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

Conclusion: The Wii and Beyond

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

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

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

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

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

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

Games covered in this update

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


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

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


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

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

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


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

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


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

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


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

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

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


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

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

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


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

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


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

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


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

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


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

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

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


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

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

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

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

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

Games covered in this update

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


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

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


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

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

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


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

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

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


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

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


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

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

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


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

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


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

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


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

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

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

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


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

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

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


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

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

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

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

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

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

Games covered in this update

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


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

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


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

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


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


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

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

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


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

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

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


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

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

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


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

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

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


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

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


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

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


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

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


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

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

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


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

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

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


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

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


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

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


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

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

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

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

Games covered in this update

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


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

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


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


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

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


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

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

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


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

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


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

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


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

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


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

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


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


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

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


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


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

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


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

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


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

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Game Opinion Summaries, Part 12: Letter So-St

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

Games in this update

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


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

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

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

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


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


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


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

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

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


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

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

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

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


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


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

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


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

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


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

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


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


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

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


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

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

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


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

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

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


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

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

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

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

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

Games covered in this summary

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


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

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


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

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


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

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

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


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


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

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


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

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

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

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


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

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


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

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

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


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

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

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


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

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


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

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

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

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

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


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

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

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



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

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