San Francisco Rush 2049 Version Comparison: Nintendo 64 & Dreamcast, The Differences and My Preferred Version

San Francisco Rush 2049, developed by Atari Games and published by Midway, released in late 2000 for the N64 and Dreamcast.  It is my favorite game ever made in which you drive a vehicle.  I got the game for Nintendo 64 back in January 2001, and it’s the only game I have had for that long and have definitely played at least some of in every year since I bought it; next on that list would be Guild Wars, which I have probably played at least a bit of every year since 2005, but I’m not 100% certain about that, while I am for Rush 2049.  The game is not one of my most-played games ever, there are PC and handheld games I’ve played more, but it is the game I’ve gone back to more regularly than anything else.  That is one of the reasons it’s my favorite racing game; at first I liked F-Zero X more than Rush 2049, but then I realized that I was going back to Rush 2049 again and again and again, while after beating F-Zero X, I stopped playing it.

So, I have played quite a lot of this game.  Years after getting the N64 version, I got the Gamecube version in Midway Arcade Treasures 3.  I won’t be talking about that highly disappointing collection of great games much this time, though; Rush 2049 there it is a bad port of the Dreamcast version I will discuss below.  After getting a Dreamcast in August 2007, I got the DC version of Rush 2049.  It’s a great version of a great game, but the N64 and DC versions have differences, and I’ll go over those below.  I’ll mention the biggest issues with the Gamecube MAT3 version at the end of each category.  I would generally assume that the PS2 and Xbox versions of MAT3 will largely be the same, but I have not played those myself; comments from anyone who has would be great.

Overall, subjectively, the Nintendo 64 version is the one I still mostly play, but objectively the Dreamcast version is better in most ways.  After the version differences list, I’ll explain the four reasons why I mostly play the N64 version despite its not-quite-as-good graphics.

Table of Contents

  1. Feature Differences – Feature differences that are not graphical — multiplayer, control, music, and car colors.
  2. Graphical Differences – Graphical differences between the versions — this lists the various ways that the Nintendo 64 version was downgraded versus the Dreamcast version.
  3. The reasons I mostly play the N64 version.


1. Feature Differences

  • Car painting (N64 Advantage) – This is the one thing the N64 wins.  As I said above, you can choose the three colors your car will be painted in on the N64, out of a selection of several dozen colors, selecting a different color (if you wish) for each of the three zones on the car.  You can’t fully paint or sticker the car as you can in Top Gear Rally or some newer racing games, but it is a nice option.  On the DC all you can do is choose between eight presets, which probably aren’t quite what you want.  I don’t know why this is, but it’s a bit annoying, if minor.
  • Analog Acceleration (DC Advantage) – Unless the N64 game has some wheel support I don’t know about, the DC version has analog acceleration and braking while the N64 version, as per its controller, does not.
  • Multiplayer (DC Advantage) – On Dreamcast, Race (Single Race only), Stunt, and Battle modes are all playable with up to four players.  On N64 however, while Stunt and Battle modes are playable with up to 4 players, Race mode is for only 2 players max, probably because of framerate issues I would guess.
  • Music (No Clear Advantage) – The two games have similar soundtracks, but they are not the same.  The Dreamcast version has a total of 18 music tracks, while the N64 has only 12, and they are not all the same as the DC music.  The DC music is mostly based on the arcade soundtrack, while the N64 has a somewhat different soundtrack.  Perhaps because it’s what I am most familiar with, I’ve always liked the N64 soundtrack the best.  I think the compositions are better, and that makes up for the smaller number of music tracks.  The DC soundtrack is good, but just doesn’t match up to the N64 music for me… where they are different, I mostly prefer the N64.  Both soundtracks should be on Youtube, for comparison.
  • Track Names (No Clear Advantage) – On the N64 tracks are named with numbers — Track 1, Track 2, etc.  On DC however each track has a word for a name instead — Marina, etc.  This isn’t a better-or-worse thing, just different.  It’s just a bit weird that they didn’t use consistent labelling between the two versions of the game.
  • MAT3 – Feature-wise, Midway Arcade Treasures 3 is mostly the same as the Dreamcast version, but with longer load times because it’s a bad port.  The one major feature difference is that you cannot change the controls in MAT3; they are locked to one preset, and it’s not great.  In the N64 and DC games you can change your controls in the menu, but not in MAT3.


2. Graphical Differences

Here are graphical differences between the two versions.  First though, the list below compares the N64 game with the Expansion Pak attached.  Without an Expansion Pak, Rush 2059 for N64 has no in-race music, no moving objects on the tracks (planes, trolley cars, and such), and no Race Track 6 or Extreme championship.  Just be sure to always play it with the expansion pak.

With that said, there are no categories here where the N64 version is the better of the two; all categories are ways that the N64 is downgraded versus the Dreamcast.  The DC version looks very much like the original arcade game, so it is very impressive that the N64 holds up as well as it does– and it gets very close!  I have always thought that Rush 2049 is one of the absolute best-looking games on the N64, and it really is.  The game looks fantastic for the hardware.  It can’t match up to the DC however, and it’s interesting to look at the changes they made to get the game running on N64.

  • Resolution – The N64 version runs at the N64-usual 320×240 interlaced resolution as far as I know, Dreamcast at 480i or 480p, with VGA progressive scan support.
  • Framerate – Both versions run fine most of the time, but the N64 version does probably have a lower average framerate.  The N64 version also has some occasional framerate issues, particularly on Race Track 6, but mostly it is smooth.  The DC version probably runs at a higher framerate, though it’s hard for me to tell, and doesn’t have issues on Track 6.  The MAT3 version does have some framerate problems, at least on Gamecube, that make it run maybe worse than the N64 version.  But MAT3 has a lot of issues, so that shouldn’t be surprising.  All versions have some weird camera/framerate spinning issues while you’re high in the air in jumps in the stunt arenas, so that’s probably some camera engine issue and not framerate.
  • Textures – Of course the DC version has sharp textures, just like the arcade, while the N64 has lower-res textures.  The N64 textures look great, but they are clearer on DC.
  • Special Visual Effects – While as far as I can tell the draw distance and model polygon counts are identical between versions almost all of the time, the DC does do a couple of things the N64 doesn’t — on DC there is a reflection of the car on that disc the car sits on in the car select screen that doesn’t exist on N64; a building in track 3 has a cone of light emanating from the top of it on DC, while there’s no light coming out of the top of the building on N64 (there may be other similar buildings elsewhere with missing light effects, that one just stands out); on night tracks (tracks 4 and 6) on Dreamcast the cars have projecting headlights, while they don’t on N64.  That’s it, as far as I know.
  • Draw Distance – for the most part, both versions have full draw distance all the way to the horizon.  However, there are a couple of very minor instances of popup in the N64 version.  The most obvious one are the small vertical cables on the Golden Gate Bridge (the small cables that connect the top cable to the one along the bridge deck) have a closer draw distance on the N64 than Dreamcast.  This is one of the only places I’ve ever seen anything other than full detail all the way to the horizon in the N64 version.  The other place is that rarely, particularly in Race Track 3 or 5, when you go around a turn into one of the big open areas, stuff may pop in far in the distance.  This does not always occur and you have to REALLY be looking to see it before everything’s appeared, but I have noticed it a few times while looking for popup.  I don’t think the DC version has a similar issue but I haven’t played it enough to be certain.
  • MAT3 – MAT3 graphically is the same as the DC version, but with more framerate problems, particularly in 3-4 player multiplayer.  MAT3 in 3-4 player almost certainly has the worst framerate of any version of this game.  I’d recommend sticking with the DC or N64 for multiplayer.  Of course, as mentioned previously, the load times are longer as well.

Otherwise though, as far as I can tell the two games look the same, apart from the texture, resolution, and maybe framerate differences, fairly impressive for the N64 considering that both versions are down-ports from an arcade game with lots of added content made for the new console version, it wasn’t N64-first.   The DC version looks a little better, but the N64 version also looks great.

 

Why I Prefer to Play the Game on Nintendo 64

  • Nostalgia – I got the N64 version in January 2001, while I didn’t get the DC version until after getting that console in Aug. 2007 (and the Gamecube MAT3 version in between).  I’d played the N64 version a lot before getting the others, it’s the one I have the most memories with.  Rush 2049 is the only game I am sure I have had for that long and have played at least some every single year since I bought it, and it’s my most played TV console game.  There are handheld and PC games I’ve played for more hours for sure, but not TV console games, and there aren’t any other games I have had as long and played at least some every single year.  Maybe I’ve played Guild Wars (PC) at least some every year since ’05, but that’d be the only close contender in how often I go back to a game.
  • Stats / Save File – The game keeps track of total stunt points, time played on each track (not counting resets, though, which surely removes scores of hours), best times for each track, etc etc, and my stats are all in my N64 save file, which I still have from when I first created it.  The GC and DC save files don’t have anywhere remotely near as much time, times, points, etc. on them.  Of course not having to unlock everything again is also a big plus, it takes a while to unlock some things in this game!  Getting a million stunt points in those versions to unlock the Obstacle Course would be time-consuming, for example.  Why not just play it on N64, where my stats are all there?  I like being able to see how I compare to my old times, etc.
  • Car Painting – The one major feature the N64 version has over the DC (and MAT3 because it’s a DC port) version is that on the N64 you can directly choose the three colors you want your car to be painted in.  In the DC version, however, all you can do is just choose one of eight preset color sets.  I like my car’s colors on N64, and can’t make a car that looks like that on the other version.  I like my florescent green and purple car on the N64, but on DC/MAT3 the only green option is a somewhat bland teal and white one or a decent but not as great one in two shades of green.  Bah.
  • Controller – I like the DC controller quite a bit, but the N64 controller is one of my favorites ever.  The game plays great on DC, but I do prefer the feel of playing it on N64.
  • Soundtrack – The DC soundtrack is also amazing, but there’s just something about the N64 music that I really love.  Rush 2049’s soundtrack for the N64 is one of my favorite game soundtracks.

 

Conclusion

I like the game the most on N64, but I am an N64 fan, of course.  And the Dreamcast game is also amazing; I’ve been playing it some recently, and it is fantastic.  For anyone who has not played the game on one platform, just get whichever version you want, you can’t go wrong either way.  The DC version may look a little better, but the N64 version looks great as well, and the polygon counts per frame are mostly identical (apart from those effects I describe above).  Get whichever version you have the system for, on either system it’s one of the best games ever made! Just remember to avoid the MAT3 version if you want to play the game as it should be; get Rush 2049 for N64 or Dreamcast.

Overall, Rush 2049 is the best racing game ever made!  And it is the best stunt-arena game ever made as well.  And it’s perhaps the best multiplayer vehicular battle arena game of its generation.  And that Obstacle Course track is pretty great also; it inspired the recent PC racing game Distance.  Be sure to play this incredible masterpiece.

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Games By Genre: Dreamcast – Games List With Comments & Recommendations

This is my Dreamcast games list. I wrote the original version back in 2008, and improved it in 2012, and I think it still holds up quit well! I added a few games to this new 2015 version, and improved the formatting some due to WordPress’ additional features versus a forum, but it’s mostly the same as before.

Key

This list is sorted by genre, and within each genre, by region of release — ‘US’ for games released in either only the US or the US and other regions, ‘Japan’ for games only released in Japan.  Maybe I should separate the ‘US’ category into US-only and US/JP releases, but most games released in both regions.  There are a few US or US/EU-only games, though, so that might be helpful for anyone reading this not in the West.  The genres are in a somewhat random order, though genres where most games have similar multiplayer are grouped at the top.  Multiplayer games usually have the number of players that the game supports (for offline, single-system play) listed, either by genre for genres where most games have similar multiplayer, or by game.

Several additional markers identify exclusives and games I particularly love.  Exclusives are always one of the major reasons to consider buying a console; I first made this list in large part to counter the claims of people who said that all of the good Dreamcast games have ports somewhere.  They didn’t when I first wrote this, and still don’t, unfortunately.

Italics for  games either only released on the Dreamcast, or games only released on Dreamcast and PC or arcades — that is, true exclusives and home console exclusives for the system.

I also underline italicized games which are actually multiplatform, but do have significant amounts of DC-exclusive content that earn them the italics, namely the three DC-only tracks and circuit mode you’ll only find in Daytona USA 2001, King of Fighters 1999’s DC-exclusive polygonal backdrops and extra strikers, the features that differentiate the DC and PS3/360 versions of Soul Calibur, and Demolition Racer: No Exit’s added content, improved gameplay, additional ways to score points, and more. Other than those three, though, all italicized games are console-exclusive on DC.

Bold for games I particularly like. I also like a fair number of the non-bolded games that I have played, but those I thought were particularly noteworthy. I certainly like some of the non-bolded games too, of course — I don’t only like the bold ones, but I like them more than the non-bolded ones, I would say.

“US” titles were released in the US and maybe or maybe not other regions (sorry for the US focus). “Japan” or “Europe” mean that those games were released in those regions only unless both are listed, in which case the game came out in both of them but not the US.

Games are one player only unless noted.

 

Dreamcast Games List
Shmups/Shmuplikes
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Multiplayer in this genre: all 2 player unless noted with ‘1p only’
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US: Giga Wing, Giga Wing 2 (4 player simultaneous! Awesome!), Mars Matrix, Gunbird 2 (Psikyo is great), Cannon Spike (arena shooter), Bangaioh (1p only) (very similar to the Japan-only N64 original, but not the same), Centipede (good arena-ish shooter crossed with a 3d platformer); Japan: Under Defeat (was DC exclusive until the recent, also Japan-only PS3 and 360 ports; it‘s the second best DC shmup after Ikaruga), Ikaruga (What more could be said about how amazing this game is? Not much I think.), Zero Gunner 2 (also Psikyo, but a bit different this time), Twinkle Star Sprites (Neo-Geo port, has English mode), Border Down (1p only), Trizeal (Raiden-esque, better than Raiden III), Trigger Heart Exelica (1p only; okay game, is on X360 XBLA worldwide), Chaos Field, Radirgy, Karous (all three 1p only games from Milestone; each one is better than the last, but they’re only okay at best), Shikigami no Shiro II (on PS2 in the US in English as Castle of Shikigami II); Unlicensed Releases (all region, as long as the system can play CD-Rs): Last Hope (1p only hard R-Type clone), Dux (1p only hard R-Type clone), Fast Striker (1p only bullet hell shooter), some upcoming titles (ReDux, Sturmwind)
2d Fighting
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Multiplayer in this genre: all 2 player except Marvel vs. Capcom 1, which has a 4-player alternating mode, and Street Fighter Alpha 3, which has a special 3 player 2-vs-1 mode.
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US: Marvel vs. Capcom 1 and 2 (I‘m just not a fan… too fast and crazy, I prefer CvS2), Capcom vs SNK (good game, but CvS2 is better), Street Fighter III: Double Impact (a good game well worth having, the stages, endings, and music are entirely different from 3S), Street Fighter III: Third Strike (one of the best fighting games ever), Jojo’s Bizarre Adventure, Street Fighter Alpha 3, The Last Blade 2 (another of my favorite fighting games, though the Japanese version is better, Japanese text only or no, and only also on Neo-Geo and the Japanese PS2), Fatal Fury: Mark of the Wolves (exceptional, only also on Neo-Geo and Japanese PS2), King of Fighters ’99 Dream Match (aka KOF ’98, one of the series’ best!), KOF ’99 Evolution (KOF99) (Italics because it‘s the best US release of the game – has DC-exclusive 3d stages, DC-exclusive extra strikers, etc.); Japan: Capcom vs SNK 2 (one of my favorite fighting games ever, though I‘ve mostly played it on GC), Capcom vs SNK Pro, Vampire Chronicle (Darkstalkers) for Matching Service (This is great, and has more animation and shorter loading, but for features, Darkstalkers 3 on PSX has more.  Also, the PSP Darkstalkers game is a port of this game with added features but longer load times.), Super Street Fighter II X for Matching Service (this is SSFII Turbo for DC), The King of Fighters ’00, ’01, and ’02 (KOF ’00/’01 and ’02/’03 packs are on the US PS2,and there are some newer re-releases as well), The Last Blade 2 (Another of my favorite fighting games ever.  The Japanese DC version has blood and fatalities, but the US one is a straight port of the US Neo-Geo game, so all blood and fatalities are removed like they were there. Unfortunately unlike on Neo-Geo, the Japanese version is Japanese language only. US and JP version savefiles are inter-compatible though, so having both is the best solution I think.), Guilty Gear X (most other GG games had US releases, obviously, but not this one).

3d Fighting
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Multiplayer: all 2 player except for DOA2, which has a 4-player alternating mode)
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US: Soul Calibur (supports fishing controller for motion-sensing control!  There is also a PS3/X360 version of this game, but it’s not the same as the DC version.), Virtua Fighter 3tb, Project Justice (surprisingly great game, and I don’t like Rival Schools for PSX that much but this is fantastic), Power Stone 1 and 2 (both are only also on PSP), Psychic Force 2012, Heavy Metal Geomatrix, Plasma Sword: Nightmare of Bilstein, Virtual On: Oratorio Tangram (was exclusive, but now is on XBLA too… controls are a nightmare on the gamepad though. I‘m not a fan.), Dead or Alive 2, TechRomancer; Japan and Europe: Fighting Vipers 2 (I like the first one, but haven’t played this; graphics are supposed to be very mediocre.); Japan: Dead or Alive 2 (this later Japanese release is better than the US oneit has 5-7 costumes per character (some unlockable), instead of 2-4 per character like the US version, plus more. Great game.)

Wrestling / UFC
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Multiplayer: all are 4 player unless noted.
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US: WWF Royal Rumble, WWF Attitude, ECW: Anarchy Rulz, ECW: Hardcore Revolution, Ultimate Fighting Championship (two player); Japan: Giant Gram: All Japan Pro Wrestling 2, Giant Gram 2000: All Japan Pro Wrestling 3, Fire Pro Wrestling D, New Japan Pro Wrestling: Toukon Retsuden 4

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Multiplayer Note: From this point on in the list, games only have multiplayer if it is noted; there are no more genres with similar multiplayer in most titles.
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Action-Adventure
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US: Shenmue, Legacy of Kain: Soul Reaver, Ecco the Dolphin: Defender of the Future (awesome game, but frustrating… it‘s easy to get lost.), Omikron: The Nomad Soul, Draconus: Cult of the Wyrm (fantasy combat, by the “Die by the Sword” team… imperfect controls, but it is fun. I like it.  Maybe this should be bolded.), Shadow Man (good game), Dragon Riders: Chronicles of Pern (widely disliked, but a few people like it); Europe/Japan: Shenmue II

Adventure / Survival Horror
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US: Resident Evil: Code Veronica (classic RE, you like it or you don’tit‘s okay.), The Ring: Terror’s Realm (average), Carrier (solid, fun survival horror game), Illbleed (looks interesting, haven’t played it myself), Blue Stinger (early but good, in my opinion at least; this is a love-or-hate game, I think. Theso bad it‘s good” voice acting is good stuff too.), Alone in the Dark: The New Nightmare (subpar reviews), D2 (from Kenji Eno), Stupid Invaders (PC port, traditional-style adventure game); Japan: The DC has lots of visual novels and dating sims. Kanon, Air, etc, this was one of the most prolific genres on the platform. Pretty much none are playable for people without a good grasp on the language though of course. Virtually all are PC ports, and quite a few were also on PS2.  There are a few DC-exclusives, though, mostly from Sega, such as their two Love Hina games.  Note that the Sakura Taisen series are listed as strategy games (see below) because of the battles between adventure segments.

2d Action/Platform
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No official releases apart from the Genesis ports in Sega’s Genesis collection.  Unlicensed Releases (all region, as long as the system can play CD-Rs): GunLord (outstanding Turrican clone; this is one of my favorite games of 2012. Also on Neo-Geo.)

3d Platformer or Platform/Action
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US: Jet Set Radio (was DC exclusive until the 2012 PS3/360 download-only release of the game; the game is incredible and deserves its very high reputation!), Rayman 2 (best version, and one of the best 3d platformers ever) (has some 4 player minigames, but main game is 1p only), Sonic Adventure (better than on GC/PC), Sonic Adventure 2 (2 player) (the GC version is slightly improved over this, particularly in multiplayer (except for kart racing, where the DC has some exclusive downloadable tracks you can get)), Super Magnetic Neo (good game), Donald Duck: Goin’; Quackers, MDK2 (partially) (great version of an awesome game! PC is better though.), Fur Fighters (4 player) (3d platformer/3rd person shooter cross), Arabian Nights: Prince of Persia (very slow and precise movements are necessary, but once I got used to it I really liked this game…), Frogger 2: Swampy’s Revenge (4 player) (great update of the classic arcade title, like the old ones and surprisingly difficult but really fun!), KAO the Kangaroo (1 player) (mediocre at best, also on PC), The Grinch (2 player), Toy Story 2, Floigan Brothers Episode 1 (minimal platforming, and it‘s really short, but some like it); Japan: Napple Tale: Arsia in Daydream (great fun despite the language barrier), L.O.L.: Lack Of Love (simply amazing game… play this, now.)

Multiplayer Puzzle, Party, or Action Game
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US: ChuChu Rocket! (4 player) (good, tough puzzle game), Bomberman Online (4 player) (classic Bomberman fun), Ooga Booga (4 player) (weird but fun beat ’em up arena 3d action game), Sonic Shuffle (4 player; Sega’s take on Mario Party unfortunately wasn’t too good. Boring game.); Japan: Treasure Strike (kind of strange but fun game, not too hard to get into without knowing the language esp. with the help of the guide on GameFAQs)

Card/Board
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Japan: Culdcept Second (Culdcept II) (4 player) (the PS2 version, Culdcept Second Expanded, got a US release as ‘Culdcept’), various online and offline Shogi and Mahjong games, the GuruGuru Onsen series (online casual game series, now offline of course, all with 4 player online and unknown but likely 4 player offline); Unlicensed Release (all region, as long as the system can play CD-Rs): Maqiupai (Shanghai clone)

Arcade/Futuristic Racing
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US: Magforce Racing (4 player) (this is a port of Killer Loop on the PSX, but it‘s far better (and 4 player) on DC), Pod 2: Speed Zone Multiplayer Online (2 player) (most won’t like it, but for a huge Pod fan like me it‘s good despite its flaws…), Daytona USA [2001] (2 player) (italicized for the significant exclusive content – 3 tracks and the championship mode are exclusive. But why the heck isn’t this four player, Sega? Why are there NO first-party DC racing games with four player support? Stupid… good game though, of course, though the controls aren’t as good as the Saturn versionsare, unfortunately. This holds it back from being bolded.), TrickStyle (2 player) (decent fun futuristic racing/stunt game, but it could have been better), Re-Volt (4 player) (best console version, BUY THIS on DC but don’t even consider it on N64 or PSX — and the sequel, RC Revenge (PSX/PS2) is a far inferior simple arcade game. Re-Volt is really a RC car sim… really, really hard, but great!), Sega Rally 2 (2 player) (disappointing but okay), San Francisco Rush 2049 (4 player) (DC & N64 versions are equally great (don’t bother with the awful Midway Arcade Treasures 3 port, though!), this is my favorite racing game ever. It‘s got everything.), 4-Wheel Thunder (2 player) (Good game! It‘s fast, fun, challenging, rewarding… simply great arcade racing. It is hard though.), Hydro Thunder (2 player) (4 player on N64 (and only N64), but better graphics here obviously. The Midway Arcade Treasures 3 port of this is decent.), Star Wars Episode I Racer (2 player) (slightly, but not significantly, improved (graphically) over the N64/PC versionsbut it‘s still crazy hard), Speed Devils (2 player) (great game; it‘s a simplified and altered but still good port of Speed Busters on the PC), Speed Devils Online Racing (Stay away! This game is crippled and near-worthless. It adds one track and some cars to the game, but removes the splitscreen and single player campaign modes, leaving only single race mode and a long-offline online mode. It has harder handling than the original Speed Devils, though, making it control more like the PC original, so it is a little different, but that just makes it harder and not as fun. AVOID!), Pen Pen TriIceLon (4 player) (easy but amusing), SnoCross Championship Racing (2 player) (Sega Rally style on snow, okay game), Test Drive 6 (2 player) (I like it, anyway – it‘s fun), 4×4 Evolution (2? player offline, 4 player online) (popular game, but I find it boring.), Suzuki Alstare Extreme Racing (2 player) (also on PC; sequel to Redline Racer on the PC, this game’s pretty good!), Demolition Racer: No Exit (2 player, significantly enhanced PC/PS1 port. This isn’t really a new game, but it does have significant DC-exclusive features and is much better here, so I counted it as exclusive.) (good Demolition Derby style game – fast, smooth, and fun!); Europe: Stunt RC (4 player) (arcadey RC racing game), Toy Racer (4 player; this game is multiplayer or timetrial only, there is no AI!) (from the Toy Commander studio, this game was online play-focused and sold for cheap.), Aqua GT (2 player) (below average PS1/DC boat racing game only released in Europe on either platform), Moho (2 player) (released as Ball Breakers in the US on the PSX) (action/racing hybrid game, depending on mode); Japan: Zusar Vasar (2 player) (weird game…); Unlicensed Release (will run on any system that can play CD-Rs): Rush Rush Rally Racing (4 player) (a WiiWare version exists, but was only released in Europe. No other region releases seem forthcoming. As for the game, it‘s okay, but hard – memorization is CRUCIAL, you go fast and the courses are challenging.)

Arcade Checkpoint Driving
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Crazy Taxi (1 player), Crazy Taxi 2 (1 player) (I couldn’t decide where to put them, so I ended up putting them in their own category this time. Also, it‘s really unfortunate that none of the console Crazy Taxi games have multiplayer. Note that Crazy Taxi 1 was ported everywhere, but 2 is only also in the PSP collection; though part of it was in 3 on the Xbox, that wasn’t the whole game.), Super Runabout: San Francisco Edition (1 player) (buggy and flawed game but it can be fun. The game is clearly Crazy Taxi inspired, though this has more of a mission-based focus so it‘s not exactly the same.)

Kart Racers
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US: Looney Tunes Space Race (4 player) (better here than on PS2, unless you have a multitap… good game.), Wacky Races (4 player) (DC has best console version. Also on PC; there‘s also an awful PSX port. It was also on PS2, but only in Europe.) (based on the classic cartoon… and fun too! :)), Walt Disney’s World Quest: Magical Racing Tour (2 player)

Snowboard racing
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Rippin’ Riders (2 player) (It‘s too bad this is the DC‘s only snowboard racing game, because I can’t stand itit got okay reviews, but I think this game’s awful. It was called “Coolboarders” in Japan.)

Sim/Realistic Racing
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US: Ferarri F355 Challenge (2 player) (legendarily challenging), Metropolis Street Racer (2 player) (a good first effort from the team who went on to make Project Gotham Racing), Test Drive V-Rally (4 player) (pretty good, upgraded port of V-Rally 2 from the PSX), Vanishing Point (2 player) (kind of classic NFS-like, this DC version predates the much worse PSX port.), Test Drive Le Mans (2 player) (popular game I think), Sega GT (2 player), Tokyo Xtreme Racer (2 player), Tokyo Xtreme Racer 2 (1 player) (the series continued on the PS2, they’re okay), Flag to Flag (2 player) (okay at best CART game from Sega), TNN Motorsports Hardcore Heat (2 player), Jeremy McGrath Supercross 2000 (2 player) (mediocre), Ducati World Racing Challenge (2 player) (mediocre), F1 World Grand Prix (2 player), Spirit of Speed: 1937 (also on PC, but awful, avoid!); Europe/Japan only: F1 World Grand Prix II (released in EU/JP on DC, EU only on N64, not released anywhere in the US)

Vehicular Action/Action Flight Combat
——————————————————-
US: San Francisco Rush 2049 (4 player) (Battle Mode – multiplayer only, can’t play this mode with one person) (DC & N64 versions are best), Vigilante 8: 2nd Offense (4 player), Red Dog: Superior Firepower (4 player) (very fun action tank driving shooter game), Propeller Arena (4 player) (unreleased) (great flight action game, it‘s really unfortunate that this wasn’t released!), Wild Metal (very slow, strategic third-person tank game where aiming your tank’s shots is the key, Armada (4 player) (partially) (unique topdown space action-RPG/strategy game), Demolition Racer: No Exit (2 player) (partially – arena mode), Incoming (2 player) (PC port, it‘s one part turret shooter, one part flight action); Europe: Moho (2 player) (partially) (released as Ball Breakers in the US on the PSX) (action/racing hybrid game, depending on mode); Japan: Macross M3, Godzilla Generations (4 player) (destroy cities), Godzilla Generations: Maximum Impact (different from the first one – its a fighting game/rail shooter-esque hybrid)

Simulation (I know, there is some overlap between this and the above category.)
—————————
US: Air Force Delta, Deep Fighter, Bang! Gunship Elite (PC port. Simple arcade-style space sim, but fun), StarLancer (1 player offline, 6 player online) (solid port of the PC game), Iron Aces, Toy Commander (4 player) (a true DC classic!), Aero Wings (airshow team training – no combat), Aero Wings 2: Air Strike (air combat training), Railroad Tycoon II (PC port); Coaster Works (roller coaster builder and simulator); Japan: Frame Gride (2 player) (mech sim), Segagaga (awesome concept!), Seaman (voice-controlled life sim…), Kidou Senshi Gundam: Giren no Yabou- Zeon no Keifu (also on PSX), Kidou Senshi Gundam: Renpou vs. Zeon DX (arcade port also on PS2. That version did come out in the US and EU as Mobile Suit Gundam: Federation vs. Zeon.), Aero Dancing i (the third Aero Wings game, Japan-only release)

Sports
———
US: Tony Hawk’s Pro Skater 1 and 2 (2 player), Dave Mirra Pro BMX (2 player), NHL 2k and 2k2 (4 player), World Series Baseball 2k2 (4 player) (2k1 is awful, don’t get it; get 2k2), NBA Showtime: NBA on NBC (4 player — NBA Jam 4, final 2v2 Midway basketball game, and the DC has the best console version — though NBA Jam T.E. on SNES or 32X is my favorite…), Virtua Tennis (4 player), Sega Sports Tennis 2k2 (4 player) (it‘s Virtua Tennis 2, just as good as the first one. Also supports fishing controller for motion-sensing control!); Sega Bass Fishing (supports fishing controller for motion-sensing control), Sega Marine Fishing (supports fishing controller for motion-sensing control), Sega Bass Fishing 2 (supports fishing controller for motion-sensing control), Reel Fishing Wild (supports fishing controller. I think this is exclusive and not a port of the PS1 games) (I hate fishing and would never play these, but some like them) (etc, there are more sports games but I don’t care enough about them to list them all…); Japan only: Cosmic Smash (1 player) (good game for sure), BassRush Dream (fishing controller supported), Lake Masters Pro for Dreamcast Plus (fishing controller supported; PS1 port with added stuff), etc etc (again, there are lots)

Arcade/Classic
———————
US: Mr. Driller, Ms. Pac-Man Maze Madness (4 player), Midway’s Greatest Arcade Hits Volume 1 (1 or 2 player depending on game), Midway’s Greatest Arcade Hits Volume 2 (1 to 3 player depending on game), Atari Anniversary Edition (up to 4 player depending on game), Sega Smash Pack Vol. 1 (up to 4 player depending on game; note that the audio emulation in the Genesis games is pretty bad, but apart from that it‘s a good collection. It‘s some Genesis games and Virtua Cop 2.), Namco Museum (2 player) (same ~6 titles as the N64 one, same complete lack of extras the PSX collections had)

Light Gun Shooter
————————–
Multiplayer & Controller: games support light guns unless noted, all 2 player unless noted.
————————–
US: Confidential Mission, House of the Dead 2 (that voice acting… :lol), Death Crimson OX (also on PS2 in Japan and Europe only), Virtua Cop 2 (in Sega Smash Pack Vol. 1 in US, standalone in Japan), Demolition Racer: No Exit (only in the “Big Car Hunter” minigame), Silent Scope (No Gun Support, Single Player Only); Japan: Death Crimson 2 (4 player)

Rail Shooter
——————
US: Charge ‘n Blast (sort of a rail shooter…); Europe/Japan: Rez (one of the all-time classics); Japan: Rainbow Cotton (mediocre according to reviews), Card Captor Sakura: Tomoyo no Video Daisakusen! (Pokemon Snap like, you (as Tomoyo) take photographs of Sakura…)

Action/Beat ’em up
—————————
US: Dynamite Cop! (2 player), Zombie Revenge (2 player) (simple, but great fun, with awesome House of the Dead-quality voice acting. Kill the zombies!), Sword of the Berserk: Guts’ Rage (bloody manga-license hack and slash), Star Wars Episode I: Jedi Power Battles (2 player), Soul Fighter (bad game but some may find it amusingly so), Fighting Force 2 (partially) (simply awful beat ’em up/stealth game), Spawn: In the Demon’s Hand (fighting game / beat ’em up)

Third Person Stealth Action

—————————————————
Max Steel (action game with some stealth), Fighting Force 2 (partially; it‘s mostly a beat ’em up though, but either way it‘s terrible and not worth playing); Japan & Europe only: Headhunter (action/stealth/driving game with story; released in the US on PS2 but not DC.)
First/Third Person Action/Shooter
————————————————-
Note: Some of these games support a mouse and keyboard for better controls.  I recommend it particularly for Half-Life, UT, and Quake III.
————————————————-
US: Half-Life (unreleased), Unreal Tournament (4 player) (Assault mode and female characters are removed from this version, but a 1v1 mode was added with exclusive maps. Id stick to the PC.), Quake III Arena (4 player offline and online, and unlike UT, no cut modes.  Good game, but tough with a gamepad!), Tom Clancy’s Rainbow Six, Tom Clancy’s Rainbow Six: Rogue Spear (4 player), Alien Front Online (tank combat game; no multiplayer anymore, was online only. That hurts the game a lot, but what’s there is decent at least.), Fur Fighters (4 player) (3d platformer/3rd person shooter cross), MDK2 (partially) (best console version), Kiss Psycho Circus, Maken X (US DC exclusive, but there was a JP PS2 version with an added third person camera), Outtrigger (4 player FPS with the smallest FPS maps ever), Slave Zero (4 player) (also on PC, decent game I think), Hidden & Dangerous (PC port, also on PSX, but Europe-only there), Soldier of Fortune (very gory, PC port), Spec Ops II: Omega Squad (PC port, bad game; there were four PS1 Spec Ops games, but I don’t think any were ports of this.); Japan only: Bluesteel Variable Formula: Space Griffon (a port of the PS1 game Space Griffon VF-9; the PS1 version does have a US release.  This version is only moderately improved from the PS1, and because it has a lot of story and objectives will be hard to play for those who can’t read or understand Japanese.)

RPG
——
US: TimeStalkers (Yes, I enjoyed TimeStalkers. Many people don’t seem to, and it‘s no LandStalker, but it‘s fun.), Evolution: World of Sacred Device (Evolution Worlds on the Gamecube includes part of this game, but not the whole thing), Evolution 2: Far Off Promise (repetitive game, but I like this one too… good sense of humor, a bit of strategy in the battles, and some nice graphics. The DC original is better than Evolution Worlds, which is a port of it with a few of Evolution 1’s dungeons tacked on the front. It does get very repetitive though, so the critics are not entirely wrong.), Skies of Arcadia (slightly better on GC, but great here too, I like this version nearly as much… on either platform, it‘s my favorite console RPG ever no question. Truly exceptional game! My favorite game on the Dreamcast.), Grandia II (Grandia II is also on PS2 and PC, but this is by far the best version! I like this game a lot.); Japan: Japan-exclusive RPGs wouldn’t be much fun without knowing the language, but to list them anyway: El Dorado Gate 1 – 7 (seven part serial (episodic) RPG. There are guides to all parts but not translation.), Fushigi no Dungeon: Furai no Shiren Gaiden: Jokenji Asuka Kenzan! (Shiren the Wanderer sidestory game starring Asuka, with standard Fushigi no Dungeon gameplay. GameFAQs has translations for the items and menus.), Rhapsody of Zephyr (strategic RPG, Japanese port of a Korean PC game), Tricolore Crise (Cute RPG. Only has a partial menu translation, but the game looks pretty playable.), Sunrise Eiyuutan (Sunrise crossover RPG. Lots of text. GameFAQs guide short, not very helpful.), Sorcerian: Shichisei Mahou no Shito (not so good Sorcerian remake, very hard and mediocre graphics), Izumo (visual novel/RPG), Nishikaze no Kyoushikyouku, deSPIRIA, Chou-Hatsumei Boy Kanipan: Bousou Robot no Nazo!? (Pokemon ripoff), Card of Destiny: Hikari to Yami no Tougoumono (dungeon crawler/visual novel? not sure)

Action-RPG
——————
US: E.G.G. – Elemental Gimmick Gear (2d top-down action-RPG. Good stuff!), Armada (4 player) (partially) (unique and interesting game…), Silver (PC port), Record of Lodoss War (quality Diablo clone), Phantasy Star Online Version 1, Phantasy Star Online Version 2 (also on PC) (both versions of PSO are still online via user servers, but the DC versions really are irrelevant compared to the GC or PC-Blue Burt versions of the game. DC only has Episode I, while GC has episodes I and II (with online play via the hack server on GC, and with 4-player splitscreen too; the Xbox version is worthless now though, because it required now-shut-down Live.), and the PC (Blue Burst) has Episodes I, II, and IV with online play. (III is the GC-exclusive card battle game). It was great at the time, sure, but between the GC and PC titles, there‘s no real reason to play this on DC really.), Gauntlet Legends (4 player) (I love Gauntlet, but this is a very flawed version I do not recommend unless you want a serious challenge. You can’t even buy health in the shop, name your character, or save items! So this is fun, but N64 Legends or GC/Xbox Dark Legacy are much better.), Seventh Cross Evolution (mediocre); Japan: Rune Jade (without knowing Japanese getting to the point where you’re actually in the first mission can be a challenge, but once you’re in it‘s a fun Diablo clone. It was originally online, but that is gone now so it‘s one player only. Plus it requires an entire memory card to save, and for no good reason too. Still, it‘s fun enough that I‘m really considering bolding itit‘s a good game.), Rent-A-Hero No.1 (fighting game-RPG) (Genesis remake. Requires Japanese knowledge, but there is a thorough FAQ on GameFAQs going through the whole game and translating key parts), Animastar (4 player) (Pokemon-ish monster raising/racing game RPG, GameFAQs has a very basic guide)

Puzzle
———
US: Wetrix+ (2 player) (upgraded version of the N64 game; the final title in the series was AquaAqua for PS2.), Bust-A-Move 4 (2 player) (great classic BAM game, only missing a 4-player mode like the N64 version of BAM3 has), The Next Tetris: Online Edition (2 player), Sega Swirl (4 player) (it‘s SameGame.); Japan: Puyo Puyo Fever (2 player) (great, and has full English mode for text and voice acting), Super Puzzle Fighter II X for Matching Service (2 player) (the best puzzle game ever, with two new modes…), Get!! Colonies (2 player) (Hexxagon/Ataxx clone), Bomber Hehhe (2 player), Golem no Maigo (2 player) (supposedly pretty good, but I haven’t played it), Puyo Puyo 4 (4) (4 player mode is DC exclusive — PSX version is 2-player only. Simple traditional Puyo Puyo, unlike Fever, but good, and 4 player), Sakura Taisen Hanagumi Taisen Columns 2 (2p), Tetris 4D (4p) (very standard, average Tetris with no special features beyond 4-player mode), The Shinri Game (4p) (psychological quiz game with minigames, know Japanese), Sega Tetris (2p local, once online but now offline), Plus Plum (2p), Musapey’s Choco Marker (2p), Doki Doki Idol Star Shaker Remix (2p), Hello Kitty no Magical Block (1p only), Hello Kitty Lovely Fruit Park (4p) (another Hexxagon/Ataxx clone), Communication Logic Battle Daisessen (2p local, used to have online but now offline) (Battleship-like, according to IGN…); Unlicensed Release (all region, as long as the system can play CD-Rs): Wind and Water: Puzzle Battles (2? players) (upgraded GP2X port), Inhabitants (4p)

Music
——–
US: Samba de Amigo (has pricey maracas accessory) (2p), Space Channel 5 (2p); Japan: Space Channel 5 Part 2 (2p), Pop’n Music (4p), Pop’n Music 2 (4p), Pop’n Music 3 Append Disc (4p), Pop’n Music 4 Append Disc (4p), Cool Cool Toon (2p), Dance Dance Revolution 2nd Mix: Dreamcast Edtion (2p), Dance Dance Revolution Club Version Dreamcast Edition (2p), Samba de Amigo version 2000 (2p), Puyo Puyo DA! (2p) (poor reviews) (I really don’t like music gamesI am so, so bad at them…), O-to-i-re: Dreamcast Sequencer (music sequencer program, not a rhythm game); Unlicensed Release (all region, as long as the system can play CD-Rs): Feet of Fury (2p)

Strategy
———–
US: Industrial Spy: Operation Espionage (I-Spy) (some call this an adventure game, but this is a strategy/simulation title. You control a team of spies infiltrating enemy facilities entirely with menu-based control – no direct control. It‘s a pretty good game once you get used to it.), Worms Armageddon (4 player), Worms World Party (4 player) (the 2d Worms games are fantastic on almost any platform!); Japan: Many titles, including Sakura Taisen (1-4) (these adventure/strategy games all have good FAQs on GameFAQs translating much of the games; the first two are Saturn remakes, 3 and 4 are new.), Ouka Houshin (okay tactical strategy game), Super Robot Taisen Alpha, Hundred Swords (an RTS, did get a US PC release), Black/Matrix AD, Run=Dim, Rune Caster, Langrisser Millenium (the much-disliked final game in the Langrisser series), Vermilion Desert, Dogu Senki Haoh, and probably more.

Typing
———
US: The Typing of the Dead (Dreamcast keyboard required); JP: The Typing of the Date

Posted in Dreamcast, Lists, Modern Games | Tagged , , , | 1 Comment

NCS Masaya Games List: Their Background and Games By Genre, 1987-2000

Introduction & About NCS Masaya

That is, all of NCS Masaya’s games from their start until the original NCS Masaya died in late 1999, and also Bandai’s two WonderSwan games from early 2000 that use Masaya licenses.  NCS Masaya was the game development division of Nippon Computer System, or NCS.  After some success, the company faded out in the late ’90s.  In their prime in the early ’90s Masaya made some great strategy and action games, and they continued to make great strategy games for years afterwards.

Of course though, anyone can find a list of Masaya games  on GameFAQs, etc.  I made this list for a specific purpose, though: to show how Masaya abandoned action games in favor of Langrisser.   So, this list is sorted by genre, and by year within each genre.   If you look at the Masaya games list of GameFAQs (link below): you’ll see that the number of games Masaya published each year plummeted after 1992.  I guess that despite publishing many great games that year, they must not have sold well enough or something, because Masaya seriously scaled back making everything other than strategy games after 1992.  That’s really unfortunate, because some of their action games are pretty great!  In 1992, Masaya released five good to great action games: Gleylancer, a great shmup for the Genesis; Macross 2036, a good shmup for the Turbo CD; Cho Aniki, another good shmup for Turbo CD, and the first game in what became a popular (if weird) series; Cybernator, a cult-classic mech action game (and the sequel to Target Earth on the Genesis); and Shubibinman 3: Ikai no Princess (Turbo CD), a good, but far too easy, sidescrolling action game.  Great stuff there!  They also released the racing game Moto Roader MC (Turbo CD), a decent topdown racer, that year as well.  Moto Roader and Shubibinman were series that had seen three games released since 1990, and Assault Suits had seen two.

And then after that. for games released between 1993 and 1999…  excluding some Western titles Masaya published in Japan, and a series of wrestling games developed by Natsume and not internally by Masaya, Masaya barely even published five more action games worth mentioning in the whole rest of the decade before their closing — there’s Ai Cho Aniki (TCD shmup), Cho Aniki (SNES fighting game), Cho Aniki (PS1/Saturn shmup), Assault Suits Leynos 2 (Saturn sidescrolling mech action game), Shubibinman Zero (SNES Satellaview game released in 1997, because the game was initially cancelled in 1994), a golf game for Satellaview also in 1997, a Mode 7 SNES racing game,  a SNES boxing game… and that’s it.  And of all those games, only Shubibinman Zero, Ai Cho Aniki, and AS Leynos 2 come close to the level of quality of those 1992 titles.  I don’t know what happened, but it’s unfortunate.

Some of these games were outsourced, too — while most titles from 1987-1992 were internally developed, after that many more games were done by external teams.  Of the games in the previous paragraph, Ai Cho Aniki, the SNES Cho Aniki fighter, the PS1/Saturn Cho Aniki shmup, and the SNES racing and boxing games were all done by outside teams.  Of course the Western Prince of Persia and Battletoads games they published in Japan were also externally developed. Only Shubibinman Zero, the golf game, and Leynos 2 were internal.  And of those three, the first two were Satellaview releases, games brought back from presumed earlier cancellation (Shubibinman Zero claims to be a 1994 release on its title screen, for example, though in fact it is from 1997) and released on Nintendo’s satellite service and not on cartridges.  Assault Suits Leynos 2 is the big outlier, NCS Masaya’s last internal effort at a physical-release action game.  And it’s pretty good, at least they went out well!

To look at another genre, Masaya’s few fighting games are mostly mediocre at best, but their platformers started out iffy as well;  Energy and Shubibinman 1 have issues.  I like these games more than most, but they are flawed.  Their platformers got a lot better quickly.  But with fighting games, after three not-great efforts in 1992 they abandoned the genre with the sole exception of that 1995 Cho Aniki fighter on SNES, and that game was outsourced to an external team.  Even their second 1992 SNES Ranma game is improved over the first one.  It’s too bad that instead of continuing to work on them, they mostly gave up.  But with shmups or platform-action games, Masaya went straight from great to mostly out in notime, making the situation worse there; indeed, it is those genres that really made me wonder why this happened.

As for their strategy games, that decline started later, but it did occur.  Langrisser became popular, but in 1996, the Langrisser team left Masaya and formed an independent team.  After that strategy games followed the other genres in going mostly outsourced, and Masaya leaned heavily on Langrisser between 1993 and 1999.  Career Soft did stay with NCS Masaya for several games, until early 1998’s Langrisser V (Saturn), but after that left to work with Atlus, where they made the Growlanser series and later merged into Atlus’s RPG division.  NCS didn’t have anyone good to replace them with, so the last Langrisser game, Langrisser Millenium for Dreamcast, is widely regarded as terrible.  And shortly after that, NCS stopped publishing videogames and left the industry.

But while the loss of Career Soft and Langrisser Millenium may explain why NCS gave up on the industry, that doesn’t explain why they so significantly scaled back on action games back in 1993.  I guess sales really must have been poor… how sad, for such good games. :(  The studio behind Cho Aniki, Gleylancer, and Macross 2036 never made another shmup themselves after the year all three of those games released, 1992!

Sources: http://www.mobygames.com/company/ncs-corporation/history and http://www.gamefaqs.com/features/company/13002-ncs and also playing their games, of course.

NCS Masaya’s Game Library, Sorted By Genre

Note: All games are Japan-exclusive releases unless noted.

Puzzle

1987-1989 – None

1990

Shove It!: The Warehouse Game / Shijou Saidai no Soukoban (GEN) (US & Japan release)

1991-1993 – None

1994

Araiguma Rascal: Raccoon Rascal (SNES)

1995-on – None

Adventure or Action-Adventure

1987-1989 – None

1990

Nazo no Masquerade (TG16)
Star Cruiser (GEN) (first-person 3d action/adventure game)

1991

Cyber City Oedo 808 (TCD)
Signatory: Chouinsha (Sharp X68000)
Ranma 1/2: Toraware no Hanayome (TCD)

1992

Mamono Hunter Youko: Makai Kara no Tenkousei (TCD)

1993

Mamono Hunter Youko: Tooki Yobigoe (TCD)
[Ranma 1/2: Byakuran Aika (SCD) – This is a anime-FMV / rock-paper-scissors “fighting”/”adventure” game.]

1994-1997 – None

1998

Dream Generation: Koi Ka? Shigoto Ka!? (PS1)
Dream Generation: Koi Ka? Shigoto Ka!? (SAT)

1999-on – None

Strategy

1987

Gaia no Monshou (Sharp X1 and NEC PC88 computers)
Elthlead (NEC PC88)

1988

Gai Flame (Sharp X1)
Elthlead (MSX computer) (port of the above PC88 game of the same name, not a new title)
Gaia no Monshou (TG16) (port of the PC88 game from the previous year, not a new title)

1989

History of Elthlead (Sharp X68000 computer) (probably another port of Elthlead?)
Lightning Bacchus: The Knight of Iron (Sharp X68000)
Lightning Bacchus (MSX) (probably a scaled-down versio nof the above game)

1990

Gai Flame (PC88) (port of the above game of the same name)
Gai Flame (TG16) (port of the above game of the same name)
Hisou Kihei X-Serd (TG16)

1991

Head Buster (GG)
Warsong / Langrisser (GEN) (US & Japan release; Warsong is the US title)

1992

Vixen 357 (GEN)
Choujikuu Yousai Macross: Eien no Love Song (TCD)

1993

Langrisser: Hikari no Matsuei (TCD) (port of the Genesis game above)

1994

Langrisser II (GEN)
Power of the Hired (SNES)

1995

Der Langrisser (SNES) (enhanced port of Langrisser II)

1996

Der Langrisser FX (PC-FX) (enhanced port of Langrisser II)
Langrisser III (SAT)

1997

Langrisser I & II (PS1) (port/remakes of the first two games)
Langrisser IV (SAT)

1998

Langrisser: Dramatic Edition (SAT) (a Saturn version of the Langrisser I & II remakes, fully voiced now)
Langrisser V: The End of Legend (SAT)
Langrisser II (PC) (port)
Langrisser Tribute (SAT) (all four Saturn Langrisser games in one box)
Arubarea no Otome ~Uruwashi no Seishikitachi~ (PS1) (port of a PC-FX game by NEC, not originally a NCS game)

1999

Langrisser III (PC) (port)
Langrisser IV & V: Final Edition (PS1) (port collection)
Assault Suits Valken 2 (PS1)
Langrisser Millenium (DC)

2000

[Langrisser Millenium (WS) – Not by Masaya, this game was by Bandai, licensed from Masaya.]

RPG

1987-1989 – None

1990

Sol Bianca (TCD)

1991-  None

1992

Sorcerer’s Kingdom (GEN) (US & Japan release)
Double Moon Densetsu (NES)

1993-1998 – None

1999

Ou Dorobou Jing: Devil Version (GBC)
Ou Dorobou Jing: Angel Version (GBC)

2000

[Cho Aniki: Otoko no Tamafuda (WS) – Not by Masaya, this game was by Bandai, licensed from Masaya.]

Racing

1987-1988 – None

1989

Moto Roader (TG16) (top-view racing) (US & Japan release)

1990 – None

1991

Moto Roader II (TG16) (top-view forward-scrolling racing)

1992

Moto Roader MC (TCD) (single-screen top-view racing)

1993 – None

1994

Bike Daisuki! Hashiriya Kon – Rider’s Spirits (SNES) (Mode 7 racing)

1995 – on – None

Platformers / Sidescrolling Action / Topdown Action-Platformer

1987-1988 – None

1989

Energy (TG16) (port of a Japanese computer game) (Platform-Action)
Kaizoku Chounin Shubibinman (TG16) (Platform-Action)

1990

Target Earth / Assault Suits Leynos (GEN) (Platform-Action) (US & Japan release)
Ranma 1/2 (TCD) (Sidescrolling Action Beat ’em Up / Fighting)
After Burst (GB) (Platformer-Puzzle)
Trampoline Terror (GEN) (topdown platform-action) (US & Japan release)

1991

Kaizoku Chounin Shubibinman 2 / Shockman (TG16) (Platform-Action) (US & Japan release)
Mamono Hunter Yohko: Dai-7 no Keishou (GEN) (Platformer)
Dragon Egg! (TG16) (Platformer)
Jangken Man (GB) (Platformer)
[Battletoads (NES) – Japan Publisher] (Sidescrolling / Isometric Action)

1992

Kaizoku Chounin Shubibinman 3: Ikai no Princess (TCD) (Platform-Action)
Cybernator / Assault Suits Valken (SNES) (Platform-Action) (US & Japan release)
[Prince of Persia (SNES) – Japan Publisher of this Western game] (Platformer)
[Prince of Persia (GB) – Japan Publisher of this Western game] (Platformer)

1993 – Nothing

1994

[Battletoads in Battlemaniacs (SNES) – Japan Publisher of this Western game] (Sidescrolling / Isometric Action)
[Battletoads (GB) – Japan Publisher of this Western game] (Sidescrolling / Isometric Action)

1997

Assault Suits Leynos 2 (SAT) (Platform-Action)
Kaizoku Ningen Shubibinman Zero (SNES Satellaview) (Platform-Action)

Shmups

1987-1989 – None

1990

[Hellfire (GEN) – made the Genesis port of this Toaplan arcade game] (US & Japan release)
[Fire Shark (GEN) – NCS’s related Western company Dreamworks Games published this Toaplan game in the West; in Japan Toaplan published it.] (US & Japan release)

1991

Wings of Wor / Gynoug (GEN) (US & Japan release)
L-Dis (TCD)

1992

Choujikuu Yousai Macross 2036 (TCD)
Advanced Busterhawk Gleylancer (GEN)
Cho Aniki (TCD)

1993-1994 – None

1995

Ai Cho Aniki (TCD)
Cho Aniki: Kyuukyoku Muteki Ginga Saikyou Otoko (PS1)

1996

Choaniki: Kyuukyoku Muteki Ginga Saikyou Otoko (SAT) (port of the above PS1 game of the same name, not a new title)

1997-on – Nothing

Fighting / Wrestling / Boxing

1987-1991 -  None

1992

Ranma 1/2: Chounai Gekitou-hen / Steet Combat (SNES) (Fighting) (Japan; the US version, Street Combat, was reskinned and has the license removed.)
Ranma 1/2 Datou, Ganso Musabetsu Kakutou-ryuu! (TCD) (Fighting)
Ranma 1/2: Bakuretsu Rantou-hen /  Ranma 1/2: Hard Battle (SNES) (Fighting) (US & Japan release)

1993

Zen-Nippon Pro Wrestling (SNES, developed by Natsume) (Wrestling)
Zen-Nippon Pro Wrestling Dash: Sekai Saikyou Tag (SNES, developed by Natsume] (Wrestling)
[Ranma 1/2: Byakuran Aika (SCD) – This is a anime-FMV / rock-paper-scissors “fighting”/”adventure” game.]

1994

Zen-Nippon Pro Wrestling: Fight da Pon! (SNES, developed by Natsume) (Wrestling)
Zen-Nippon Pro Wrestling Jet (GB, developed by Natsume) (Wrestling)

1995

Cho Aniki: Bakuretsu Ranto Hen (SNES) (Fighting)
Zen-Nippon Pro Wrestling 2: 3-4 Budokan (SNES< developed by Natsume) (Wrestling)

1996-1997 – None

1998

Ring ni Kakero (SNES – Nintendo Power service only) (FMV-esque “Boxing” game)

Sports & “Sports” Horse Racing Gambling/Sim

1987-1988 – None

1989

Ganbare! Golf Boys (TG16) (Golf)
Rom Rom Stadium (TCD) (Baseball)

1990

Kickball (TG16) (Kickball)
Wallaby!! Usagi no Kuni no Kangaroo Race (TG16) (Horse Racing Gambling/Sim)

1991

Winner’s Horse (GB) (Horse Racing Gambling/Sim)

1992-1996 – None

1997

BS Out of Bounds Golf (SNES Satellaview) (Golf)

1998-on – None

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Rolling Thunder (NES) Strategies

This post has a few clarifications from the review that I will edit in, but mostly is focused on some strategies for how to get past harder parts of the final part of the game, Story 4.  These strategies will also be useful for earlier parts of the game, so I’d recommend anyone who wants to learn more about how to play Rolling Thunder should read this regardless of which part of the game you are facing.  I hope the tactics I describe below are helpful.

Edit 4/12/2015: I finally finished the game in Hard!  Geldra went down once again, and the day is conclusively saved.  It feels great.  Few changes were made though, just a few references to that I hadn’t finished it, and one new paragraph about how to fight Geldra I added near the end.

Intro & Concepts

I have been continuing to play through Rolling Thunder in Hard mode since writing the review, and am now up to the final level in hard mode, Story 4-10. The first difficulty is Stories 1 and 2, and the second harder mode is Stories 3 and 4. Each Story is five levels, one half of each mode. Oddly, when the story goes from “1” to “2′ or “3” to “4”, the second number does not reset, so when you beat 1-5 you go to 2-6; that’s how the final level is 4-10. It’s a little odd, but it works. Anyway, I’ve gotten to the final boss, Geldra, again, but this time wasn’t so lucky as to beat him on my first try; I died at him six or seven times before I finally beat the guy, it took several days.  Argh, I feel like it should have been easier, as while tricky Geldra is not the hardest thing about this game, but at least I kept at it and won in the end!

Before I begin with the list of Story 4 tactics, here are some clarifications of concepts I may have referenced in the review, but didn’t cover in great detail:

  • If there are three enemies on screen, enemies who otherwise should spawn won’t. You can abuse this to get troublesome enemies to not appear in some places; read below for an example of this.
  •  If you back up a screen you can get an enemy who isn’t moving much to disappear, and they will not respawn. This is a VERY useful strategy for dealing with those guys who’re standing somewhere where they will kill you if you go to them and it’s impossible to attack them from where you are. Again, more on this below.
  •  In Hard mode enemies are also faster, they don’t only all shoot at you.  They also sometimes shoot a LOT, filling the screen with bullet-fire that can be hard to avoid.  More below.


Hard Mode Strategies

So, I’ve been playing hard mode. I’m going to discuss some of my strategies for tougher parts in the levels in Story 4, the second half of hard mode. I mentioned in the review that all enemies shoot at you in hard mode, but that’s not the only difference. In addition to that, they also move much faster. They really zip around in Hard, and it can make for trouble. Figuring out timing for when you can jump or drop in Hard is a lot trickier than Normal because of how quickly they can move towards you while you are falling/jumping. There are a few places I just have to go and hope I make it based on luck. Luck is a factor in this game, though good play (read: good memorization and execution) will minimize the luck element.

Most of hard mode plays just like normal but with faster, more aggressive enemies, but some parts are made much harder. I’ll talk about a few below.

  1.  I will begin with level 4-6, the first level of the second half of hard mode.  This level has two particularly difficult sections.  The first is a part in the middle, right after the area with doors in midair that drop enemies on you. That bit is easy, but the part after that with a guy who pops out of a door, ducks, and immediately fires low is not!  This guy is really tough.  I only found two ways to get past this guy.  The first way is to jump with perfect timing, bounce of of his rear half while making you land on the rear half of the guy, because if you land on the front you’ll bounce back into his fire, take the hit (remember, two hits and you die), and move forward.  There is a wall right after this on the lower path and a new upper platform appears, so you need to jump up onto the upper platform RIGHT on the edge of it, to the left of the guy up there as he prepares to drop down; that gunner behind you follows you, so you can’t delay.  Alternately, have a bullet on the screen at exactly the right place to hit that guy as he appears, and then fire again before he can shoot so he dies without firing. You need good positioning for the first strategy, and perfect shot timing for the second, but it’s the only way past this bit.The second hard part is near the end, the part that’s also very hard in level 2-6 — a section part with a laser trap and a orange guy right after it that shoots RIGHT along the platform you land on after jumping through the laser beam while it’s not firing. I died lots of times before figuring out how to get past this. I eventually had to resort to good old “backtrack so the enemy is exactly one screen offscreen to make that guy vanish” tactic I mention above and in the review; it worked. Of course you have to be very careful while using this strategy, because backtracking will re-trigger enemies you have fought before but from the opposite direction; when doing this, know which enemies can appear! Here there is a white gunner who can appear if you back up even slightly too far. Getting the distance just right, to make the guy vanish but not respawn the white guy, is tricky but doable. With that I managed to beat the level.

  2. In 4-7, the level is short but hard. Remember, you can drop down from staircases with Down+jump, so long as no enemy is below to shoot at you, of course.  The first half of the level isn’t too bad if you remember it from 2-7; it’s mostly the same.  Use the “go back [in this case forwards] a screen” strategy to get the grenadier guarding the machine gun room to vanish.  Beyond that, the gunner after the checkpoint on that lower platform is a real pain.  Either time your shots just right, or jump into him and take a hit.  Those are largely the same as the first time, though.  In the hard version of the level, the big change are some guys who shoot right along the ground in the final stretch where you’re going down several screens in a multilayer area with lots of staircases.   Those guys are nasty, they stand right where you can’t hit them, but can kill you on sight! “Back up a screen” is very useful here, though watch out for the numerous other enemies which spawn.  Going forward along the floors to get guys on those lower landings to vanish will spawn other enemies.

  3.  4-8 is the second appearance of the game’s longest level. I found my practice from struggling with 2-8 for so long really paid off, and I found this level much easier than it was before! I did die, but it didn’t take nearly as long as I expected, and I actually beat the level the first time I reached that last jumping puzzle with the narrow platforms… though I was helped by the fact that no enemies spawned after the platform with the four consecutive doors on it. I don’t know why that happened, but I presume it’s a glitch (not sure though), but it sure was helpful! I’d remembered the positioning for making the jumps in that last stretch with the very narrow platforms, so I got to the end. Otherwise… same strategies as in 2-8, retreat to a door to fight the flying enemies, wait for them to dive, then pop out and shoot them.  And if the enemies in the last few screens was a glitch and not intentional, well, good luck; that final stretch is much harder with fire-birds attacking regularly.  Just learn where they come from and shoot them down, making sure to not be in the path of their diagonal revenge attacks after you “kill” them unless you are in a position to shoot them a second time you can, to kill them for good and for extra points.

  4.  4-9 is another level that my practice from the first loop was very helpful. This is the level absolutely loaded with laser traps, but just get your timing right and they’re not too hard.  One tip for both the 2-9 and 4-9 versions of the level, in the parts where you’re going down several screens, if that first yellow guy drops off the platform in the beginning of the last stretch down after the checkpoint, if you jump up and then up again from the top platform there he won’t be standing below you when you fall down the space.  It’s a vertical version of the “make a guy disappear by going back a screen” trick.  Anyway, this level was only slightly harder than the first time, but the last stretch did give me trouble, the last screen or two particularly; the fast enemies made the last drop, where you drop from after a double laser trap into a last area in front of the door with three enemies, really hard! Those guys almost never cooperated and got out of the way, and “back off to make them vanish” doesn’t always work when enemies are moving around a lot, it’s more reliable when they stand still. Getting past the end of this was harder than I thought, but eventually I got lucky and managed to get down there without dying. So yeah, just keep at it.

  5. A. 4-10 took me the longest to finish of these stages.  I got to Geldra himself on the day I originally wrote this article, and then beat him several days later, but I’d seen the whole stage before starting this.  There are two tricky points in this level, though I died the most not at either of them, but at a simple “drop down into an area with an enemy below” part early in the stage, right after the first bullet-refill door; there’s no strategy there though, just hope the guy moves away and drop on the far left edge.  Of the areas that do require strategy, first is the same area that’s hard in 1-5, 2-10, and 3-5 — the bit in the middle of the level with the small box pyramid followed by several floating platforms with grenadiers and gunners on them. This time strategies from those three previous versions of this encounter will not work, the more aggressive enemies change everything. My strategy from 2-10 was useless here. See, in that level my strategy was to jump to the top of the box pyramid, shoot the two grenadiers off their platform (backing off if only one was there to make a second spawn), jump up to the platform they were on, jump from there to the top platform after them, and then jump off of that to the box that ends the segment. Several of those jumps required perfect timing, but the strategy worked because with three enemies on screen the yellow gunner on the platform right after the one with the grenadiers will not spawn because of the games’ “only three enemies on screen at once” rule, and with him gone you have a moment to jump up to that top platform before the grenadiers recover. (There’s also a brown+green gunner below, for the third enemy.). However, in 4-10, that brown+green gunner jumps over the box pyramid at you, so there are only two enemies on screen and the yellow gunner spawns. My eventual strategy in this area is to go to that top box as before, shoot off the two grenadiers, jump forward, shoot the grenadier who landed on the ground, shoot the yellow guy with perfect timing the instant he drops down from his higher platform, then be ready to shoot him two more times as he appears on screen, before he can start shooting; he shoots a solid wall of fire, there’d be no way to hide behind a box and pop up in breaks between his shots to shoot at him. With good timing this strategy works reasonably well.

    B. The second hard part is, of course the Geldra room at the end. Now, in the version in 2-10, I never found a safe spot; I had to keep moving around, until I ended up at the left edge for the battle. This time though, enemies drop faster and from different places as before, it seems, and I found a safe spot just to the right of the center, along that line around the box around the area Leila is chained up. I just knelt there and got through the battle without too much difficulty, up until the point where Geldra killed me of course. In 2-10 I remember a guy dropping on me if I tried ducking where I was this time, but not here, so I guess enemy placements are different here or something.  Geldra himself is the same the second time as he was the first, pretty much.  Just shoot when he does, shoot his bullets to stop them, and fire fast to hit him as much as you can.  However, somehow I had a harder time the second time around.  In both difficulties, the key to beating Geldra is to rapidly alternate between ducking and standing while constantly shooting as fast as you can. You need to have bullets on the ducking and standing paths in order to counter Geldra’s shots as they come. I kept going back and forth between my NES Max and NES Advantage while playing this game (and even tried the brick controller for a while, though not for long); each has advantages over the other. The Max is better at rolling from down-forward to down-back for those duck-and-shoot-the-other-way parts, while on the Advantage while doing that sometimes I would accidentally stand up. However, the Advantage is better at Geldra — with the Max, sometimes I’d accidentally move forward instead of ducking, while with the Advantage that didn’t happen. It’s interesting how each is better for different things because of their different designs.

So yeah, that’s it, that’s Rolling Thunder. The more I play this game, the more I love it! Rolling Thunder is amazing, and is absolutely one of the best’ 80s games, and one of Namco’s very best games ever as well. I’d love to see a new side-scrolling Rolling Thunder game.

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Rolling Thunder (NES) Review – One of the ’80’s Best Games!

I just finished this game yesterday and wrote this up today.  Sorry about the delay on finishing the formatting improvements for the PS1 summaries list, but I will do that soon.  Playing Rolling Thunder took precedence!  It’s an amazing game, and quite likely my favorite game by Namco.  It’s probably either this, Galaga, or Pac-Man.

Game Information

  • Title: Rolling Thunder
  • Released: 1989 (US & Japan)
  • Developer: Namco
  • Publisher: Tengen (US); Namco (Japan) [Note: I have the US version]
  • Review Written: March 4, 2015
REVIEW


The Japanese cover looks a lot like the game.


Of course in the US the hero is made to look a lot more bulked-up.

BACKGROUND INFO & STORY

I finally beat this game a few days ago, and it feels great! Rolling Thunder was one of my favorite games of the ’80s, but it’s a very difficult game. Yes, despite its often nearly unfair difficulty I love Rolling Thunder, it’s an incredible game and a bit of an under-rated classic. I actually already got halfway through Hard mode, which I didn’t know existed until I finished this game on Normal yesterday; you get the password for it after beating the game on normal. Of course I have to challenge it. This is a super-frustrating game and you must memorize every inch of it to survive, and pull off those button presses PERFECTLY to not die, but I love it!

I bought the NES version of Rolling Thunder a few years ago and got to level three out of the games’ ten levels before giving up. I started playing this game again a few weeks ago, after picking up Rolling Thunder 2 again and deciding that while it’s great, I like the first game more, so I should play this game as well. I’m actually at the last level of Rolling Thunder 2 now, and will get back to finish that… but now I’m playing Rolling Thunder 1 in Hard instead. Yeah, I like this game a lot, as frustratingly hard as it is. The first Rolling Thunder game is my favorte one in the series; each of the two sequels isn’t quite as good as the one before it, though Rolling Thunder 2 is a lot better than the third game.

Rolling Thunder is a mid 1980s Namco arcade game which got a NES port later in the decade, published by Namco in Japan and Tengen in the US. You play as Albatross, a secret agent, and have to, of course, rescue the kidnapped woman; Leila, another agent, was captured by the evil Geldra organization and you have to save her. So yeah, the story is awful, “rescue the girl” is one of the worst plots possible. There are even dumb little cutscenes between levels with fanservicey shots of Leila suffering to encourage you to save her. Fortunately it makes up for it with great gameplay. The game has a Cold War spy-movie look to it, maybe 1960s or something like that. The NES version is graphically downgraded from the arcade, but it holds up quite well. There have been changes to levels, and some bits have been simplified because of NES sprite limits, but things have been spread out a bit, so the end result is at least as hard as the arcade game and might be even harder overall. Arcade and NES longplay playthroughs are about the same length in time.

To make the game possible to finish, fortuantely Rolling Thunder does have a password save system. You’ll get a password after every other level in Normal, and after every level in Hard. I was pretty happy to see the passwords every level in Hard, it’s a nice addition! Most levels also have a midway checkpoint, but levels 5 and 10 do not, you’ll have to beat those two in one try. There are 10 levels in the game. So, yes, this means that if you die at the final boss it’s all the way back to the beginning of level 10, and in Normal, if that’s your last continue, it’s back to level 9. Fortunately, after a lot of practice level 9 is actually not too difficult, I got through it without too much trouble. It was level 10, and the last part of it in particular, that’s the trick.

As it is an arcade port, Rolling Thunder has a points system. Killing enemies gets points, and you get a point bonus at the end of each level based on your time. You get one extra life at 30,000 points, and a second at 75,000. I imagine there are more past that. Lives are useful most of the time because game over sends you back to the title screen and thus the last point you can continue from a password, while if you reached the level checkpoint in a level with a checkpoint you will start from there for as long as your lives last.


The beginning. Note the upper and lower platforms, and one of many doors.

CONTROLS

Rolling Thunder is one of those games where everything is very predictable and super hard. Any one bullet will kill you, and get sent back when you die. Albatross does have two hit points, but bullets take away two, while touching any enemy takes off one. There are no health recharges during levels, only if you beat a stage, so if you touch any enemy once you’ll need to avoid that happening again until the end of the level. The sequels do have some health recharge or increase powerups in some doors, but not this one; it’s a memorizer through and through. Play the game, die, learn where the enemies are, and try to do it right next time. Ammo is limited, so only shoot when you need to, wasting bullets means you might run out, and there is no backup attack, you’re just a sitting duck. Again the sequels ease up here and give you melee attacks. I never actually ran out of ammo while playing the game in the last few weeks, but it is possible if you don’t go in every ammo door or waste lots of ammo. You can only shoot straight ahead in a line, and not up, down, or any other direction.

Albatross does not control like Mario; your movements are more realistic, apart from how high you can jump, and more limited. Left and right move left and right, up looks up (needed to to platforms above you), down ducks (you cannot move while ducking, but can shoot), B jumps, and A shoots. The controls are very responsive, even touchy, and take time to get used to. You can only do one thing at any time, so if you hit the shoot button, you cannot duck immediately, you have to wait until the shot finishes and let go of the fire button before you will be able to duck, by which point you’re probably dead. Try again. You will jump upwards if you hit jump, forwards with the direction Albatross is currently facing plus jump, and jump higher and onto a platform above you if you hold up and then hit jump. To jump forward you hit forward and then jump a moment later, but get the tap of forward off versus the tap of jump and you’ll walk off the platform if you’re at the edge. This can get very frustrating sometimes. You can’t control your guy, Albatross, in the air, so you need to jump from the correct point in order to land where you want. To jump or shoot the other way you’ll need to turn around first, which takes time.

One vital strategy to learn is how to fire both ways while ducking without standing up. Press the dpad diagonally down in the way you are facing, roll to diagonal in the other way, then press fire a few times. Albatross will fire once in the way he is facing, wasting a shot if no one is there, before flipping and shooting the other way. It’s clumsy, but works, though the sequels improve this quite a bit, as in those games you can just turn around while ducking by hitting the opposite diagonal down direction.


The back of the boxes (this and the other one, below) show several of the types of environments Albatross will face.

LEVEL DESIGN

Rolling Thunder has an iconic level design style. Clearly somewhat inspired by Elevator Action but zoomed in, Rolling Thunder is a side-scrolling 2d platform-action game. Most areas have either one or two levels of platforms, with ground below and platforms often above. Occasional sections have boxes, walls, or other rarer obstacles that block your way and force you to go over them or go to the other level to proceed. There are also a few sections with a background area behind metal grille walls that you can go to, to go around some obstacles and such. Most levels stroll to the right only, but once a As in Elevator Action, Rolling Thunder’s levels are full of doors. Enemies often come out of doors, there are powerups behind doors (these are usually, but not always, marked with signs), and you can hide behind doors in order to stay out of the way of enemy fire. You are invulnerable when behind a door, even if enemies are there too they can’t hurt you. It’s kind of amusing when an enemy enters the same door you’re behind; nothing happens. Levels are varied in length, which is nice. The game has somewhat limited graphical variety, but this is the NES so that is somewhat to be expected, and anyway I don’t midn this all that much; you are invading an evil organization’s base, so it makes sense that the game has a consistent visual theme.

In addition to coming out of doors, enemies also will come onto the screen from the sides or top. All enemies appear when you reach certain points on the screen, and whether you are on the upper or lower platforms will affect which enemies appear. So, you can memorize where enemies will appear from with practice. However, beccause of the sprite limit on the NES, you cannot be sure that every enemy will appear. I had to just learn all the possibilities, and try to figure out what movements would get the enemies I wanted for some of the trickier segments. This game is very unfair, there are segments where you just have to wait for the enemies to move out of the way before you can progress. Trying to get certain enemies to not appear by having too many other enemies on screen can work at times, though.

Because you die in one shot, and many enemies shoot at you, jumping and ducking are vital for survival. The controls are a factor here. Most enemies will shoot at normal height so you can duck under their fire and hopefully shoot them, but learn which enemies duck and shoot low, they can make your life difficult at times! I died innumerable times because of slightly messing up my button timing. Remember, Albatross only can move or jump in the direction he is facing, and you have to get that button timing right in order to jump where you want. Getting to the exact pixel you need to jump from can be tricky because of the need to tap forward with jump. Often you have to jump from the VERY edge of a platform, anywhere else and you’ll jump over that block in front of you and into the bullets on the other side instead of on top of the block as you need to. It’s very finicky and frustrating, but you get used to it, or quit. And I think a lot of people quit on this game, it’s not mentioned as one of the great arcade or NES games nearly as often as I feel it should be.

Most of Rolling Thunder doesn’t have instant-death pits, but there are some, and also some instant-death laser traps in the second half of the game that you will have to learn the timing for. The death pits, over pits of lava, are in levels 4 and 8. You really need to master memorizing how far each jump will take you to get through these, and jump from just the right place to land on the next platform! And the fire-bat enemies in these areas can be tricky, too. Watch out for their comeback after you shoot them! You can shoot that too for additional points. The segment in level 8 is particularly hard. Rolling Thunder 2 does have a part over death pits in one level, but it’s not quite as hard as the segment in level 8 of the first game, and they entirely got rid of the parts where you have to jump onto boxes from exactly the right pixel on the very edge of the box below it. I kind of like that, but I do appreciate the challenge of the first game. It’s probably kind of weird to miss those super-evil jumps, but… I kind of do. Heh. The third game has no jumping puzzle sections over instant-death pits at all, which makes it even easier; as I said in my review of that game I do find that one definitely a bit disappointing level design-wise. At least the second game is still a challenge, even if it’s not quite as much of one as the first. Rolling Thunder is a very hard game, and beating the game on an actual cartridge and not in an emulator with savestates took effort, but it was really worth it. The password system really is a huge, huge help, save systems make games so much better.

Rolling Thunder is mostly a great game, but it is kind of disappointing that the second half of the game is mostly a copy of the first half — four of the five levels from levels 6 to 10 are copies of levels from the first half of the game with some changes here and there, and a few new areas (levels 8 and 10 particularly have large new segments at the end versus levels 3 and 5). The only all-new level in the second half is level 9, which replaces level 4 and is quite different from it. Rolling Thunders 2 and 3 actually are all original stages to the end. This means that if you beat this game on both difficulties, and you have to beat normal in order to get the password to start on hard, you’ll play most of the levels four times. It does get a bit repetitive.


For enemies in the screenshots, note the grenade guy, monkey-man, pumas, and regular yellow and blue guy.

ENEMIES

There are only a handful of enemy types in this game, and most of them are recolors of the same hooded Geldra henchman guy. The colors are nice because you know how each type is going to behave at a glance. In Normal, some enemies will shoot at you and others won’t, and the colors say which are which, and also how many shots it’ll take to kill an enemy. In hard all enemies shoot at you, which makes things tougher, but the number and placement of enemies is identical to before. For enemy types, the blue and yellow guys take two shots but won’t shoot at you in Normal, the purple guys die in one hit but will always shoot, the yellow guys take 3 shots, white four, white and another color two and they will shoot at you and also duck behind boxes, green and brown two and they will shoot but won’t duck, grey guys will throw grenades at you, and some more. It’d be nice if you could use grenades too, but no. Grenades kill in one hit of course, just like bullets. (In Rolling Thunder 2, grenades do only one hit of damage, not two.)

Beyond the numerous henchmen, there are also several types of animal foes. Geldra has fire-bats, pumas (or some other large cat like that), jumping monkey-men, and flying birdlike creatures. All four die in one hit, mostly (the fire-bats are sort of an exception). The monkey-men will come at you from the ground or air, and jump around back and forth. Try to kill them as soon as possible. The birds can be tough to kill if they’re in the air, so try to either kill them before they take off, if they start on the ground, or find a door to hide behind, and shoot them after they dive at you. Fire-bats seem to die when you shoot them, but will then fly up out of the ground into the sky at a diagonal angle. You can either avoid this or shoot it. And the big cats will jump at you; you can only shoot them when they are in the air or are tensing to jump, your shots will go over them while they’re just walking on the ground. They will jump at you when you approach them, thankfully. The animal enemies don’t always appear, but can make some areas tough, particularly when you need to deal with flying enemies, considering that you can only shoot straight and not up.

At the end of the game, you face Geldra himself, in a room full of enemies with a cool Art Deco design and the word “GELDRA” spelled out in the background and Leila chained up in the background. This room is VERY tricky, and memorizing and avoiding the start locations of every one of the numerous foes who drop from various points on the ceiling took many, many plays of levels 9 and 10; remember, every death in that room sends you back to the start of the level, and on Normal, game over and it’s level 9 again. The game has only one true boss, Geldra himself. Amusingly enough, I actually beat him the very first time I managed to get through the waves of regular enemies and face Geldra himself! That was pretty awesome. He’s tough, but just have enough ammo and fire high and low a lot and you should get through. Having enough ammo is definitely important though, that last room takes up a lot of it.

The last kind of obstacle that can kill you re those death pits and laser traps. Death pits are obvious, just learn the jumps and don’t fall in them. Laser traps only appear in the second half of the game, at certain points in some levels. Level 9 is particularly full of them. These take perfectly timed jumps or movement to get through without getting killed. Because of how hard level 10 is, though, and that passwords in Normal are only every other level, eventually I got pretty good at beating level 9 while usually not getting hit by the lasers.


Geldra’s laughing face greets you when you go to the title screen.  His name may be kind of funny, but his game is hard.

GRAPHICS AND SOUND

Graphically, Rolling Thunder has, as I said before, very limited variety. There are ten levels, but only six of them are entirely unique, four of the levels from the second half are mostly rehashes. And many of the levels look similar, as well, in similar Geldra-base environments. There is also a level in a cave, and a few of those bits over fire-pits, but this game doesn’t have the most variety. I do think that the look works, though, and again, Geldra is an evil organization, why not have a consistent look to your base? There is an obvious graphical downgrade from the arcade game, but for the NES it looks good enough.

For music, the game has even less variety. There are only a couple of songs in this game which repeat endlessly, so get used to them. Most levels have the same music. Fortunately it’s decent, but more music would be nice. Different music in each level would have been great. The Japanese version of this game has enhanced audio with a chip that uses the Famicom cart’s additional audio lines, but they had to remove that for the US version, so the audio on a FC with that version is probably better. I have the US version.

CONCLUSION

Rolling Thunder is one great game! This is a fantastic arcade classic, and the NES version of the game is almost as great as the arcade original. The graphics of course not as good as the arcade game, but it still looks fine, and all the enemies and obstacles from the arcade game are here. NES flicker issues actually help here, because you can get enemies to not appear if there are already too many enemies on screen, quite helpful at times. In order to take down Geldra and his thugs you’ll need all the help you can get. Albatross controls tightly and the controls are touchy, and you’ll need to get your button presses just right, but it does get easier with practice. This game is all about memorizing levels and then executing the perfect path through the stage. It is very, very rewarding when you finally get a level right and beat it! It just wouldn’t have been the same if I’d used an emulator and savestates, the risk of being sent back if I died made me take the game more seriously, and it deserves that respect. And after a while I did eventually beat the game, so it is possible with effort. Now all I have to do is try to beat levels 6 through 10 of the hard mode… but I will try, and hopefully eventually beat the whole thing.

In conclusion, Rolling Thunder is fantastic, a great version of an arcade classic that is just as good as the arcade game, and I would definitely put it on my list of my favorite NES games. The game has a few issues, such as repetitive graphics and music and some control issues that could have been improved on, but they don’t hurt it much overall. I give the game an A grade. As far as scores go, it’s in the top ten of NES games that I actually own on cartridge.

VIDEO

https://www.youtube.com/watch?v=btfRSbSqyhs Here is a good longplay of the NES game.

https://www.youtube.com/watch?v=PUrTqXtdINw For comparison, this is the arcade original.

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A few updates

First, two games were added to the 3 and 4 player multiplayer shmups list, Otomedius Gorgeous and Otomedius Excellent for the Xbox 360.  Both games have three player co-op, I hadn’t realized that.

Second, I made a few minor changes to the Midway history article.  Nothing major, but I thought I should mention it.

And last, and most significantly, I’m working on an update of the recent PS1 Game Opinion Summaries Part 2 list that will add boxshot images for key titles, italicize the info text on each summary, put two spaces after each period (as it should be), fixes a few spelling mistakes, and add video links for interesting games.  It’s partially done, and I hope to get it all finished soon.  I’ll edit this if I get it done in the next few days, or create a new post if it takes longer than that.

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TurboGrafx-16 & PC Engine (HuCard and CD) Save and Save Backup Unit Information & Incomplete Compatible Games List

Note: The one thing missing from this list is a complete list of Japanese titles with system save. All US-released games with system save ARE listed below, though, so it is complete for the US region. All types of backup devices are also listed and described. That I do not have a complete list of Japanese games with saving is why I didn’t post this list sooner, I only wanted to post complete lists. But I think it has some pretty useful information on it as-is, so I think it’s worth posting despite its incomplete status. The games listed below do save. For the rest, assume that any Japanese RPG has saving, but for other games, I don’t know, try them and see. I’d love to hear any information to help complete this list!

I have posted versions of this list on some forums before, but this is an improved version of the list. I just finished adding all of my more recent findings into the list so it is now longer and a bit more complete than previously.

Backup Unit Types

First, 2000 block memory types. These each have a 2KB 2o00 block save chip on them. Yes, each block is one byte.

TurboGrafx-CD and PCE-CD base units, TurboDuo and PCE Duo, Duo-R, and Duo-RX systems (US and Japan) have 2000 blocks in their internal save memories. These all save via a capacitor, so it’ll eventually lose the saves on it if you don’t turn the system on for too long; it should be able to hold them for at least a few weeks on each charge. I haven’t yet had the memory erase on me, since buying a Turbo CD base unit back in fall ’09, which is nice.

Turbo Booster Plus (US) – Alternative instead of a CD base unit, adds AV output and 2000 blocks of internal memory. I believe the internal memory is capacitor-backed, like with the CD base units and Duos. These things are pricey, so while they probably work well, I’d recommend getting a CD addon instead, the cost is only a bit higher and probably half of the library is on CDs, if you buy imports ass anyone interested in this system should.

Tennokoe 2 (J) – External backup unit with 2000 blocks of memory. Plugs into the back of the system, to add saving to systems like the CoreGrafx for people who don’t want to get a CD drive. Uses AA batteries to hold the save. It doesn’t have AV output, because this was mostly designed for systems like the CoreGrafx which have that themselves. Don’t confuse this with the much better-known Tennokoe Bank below, they are entirely different, and that is much more useful than this.

Backup Booster (J) – Another external 2000 block memory unit, again powered with AA batteries (apparently), but this is basically the Japanese equivalent of the Turbo Booster Plus – it’s got the internal save, and AV output. I’m not sure why they really needed both this AND the Tennokoe 2, they are basically the same thing as far as I can tell, they just look a bit different, to better fit with newer models of the system I imagine.

Backup Booster 2 (J) – This is a save memory only addon – no AV output here. So, it’s again sort of like the Turbo Booster Plus, but internally it is different: Apparently saves via an internal rechargeable NiCad battery, and gets power from the system. “60 hours charge to save data for a month”, one of the links below says. Probably is also 2000 blocks, but I don’t know for sure. I wouldn’t use one of these if I had a choice because NiCad batteries fairly quickly lose their ability to recharge, and many of these probably don’t work anymore I would guess. I’m sure replacing the battery is possible though, for those so inclined.

Backup Unit (J) – Backup unit just for the PC Engine Shuttle. Functionally the same as the Backup Booster 2, just differently shaped. I’m not certain if it uses a NiCad battery like the Backup Booster 2 or a capacitor, though. It’d be nice if it wasn’t a NiCad battery, most old NiCad batteries lost their ability to re-charge years ago.

Now, larger save backup types. There are two, one 8KB and the other 128KB.

Tennokoe Bank (J) – These HuCards, Japan only cards with save memory on them, have 8000 blocks divided into four 2000 block banks. This only works as a save backup unit, and you cannot save directly to the card, unfortunately. When you turn the system on with a Tennokoe Bank plugged in, you can copy whole banks back and forth to the system or delete files in a bank, but you cannot copy individual files between banks. I wish you could do that, but similar to the N64, it is impossible; at least on the N64 you can do it with a Gameshark, but on this system there’s just no way to do it I know of. So, choose the block each save file goes to wisely. The Tennokoe Bank saves via an internal, difficult to replace CR2320 battery. It is under the bumped-up cover on the bottom part of the HuCard.

Memory Base 128 or Save-kun (J): These units, Japan-only addons that plug into the controller port as a passthrough, have 128000 blocks on them, divided into 64 banks. You can copy banks back and forth to the system, as with the Tennokoe Bank, though to do this you must go through ingame menus with certain compatible games (because of how it plugs in, it can’t have a built-in menu like the Tennokoe Bank, of course). Certain, specific Japanese CD titles that support the MB128 directly can save directly to the MB128, as well. Koei released a clone of the MB128 called the Save-kun; it’s the same thing, and is inter-compatible. The only negative is that it saves via AA batteries, which won’t last nearly as long (I’ve found good alkalines last me about seven months, or maybe a bit more), but are user-replaceable. There is another internal (rechargeable perhaps) battery for when the batteries die, that will hold the saves for about half an hour while you replace the batteries. The unit will also hold saves while system power is on, so you could alternately replace the batteries while the system is on. The batteries are in a plastic box that goes in the bottom of the MB128 unit, so you just pull that out, put new batteries in, and plug it in again.

Sources for more info on the save backup units above:
http://www6.airnet.ne.jp/wataru/pce/back_sys.htm or translated: https://translate.google.com/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fwww6.airnet.ne.jp%2Fwataru%2Fpce%2Fback_sys.htm – This site is fantastic and has pictures of most of the backup devices! Go there!
http://turbo.mindrec.com/files/gamesave.faq
http://forums.magicengine.com/en/viewtopic.php?t=2285

Also some of my own research.

TurboGrafx-16 and Turbo CD (& PCE/CD) Games With Saving

Notes: First, again, for the below list, the US list should be complete. The Japanese list is very incomplete. Most of this list is from the sources

Additionally, a * before a game name means I checked the file size for this title myself on my system. For whatever reason the file sizes on my system are not the same as the file sizes reported on the lists linked above. I do not know why. My numbers are as reported in Valis IV.

TG16/PCE HuCard games with system save

U [US-exclusive titles]

D&D: Order of the Griffon – 412 blocks (also has passwords, but with PW you can only save on world map; with system save you can save anywhere) (four files allowed)

JU [Games released in both Japan and the US]

Andre Panza Kick Boxing – 35 blocks
Ballistix
Bomberman – 5 blocks (also has passwords) (can save only at Continue menu. Three files allowed.)
*Bomberman ’93 – 32 blocks per file (also has passwords) (can save only at Continue menu. Three files allowed.) (listing site said 16 blocks, but it’s 32 on my Turbografx.)
Boxyboy (main game is password only, but edit mode is system save only)
Champions Forever Boxing – 21 blocks (also has passwords)
Chew Man Fu – 2 blocks for game progress, 172 blocks per custom level (also has passwords for game progress, custom levels require system save)
Cratermaze – 17 blocks (also has passwords) (only saves at Continue menu) (this number is what’s reported in my Japanese copy of the game. The listing site says that the game [US version] takes up only 1 block.)
Davis Cup Tennis – 209 blocks per file
Devil’s Crush – 480 blocks in two 240 block files (both required) (also has passwords)
Dragon’s Curse – 14 blocks (also has passwords) (four files allowed)
Dungeons & Dragons: Order of the Griffon (also has passwords, but with passwords can only save on world map; save files save anywhere)
Falcon – 140 blocks in two files, 60 and 80 blocks, both required (also has passwords)
Gunboat – 176 blocks
Jack Nicklaus Turbo Golf – 406 blocks in two files, 130 and 286 blocks (130 blocks for score/player data, 286 to save a game in progress)
Neutopia – 32 blocks (also has passwords) (four files allowed)
Neutopia II – 48 blocks (also has passwords) (four files allowed)
Night Creatures – 40 blocks (can save after dying, game saves number of remaining continues.) (three files allowed)
Parasol Stars: The Story of Bubble Bobble III
Soldier Blade – 63 blocks
Super Volleyball – 112 blocks per file (saves Team Edit mode creations)
*Tiger Road – 56 blocks (listing site said 40 blocks, but it’s 56 on my Turbografx.)
Timeball – 420 blocks (also has passwords)
World Sports Competition – two files, both required, 216 and 144 blocks (360 total) (can have up to three saves of the 216 block main save files; the smaller file is world records.)
Yo, Bro


J (incomplete list) [Japan-exclusive titles]

Battle Lode Runner (also has password for main game; edit mode requires system save)
Coryoon: Child of Dragon
Darius Plus – 260 blocks
*Doraemon: Meikyuu Daisakusen – 17 blocks (this is the Japanese version of Cratermaze)
Eternal City: Toshi Tenso Keikaku
F1 Circus
*F1 Circus ’91 – 2+ files: 256 blocks (required file, best laps), and 407 blocks (to save a season). So 673 blocks minimum, total.
F1 Circus ’92
*F1 Triple Battle – 196 blocks
*Final Soldier – 34 blocks (listing site says 18 blocks, but it’s 34 on my Turbografx.) (saves scores in regular & timed modes)
Knight Rider Special
Kattobi! Takuhaikun
*KickBall – 18 blocks
Knight Rider Special
Lady Sword
Lode Runner: Lost Labyrinth (also has passwords)
Maniac Pro Wrestling: Aso heno Tatakai
NHK Taiga Drama – Taiheiki
Populous
Power League V
Spiral Wave
Tongueman’s Logic
Tora Heno Michi
Wallabby!! – Usaki no Kuni no Kangaroo Race
*X-Serd – 26 blocks (per file)

TG16/PCE CD games with system save – note that I mark the system card each game requires, CD, Super CD, Arcade CD, or Games Express.

U (complete list; US-only games not on this list don’t save)

Beyond Shadowgate – 600 blocks (can have up to three files) (Super CD)

JU (complete list; US-released games not on this list don’t save)

4-In-1 Super CD (Gate of Thunder and HuCard copies of Bomberman, Bonk 1, Bonk 2; the first two have saving, see their listings for file sizes.) (Super CD)
*Cosmic Fantasy 2 – 354 blocks per file, 2 files required (CD) (so 708 blocks required) (listing site says 336, so 676 blocks required, but on my TG16 it’s 354/708.)
Cotton – 40 blocks (saves high scores only) (Super CD)
Dragon Slayer: The Legend of Heroes – 601 blocks per file (three files allowed) (Super CD)
Dungeon Explorer 2 – 616 blocks (includes four saveslots within it) (Super CD)
Dungeon Master: Theron’s Quest – 409 blocks per file (three files allowed) (can only save at end of level) (Super CD)
The Dynastic Hero – 78 blocks (four files allowed) (Super CD)
Exile – 96 blocks (four files allowed) (save anywhere)
Exile: Wicked Phenomenon – 1155 blocks (includes three saveslots within it) (save in towns only) (Super CD)
Fighting Street – 110 blocks (saves high scores only) (CD)
Forgotten Worlds – 34 blocks (saves high scores only) (Super CD)
Gate of Thunder – 25 blocks (saves high scores only) (Super CD)
Godzilla – 12 blocks (Super CD)
It Came from the Desert – 132 blocks (CD)
Jack Nicklaus Turbo Golf – 368 blocks (game in progress save) (CD)
J.B. Harrold Murder Club – 400 blocks (two files allowed) (CD)
*Last Alert – 48 blocks (CD) (listing site says 32, but it’s 48 on my Turbografx.)
Loom – 66 blocks (Super CD)
Lords of the Rising Sun – 1075 blocks (CD)
Might & Magic III: Isles of Terra – 1969 blocks (Super CD)
*Monster Lair – 80 blocks (listing site said 64 blocks) (saves high scores only) (CD)
Prince of Persia – 10 blocks (ten files allowed) (Super CD)
Riot Zone – 40 blocks (saves high scores only) (Super CD)
Shadow of the Beast – 144 blocks (WILL AUTO-ERASE ALL OTHER FILES IF THERE IS NOT ENOUGH SAVE SPACE!) (saves high scores only) (Super CD)
Shape Shifter – 177 blocks (SOMETIMES WILL ERASE ALL OTHER SAVE FILES WITH NO WARNING!) (Super CD)
Sherlock Holmes: Consulting Detective vol 1. – 3 269 block files, one for each mystery (CD) (so 809 if you keep files for all three)
Sherlock Holmes: Consulting Detective vol 2. – 3 273 block files, one for each mystery (CD) (so 819 if you keep files for all three)
SimEarth – 2000 blocks (Super CD)
*Splash Lake – 78 blocks (CD) (listing site says 62 blocks, but it’s 78 on my Turbografx.)
Valis II – 16 blocks (CD)
Valis III – 32 blocks (CD)
Vasteel – 880 blocks (contains four save slots within the file) (CD)
*Ys Books I & II – 61 blocks(per file, 5 max) (CD) (listing site said 45 blocks per file, but it’s 61 on my Turbografx.)
Ys III – Wanderers from Ys – 48 blocks per file (CD)

J (very incomplete list! Many titles missing. Games are Super CD titles unless noted.)

3×3 Eyes
A-Train III (A.III. / Take the “A” Train III / A-Rensha de Ikou III) (also supports Memory Base 128/Save-kun)
*Baby Jo – 108 (saves scores only, passwords required for continuing game progress)
*Builder Land – 68 blocks (saves scores only, passwords required for continuing game progress)
Akamajou Dracula X: Chi no Rondo – 144 blocks
Ane-San
Aoki Ookami To Shiroki Mejika (also supports Memory Base 128/Save-kun)
Art of Fighting (Ryuuko no Ken) (Arcade CD) (?)
The Atlas: Renaissance Voyager (also supports Memory Base 128/Save-kun)
Basted!
Bishoujo Senshi Sailor Moon Collection (also supports Memory Base 128/Save-kun)
Blood Gear
Bomberman: Panic Bomber
Brandish – 997 blocks (also supports Memory Base 128/Save-kun)
Dragon Knight & Graffiti
Dragon Knight 2 – 993 blocks
Dragon Knight 3
Dragon Slayer II
Eikan wa Kimi ni: Koukou Yakyuu Zenkoko Taikai (also supports Memory Base 128/Save-kun) (baseball sim) (Arcade CD Enhanced, Super CD Required)
*Efera and Jiliora: The Emblem of Darkness (CD) – 224 blocks per file (5 allowed)
Emerald Dragon – 4 blocks for config file, 274 blocks per save (also supports Memory Base 128/Save-kun)
F1 Circus Special: Pole to Win
Fatal Fury 2 (Garou Densetsu 2: Aratanaru Tatakai) (Arcade CD) (?)
Fatal Fury Special (Garou Densetsu Special) (Arcade CD) (?)
*Fiend Hunter – 16 blocks (per file)
Fire Pro Female Wrestling (also supports Memory Base 128/Save-kun)
Fray CD: Xak Gaiden – Fray in Magical Adventure
Future Boy Conan – 2 blocks
Ghengis Khan (also supports Memory Base 128/Save-kun)
Gotzendeiner – 160 blocks
Gulclight TDF2
Hi-Leg Fantasy (SOMETIMES WILL ERASE ALL OTHER SAVE FILES WITH NO WARNING!) (requires a Duo or Super CD-ROM2 console and a Games Express system card)
Human Sports Festival – 40 blocks (can use passwords, but for one of the three modes only)
*Iga Ninden Gaoh (aka Iga Ningen Gaiou) – 27 blocks per file
Image Fight II – 19 blocks
Jantei Monogatari
*Jantei Monogatari II – Uchuu Tantei Deban: Shutsudou-hen (part 1) – 80 blocks (filename is “Diban Jantei 2”)
Jantei Monogatari II – Uchuu Tantei Deban: Kanketsu-hen (part 2) (filename is “Diban Jantei 2 p.2”)
Jantei Monogatari III
Jim Power – In Mutant Planet
Kaze Kiri Ninja Action
Kiaidan 00
Linda Cube (also supports Memory Base 128/Save-kun)
*Magicoal – 303 blocks (per file) (also supports Memory Base 128/Save-kun)
Mahjong Clinic Special
*Mateki Densetsu Astralius – 330 blocks (per file)
Meikyuu no Elfeane: Faery Dust Story
Metamor Jupiter
Might & Magic (CD)
*Monster Maker: Yami no Ryuukishi – 562 blocks (per file, 2 max)
Moonlight Lady
Nobunaga’s Ambition: Zenkokuban (Nobunaga no Yabou) (also supports Memory Base 128/Save-kun)
Nobunaga’s Ambition: Bushou Fuuunroku (Nobunaga no Yabou) (also supports Memory Base 128/Save-kun)
Nexzr (saves top 5 scores only)
Popful Mail (also supports Memory Base 128/Save-kun)
Princess Maker
Princess Maker 2 (also supports Memory Base 128/Save-kun)
Princess Minerva
Private Eye Doll (also supports Memory Base 128/Save-kun)
Puyo Puyo CD – 128 blocks
Puyo Puyo CD Tsuu
*Ranma 1/2: Toraware no Hanayome (Ranma 1/2 Part 2) – 80 blocks
*Record of Lodoss War – 166 blocks (per file)
Record of Lodoss War II
*Road Spirits – 149 blocks (listing site said 138 blocks, but it’s 149 on my Turbografx)
Romance of the Three Kingdoms III (Sangokushi III) (also supports Memory Base 128/Save-kun)
*Rom Rom Stadium – 2 files: 60 blocks (required system file) and 263 blocks (player stats)
Ruin – 783 blocks (contains two saves within it)
*Shanghai II – 144 blocks (saves scores and settings; game also has passwords for specific tile layouts)
Shanghai III
Shin Megami Tensei (also supports Memory Base 128/Save-kun)
Sol Moonarge
Sorcerian
*Space Battleship Yamato – 18 blocks
Startling Odyssey
Startling Odyssey II – 349 blocks
*Summer Carnival ’92: Alzadick (saves settings, top score in ea. category) (CD) – 27 blocks
Summer Carnival ’93: Nexzr Special (saves top 5 scores in main game, 1 score in each carnival mode)
*Super Albatross – 60 blocks
Super Darius (may not save much if anything?) (CD)
*Super Darius II (616 blocks – saves top 50 scores)
Super Real Mahjong P II + III Custom (also supports Memory Base 128/Save-kun)
Super Real Mahjong PV Custom (also supports Memory Base 128/Save-kun)
Tadaima Yusha Boshuchuu (also supports Memory Base 128/Save-kun)
Tengai Makyou: Ziria (CD)
Tengai Makyou II: Manji Maru
Tengai Makyou 3 – Kabuki Den – 320 blocks per file
Tokimeki Memorial
*Ultra Box volume 6 – Custa and Jangken Monogatari games support saving. Custa: 21 blocks per file; Jangken Monogatari: 144 blocks
*Valis IV (CD) – 48 blocks
Vasteel 2 (also supports Memory Base 128/Save-kun)
Where in the World is Carmen Sandiego? – 22 blocks
*World Heroes 2 – 66 blocks (listing site said 50 blocks) (Arcade CD)
Xak I & II – 640 blocks per file
Xak III
Ys IV: The Dawn of Ys – 2 block settings file plus 45 blocks per save
Zero 4 Champ – 192 blocks

May or may not save, but THE GAME CAN OR WILL ERASE ALL OTHER FILES ON THE CARD WHEN PLAYED

JU CD

Shape Shifter (does save, see above)

J CD

Space Fantasy Zone (unreleased) (doesn’t save but will erase)
Hi Leg Fantasy (does save, see above)

Games with Memory Base 128/Save-kun Support (complete list)

J CD

A-Train III (A. III, A-Rensha de Ikou III)
Aoki Ookami To Shiroki Mejika
The Atlas
Bishoujo Senshi Sailor Moon Collection
Brandish
Eikan Wa Kimini
Fire Pro Female Wrestling
Linda Cube
Magicoal
Popful Mail
Princess Maker 2
Private Eye Doll
Sankokushi III
Shin Megami Tensei
Super Real Mahjong P II + III Custom
Super Real Mahjong PV Custom
Tadaima Yusha Boshuuchuu
Vasteel 2

Emerald Dragon also claims to have MB128 support, but it does not in fact work; you can copy blocks between the system and MB128 through the game (see below), but cannot actually save to the MB128, unfortunately. Quite unfortunate!


MB128 games which allow you to backup your system save data (or other primary 2KB backup device) by copying the complete 2KB block to a block on the MB128. There are 63 available blocks, understandably (128KB for the MB128, 2KB for the internal memory). See the source link below for more info. Note that each title’s backup blocks on the MB 128 can only be accessed (and copied back to the system memory) by that game — they are not inter-compatible with the other titles on the list.

J SCD

Popful Mail
Private Eye Doll (third option from main menu)
Emerald Dragon (hold UP when you press RUN on the CD BIOS screen to access. In that menu, top to bottom, Load, Save, Swap, Delete Bank, Delete All MB128 Banks. This is the games’ only actual support for the MB128. This manager ONLY allows you to copy memory blocks to and from the MB128, you cannot see the files for games which save directly to the MB128 — for that see below. Oh — if you hold II at boot instead of Up, you’ll go straight to a load-game screen, skipping the intro and such.)
Vasteel 2

MB128 games with a manager that allows you to view what files are saved to the MB128, but not necessarily to copy blocks back and forth from the system

J SCD

Brandish (Hit Run, choose Load, then choose the lower-left option from the six-option grid on the screen that appears [note: this screen only appears when a MB128 is connected.]. It’s in Japanese text, directly below Save. This screen shows a list of the files saved to the MB128. They don’t have file sizes because each one is 1 ‘block’, or 2KB. Each memory backup (from, say, Emerald Dragon) or game save from a MB128-compatible game creates a file that takes up 1 space on the MB128. Here you can see what’s on the unit, and delete files if you want.)

MB128 games with MB128 managers that have unknown functions (need info)

J SCD

Tadaima Yusha Boshuchu – press 1+Run at boot for manager
Linda Cube – press Up+Run at boot for manager


TG16/PCE/CD games with memory card managers that allow you to see file sizes for the files currently saved on your primary 2KB backup device – You cannot see file sizes otherwise, the built-in CD system card manager has no file size listings.

U HuCard

D&D: Order of the Griffon (only if there is not enough space to save)
Falcon (only if there is not enough space to save)

J CD

Valis IV (press Select at “Press Start” screen after selecting New Game from the first menu; as long as you do not hit Start at the “Press Start” screen this will not overwrite your saved game, fortunately. Make sure to hit Select to get into the manager.)

J SCD

3×3 Eyes
Cosmic Fantasy 3
Cosmic Fantasy 4 Part II
Popful Mail (also has Tennokoe Bank and Memory Bank 128 management features as well as for the on-system save)


Games with Password Save Only – These games save, but only to a password code you will need to write down yourself and input into the game to continue, not to a save file. Some of these games released before the save backup units existed, but others did not, and should have had real save options. Some of these games have LONG passwords!

Note: This list may not be complete. I think the US HuCard list is complete, but I doubt that the Japanese HuCard and CD game lists are complete. Again, please help me fill in any gaps.

HuCards

JU

Boxyboy (main game is password only, but edit mode is system save only)
Cyber Core (the “passwords” are really cheat codes)
Double Dungeons
Dungeon Explorer
Final Lap Twin
Impossamole
King of Casino
Military Madness (Nectaris)
Sonic Spike
Tricky Kick
TV Sports Basketball
TV Sports Football
TV Sports Hockey
World Court Tennis (RPG part only)

J

Bomberman ’94
Hot Blooded High School Soccer (Nekketsu)
Puzznic
Titan
Zipang

CDs – Yes, some CD games have password save. Some have partially password and partially system save systems; the details, if I know them, are described below. This section is all my own research, so it probably isn’t complete.

J

Baby Jo – This game supports system save for your high scores, but game progress is password-only. Yes, really.
Builder Land – Same as above, the game has high score saving to the system, but game progress is password only.
Jim Power in Mutant Planet – Just like the above two, password save with save file high score records. (This and the two above games are all by the same developer, Loriciels.)
Neo Nectaris – Nectaris part only (This game includes both a straight port of the original game and a CD-only sequel on one disc. Neo Nectaris, the sequel, saves to the system, but this disc also includes a copy of the original game, which still only has password save.)
Ranma 1/2 Part 1 – Password-only saving.
Ranma 1/2 Part 3 – Password-only saving.
Shanghai II – This game has system save support for some things (scores, settings), but has password support for specific tile layouts. If you want to use a specific tile layout in this Shanghai (solitaire mahjong) game, you can write down and enter a password for it.

Sources for this section:

The three links below all have MB128 games-supported lists. They are the source for my MB128-supported-games list above.
http://www.pcenginefx.com/forums/index.php?topic=653.0
http://forums.magicengine.com/en/viewtopic.php?t=2285
http://translate.google.com/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fwww6.airnet.ne.jp%2Fwataru%2Fpcefaq%2Fpcefaq.htm%233-22

http://www.pcenginefx.com/forums/index.php?topic=14565.0 – This thread has some useful MB128 information about which games have built-in MB128 managers. It was great to hear that the MB128 can in fact act as a save-backup device, as well as saving the handful of games that directly support it!

The main list of games that support saving to the system mostly comes from http://turbo.mindrec.com/files/gamesave.faq , with some of my own additions. The page seems to be missing at the moment, unfortunately. I hope there is a backup of this page somewhere, it had more info that was quite useful! This list was, I believe, complete for US releases, but very thin for imports. I added quite a few import titles to the list, but I’m sure there are many more.

http://pcecp.com/ is also a fantastic resource, though the site’s database unfortunately does not consistently tell you whether games support saving, and you can’t search specifically for games that save, either.

Also some of my own research of course.

Posted in Classic Games, Lists, Turbo CD, TurboGrafx-16 | Tagged , , , , , | 5 Comments

Game Opinion Summaries: Playstation (Part 2)

Okay… after months of work, here’s a huge update to this list! 108 new summaries.
Update 3/26/15: Added images of the games I liked more games in this update, links to gameplay videos on Youtube for the better and more interesting titles, put all opening and ending notes in reviews in italics now (so players and controllers supported, other platforms the game is on, and such are now italic), and fixed some formatting issues. I also made a few improvements to the text here and there.

Opening Notes

The most important thing to note here is that this is mostly more of a “first impressions” list than it is “reviews”. These are games I mostly haven’t played for more than two or four hours. Don’t consider the vast majority of these to be reviews; though I’m sure plenty of people on the internet would “review” games after playing them this little, I don’t think that’s right. But I did make sure to play each game enough to form an opinion on it, and that’s what I wrote up below.

The first PS1 list has 136 Game Opinion Summaries in it. This new list has fewer games on it, but is longer overall because I go into greater detail about each game. In the first PS1 Game Opinion Summaries list, 17 of the game discussed were games that I covered, but hadn’t played enough to give a good enough picture of. Some of those I played and expanded my summaries of a while ago, the two Namco Museum volumes perhaps most notably, but there are still several games I need to make myself play sometime. I’ve gone back and played six of those games again, removed them from the version of the first list on this site, and put the new summaries in this list. I also added a bit to some of the summaries in the first list that were there, but not detailed enough, such as Namco Museum 1 and 3. The difference is, those games had partially-usable summaries, I just needed to add a bit to them, while the ones covered again really did not have usable summaries before, but now do.

Overall, this new list has fewer games on it than the first one, but is longer overall because I go into greater detail about each game. Beyond the six redos, the other 102 summaries below are new. Of the new summaries, 26 are games that I had as of the last list but hadn’t played yet. I played them now, so that I could discuss them. Six are new redos of games I covered at extremely brief length in the first PS1 Game Opinion Summaries list, but have gone back to, played more, and said more about this time. The remaining 66 are entirely new reviews, games I didn’t have yet in Dec. ’12. Yeah, in only a couple of years the “short” part of the original “short reviews” title has been partially abandoned, for sure. Ah well. Quite a few of the new games are Japanese import titles — I got a Japanese PS2 earlier this year, and 30-odd import Japanese PS1 and PS2 games for each of them. Expectedly, the new summaries are longer than the old ones. I’m not (yet) going to go back and rewrite all of the old summaries to make them longer and stuff, they’ll have to do.

Finally, there should have been one more summary in this list, but sadly the first disc of Parasite Eve II isn’t working. I’ll try to get it fixed, but it was actually the last game I was going to play for this, so there isn’t time to get that done before posting this, if the disc is fixable (I hope it is).

The best PS1 games covered in this update: Galeoz, Tiny Tank, Steel Reign, Need for Speed: High Stakes, Red Asphalt, Egg, Gradius Gaiden, Puchi Carat, Rage Racer, Motor Toon Grand Prix, Roll Away, Wild ARMs, Driver 2, Megatudo 2096, Ganbare Goemon: Space Pirate Akoging!

The worst PS1 games covered in this update (and some of my least favorite games ever!): ESPN Extreme Games, 2Xtreme, Rush Down, VR Sports Powerboat Racing, Turbo Prop Racing, Die Hard Trilogy, maybe also CoolBoarders 2

Table of Contents
(titles covered; * marks redos of games from the first list)

ESPN/espn2 Extreme Games [aka 1Xtreme]
2 Xtreme
Ace Combat 2
Allied General
Apocalypse
Azumanga Danjyaro Daioh (J)
Blade Arts (J)
The Block Kuzushi (J) (Simple 2000 Series Vol. 5) [The Block Breaker]
Bounty Sword First (J)
Breakout
*Broken Helix
Bug Riders
Casper: Friends Around the World
Cleopatra€™s Fortune
Cool Boarders 2
Crime Crackers (J)
Crime Crackers 2 (J)
Crusaders of Might and Magic
Crypt Killer
Cybernetic Empire (J)
Dare Devil Derby 3D
Descent Maximum
Die Hard Trilogy
*Dino Crisis
Driver 2
Egg (J)
End Sector (J)
Enigma (J)
Excalibur 2555 A.D.
Extra Bright (J)
Extreme Go-Kart Racing
*Fear Effect
Fear Effect 2: Retro Helix
Galaga: Destination Earth
Galaxian 3 (J)
Galeoz (J)
Ganbare Goemon: Space Pirate Akoging! (J)
Ganbare Goemon: Kurunarakoi! Ayashigeikka no Kuroikage! (J)
Ganbare Goemon: Oedo Daikaiten! (J)
Gekitotsu TomaLarc €“ Tomarunner vs. L€™Arc-en-Ciel (J)
Gradius Gaiden (J)
Grille Logic (J)
Grudge Warriors
Gu Gu Trops (J) [Gugutoropusu]
Inuyasha: A Feudal Fairy Tale
Italian Job, The
Jet Moto 2
Jigsaw Madness
Kowloon’s Gate (Limited Edition) (J)
Kuru Kuru Cube (J)
Kyutenkai: Fantastic Pinball (J)
Legend of Dragoon, The
Medal of Honor Underground
Megatudo 2096 (J)
*Metal Gear Solid
Motor Toon Grand Prix
NASCAR 2000
Need for Speed: High Stakes
Parasite Eve
Poitter€™s Point (J) (US title: Poy Poy)
Primal Rage
Puchi Carat (J)
Puzzle Star Sweep
Rage Racer
Rally de Europe (J)
RC de GO!
Red Asphalt
Resident Evil: Survivor
Robotron X
Roll Away
*Romance of the Three Kingdoms IV: Wall of Fire
Running High (J)
Rush Down
Rush Hour
SaGa Frontier
SaGa Frontier 2
Sentinel Returns
Silent Hill
Slayers Wonderful (J)
Sorcerer’s Maze
Speed King (J)
Spriggan: Lunar Verse (J)
Spyro 2: Ripto€™s Rage
Spyro: Year of the Dragon
Starwinder: The Ultimate Space Race
Steel Reign
Street Fighter Collection 2
Summon Night (J)
Summon Night 2 (J)
Syphon Filter 2
Team Losi RC Racer
Tiny Bullets (J)
Tiny Tank: Up Your Arsenal
Turbo Prop Racing
Tyco R/C: Assault With A Battery
The Unholy War
Van-Gale: The War of Neo-Century (J)
VMX Racing
VR Sports Powerboat Racing
Wild ARMs
Witch of Salzburg, The (J)
Wonder Trek (J)
WWF In Your House
XS Junior League DodgeBall
Yu-Gi-Oh! Monster Capsule Breed & Battle (J)
*Yu-Gi-Oh! Forbidden Memories
Zeiram Zone (J)
Zoop

———
SUMMARIES
———


ESPN/espn2 Extreme Games [aka 1Xtreme]


2 player simultaneous, saves (1 block). ESPN/espn2 Extreme Games, later re-released as 1Xtreme, is a 1995 “extreme” racing game developed by EA and published by Sony. This is a combat racing game. There are six tracks, all supposedly downhill, and four types of transportation: bike, rollerblades, skateboard, and street luge. It’s kind of like a terrible spinoff of the 3DO/etc. Road Rash game. This game was quite successful, and got two sequels. I can’t be objective about this game, or series, though; the 1/2/3Xtreme series is one that I’ve always hated, a poster-child of everything that I couldn’t stand about Sony and its audience. I remember 1 and 2 Xtreme from the mid/late ’90s. This kind of “extreme sports” thing was in, then. I liked PC and Nintendo, though, so despite being a teenager by the time the PS1 released, I had no interest in this game, or the skateboarding and rock-music lifestyle it was pushing; I quite disliked it, in fact. The live-action-video FMV in the game aims at this audience. It’s pretty bad.

The game is awful, too. For some reason, this game is considered to be the “good” 1/2/3Xtreme game. I don’t get it, they all seem atrociously terrible to me. of course I did go into this wanting to hate it, so I can’t pretend to be objective, but it did not disappoint. This game and the second one (below) have some differences. First, in this game, you can use any ‘vehicle’ type on any track. There are 16 participants in each race, so there’s a big field, and there will always be a mix of all four vehicle types in each race. You can play as any of 16 characters, and each have different stats. They all control badly, at first at least. Both games have very similar graphics. The characters are all sprites, while environments are a mixture of sprite and polygon elements. While you’re supposedly on a slope, it looks more like you’re going UPHILL than down, stupidly enough. The characters look terrible, and the environments are ugly and low-quality. The racing is no fun, and too hard as well. This game is very difficult, and I have no interest in playing it enough to get even remotely good. The game has combat just like 3DO Road Rash, so beat up your opponents as you go; the shoulder buttons attack. I don’t mind combat racing, but the Road Rash format doesn’t work for me, I don’t enjoy it. The tracks are also overlong, just like they are in Road Rash. Unlike Road Rash, though, there are also many gates along the track which you should try to go through. You’ve got to aim right in the center to get through them; hitting the gates is annoyingly easy. Hitting the other obstacles, such as fences and barrels, are also annoying. If you actually manage to do well in races, you get money which you can buy new boards/skates/bikes with. I don’t think I’ll ever do that, with how bad this game is. There is one amusing thing about the game, though, live-action-video FMV! Apparently the “1Xtreme” re-release removes the FMV video clips from the game, so get this version. I mean, why buy this horrendous disaster if not in part to watch the oh-so-’90s “extreme” live-action-video clips? But otherwise, thanks to an obnoxious “extreme sports” theme, bad controls, awful graphics, simplistic, unfun, and yet overly difficult gameplay, this is a terrible, terrible game. Only diehard 3DO-style Road Rash fans should even consider this debacle. WHY did this stupid thing sell? The sad thing is, it’s actually the best game in its trilogy, pitifully enough. Really though, don’t fall for the people who claim this game is competent. It’s not, at all. Also on PC.


2 Xtreme


2 player simultaneous, saves (1 block). 2Xtreme is pretty much the same thing as the first one, but maybe worse. Now made by a Sony internal studio, they didn’t change much of anything. Even the graphics look like a lot of visual elements were cloned straight out of the first game! Why did they decide to keep those horrible rock-wall textures? And the still sprite-based characters still look terrible, too. They did make a few changes, though. First, there are only ten racers in each race now, instead of 16. There’s no visible reason for the downgrade. They did add a character-editor option though, so you can choose which bad sprite you want to play as and then customize their stats and name if you wish. Also, now each of the different propulsion types are locked to one location. You snowboard in Japan, bike in other place, etc. It’s kind of too bad that now everyone on the course has the same vehicle; the mix of vehicle types was one of the few slightly interesting things about the first game. Otherwise, though, this is the same game again. Tracks still look like you’re somehow sliding uphill; it’s still as much about hitting the other racers as it is actually racing; it’s still kind of hard; controls and gameplay are still terrible; and those gates and obstacles on the tracks are still annoying. I totally hate it, these two games are two of the worst Playstation games I’ve played. Of course I’m sure part of that is because of how much I remember hating these games in the ’90s, but had it actually been fun when I went back to this game now, I could have changed my mind… but they aren’t, at all. 2Xtreme is an absolutely atrocious disaster. But hey, if people wanted something “cooler” than Nintendo’s oh-so-kiddy games, then this is perfect! Play this over Mario Kart, you’re only hurting yourself. [… Sorry, I can’t resist. As I said, fair or not, I’ve always thought of these two games as poster-children for the PS1 audience…]


Ace Combat 2

1 player, saves (1 block), Analog Gamepad and Analog Joystick both supported. Ace Combat 2 is the second average-at-best game in Namco’s popular flight combat series. A lot of people like this series, but based on playing this, I don’t. Plane combat games with real airplanes have never interested me much, and this isn’t the game which is going to change my mind on that. This is a fairly simple airplane combat game. You choose a plane (you start with two, and can buy more), and set off on a linear campaign of missions, all of which involve destroying enemy planes. The game is played with an in-cockpit view, but that’s where the simulation elements end: you’ve got scores of missiles, and a fairly simple lock-on system. It’s hard to hit enemies with guns, but missiles are better anyway. Just get within range with the enemy near the reticule and you’ll lock on, then start firing away. You can accelerate and brake with buttons, though they only last while you are holding them, as in Rogue Squadron; normal throttle controls would be better. There’s also a map. You can’t really lock on to and follow a target, just lock on with your missile onto an enemy in front of you, but there is a map, and the game isn’t busy enough to be unmanageable. Hold map button, point plane towards enemy, fly forward until you find them. As you progress it gets harder, but the basic gameplay is simple, and I don’t find it particularly interesting. The graphics are okay for the PS1, with fairly basic but decent environments and planes. It would be better with decent controls, though! I do find the game somewhat boring, but the controls with a Dual Shock are by far the worst thing about this game, I’d say. It’s difficult to get a flight game controlling well on a gamepad’s small analog stick; the genre greatly benefits from full-size joysticks. Making it worse, the PS1’s joysticks are, of course, very imprecise and loose. Ace Combat 2 has both of these problems, bad, so the controls are twitchy and frustrating. Keeping enemies on screen is harder than it should be. If you want to play Ace Combat 2, don’t bother unless you have an Analog Joystick (the Playstation’s big twin flightstick joystick controller), essentially. I’ll try this again whenever I get one. I’m sure I’d still find the game not all that exciting, but it’d definitely control a lot better with one of those, and that would make a difference. But with a gamepad, this is average to below average overall.


Allied General

1 player, saves (3 blocks). Allied General is a port of the PC strategy wargame of the same name. The sequel to the classic Panzer General, this entirely 2d wargame is, of course, far better on computers. Panzer General is a wargame that tried to be a lot more approachable than most wargames; it is a genre that usually is very complex and inapproachable to those who don’t already like the genre. Panzer General, and this sequel, aren’t like that; they are simpler and easier to play. That doesn’t mean that there is no depth, though. There are quite a few different types of units, in various categories including infantry, artillery, and tanks. Each unit has various stats showing its abilities and strength. As usual in wargames, the game plays on a hex grid, albeit zoomed in too close here because of the PS1’s very low resolution compared to a mid ’90s PC. Of course, this also means that there isn’t an onscreen minimap. Not good. The basic gameplay is fun enough, though; just learn your forces, and try to destroy the enemy. There are little animations when units attack eachother, something you wouldn’t see in a more serious wargame. I like strategy games, but have never gotten into the full-on wargames, so a simpler one like Allied General is great. However, I just don’t think there is any reason to actually play this downgraded Playstation version over the PC original, or a newer similar title. And I always did like Steel Panthers a bit more than Allied General anyway, even if it is a bit more complex… but even so, for the hardware this is a fine port. There’s just no reason to actually play it today. Port of a PC game.


Apocalypse


1 player, saves (1 block), Analog Gamepad supported. Apocalypse is a 3d run & gun action game where you play as Bruce Willis, ’90s action-movie star. This is a decent but fairly easy game. It’s an original title, not based on a movie. I’ve only actually seen one Bruce Willis movie, the asteroid movie Armageddon, but he’s been in a lot of films, most notably Die Hard. This time, it’s the apocalypse, as the name suggests, and only Bruce Willis can save the world from the Satanic armies! It’s a solid setup for an action game, why not. Apocalypse is a 3d run & gun action game, and plays a lot like the Playstation games One or Assault: Retribution. Apocalypse is better than One, but not as good as Assault: Retribution, because I like that game more than most people seem to. This game is easier than either of those games, though. I didn’t have much trouble zipping through several levels of the game. Still, this game is pretty good for a licensed game. As in those other games, Apocalypse is straightforward. In each of the games’ few levels, you follow a linear path through the stage, killing all of the enemies along the way and navigating some platform-jumping challenges. There aren’t large open areas in this game; it’s quite linear, with narrow spaces to fight in. That’s alright, it keeps the game moving. Perhaps in part because of that, and its apparently protracted development, Apocalypse looks fairly nice. The graphics are good for the PS1, and it’s got lots of shiny visual effects on the weapon animations. You have a nice variety of weapons to attack with. Also, Bruce Willis did voice work for the game. He says a constant stream of voice quips during play. That’s the game, though; run forward, shoot the baddies, kill everything, and then face the next area. Sometimes you’re running forward navigating platforms while shooting enemies, and other times you’re in a room, killing the enemies or boss. Don’t miss the jumps and you should be fine, this game really is easy for a run & gun. Other than the lacking difficulty, though, this game is reasonably fun stuff. Pick it up if you find it cheap.


Azumanga Danjyaro Daioh (J)

1 player, saves (1 block), Analog Gamepad support. This game is basically a simpler spinoff of mahjong with the characters from the pretty great early ’00s slice-of-life anime Azumanga Daioh in it. Anime games are rarely good, and this one isn’t too great either. It is playable, but too simplistic and random. Think mahjong, but easier; that’s this game. As in mahjong, you get a hand of tiles, here nine. Your goal is either to make three sets of three matching tiles, or otherwise make one of the special hands that are listed in the manual and pause menu. Instead of the large mahjong tileset, however, this game uses pictures of nine of the characters as the tiles. There are also numbers on each tile, but for basic play these are less important than the pictures — all you need to do to get a set of three is have three tiles of the same picture, no matter what numbers are on them. Much simpler than mahjong! I’m not clear on what the numbers are for, honestly; that’s explained in Japanese, but I can’t read much of that, and though I’ve played the game, I don’t quite get it. I also don’t know the differences between different tile colors, if there are any. Ah well, I can’t read much Japanese, so those who can won’t have these issues. Each turn you can either take the tile the other player dropped or pick up a tile. You then have to discard a tile, either one of your nine or the tile you drew. There are no kan, pon, or chii calls in this game, that’s one of the many things simplified here.

For options and graphics, the main mode is a story mode where you choose a main and second character and then face off against a series of opponents, all characters from the show. You unlock an image or two in the games’ gallery if you beat the game with a character, and more images if you play well, so it’ll take a while if you want to unlock everything. Unlike mahjong, this is a 1-on-1 game only. One of your characters appears on screen in a 3d chibi form, and will kick over the tile you discard, drop in the tiles you add, and such. It’s a cute touch. The two characters you chose will alternate during each match. Just like in mahjong, of course I constantly found myself discarding the “wrong” tile, but you never know what you’ll get next, so predicting which tile I should discard is pretty tough. Ah well, that’s how this kind of game goes. Getting a basic win with three sets of three isn’t too hard, but that gets you few points, and to win each match you need to have more of your health points left after five rounds than your opponent does. Yes, matches are five rounds only, that’s how it works. The basic game is simple, but frustrating because it’s so easy to lose because the opponent got some great set of tiles in the last round and crushes you even though they were way behind… bah. But mahjong IS a gambling game, and some of that unfair randomness is still present here. Overall, this game is okay, but I’d rather play a real mahjong game. The 2d and 3d graphics look nice, and the game isn’t hard to learn the basics of, and I certainly like Azumanga Daioh and the characters, but the game’s not the greatest. I’m not the biggest mahjong fan, but dumbing it down a bit doesn’t make it better. Still, this is an okay game.


Blade Arts (J)

1 player, saves (1 block), Analog Gamepad support. Blade Arts is a 3d action-adventure game from Enix, sort of like Tomb Raider but Japanese, and IN Japanese. Yes, this is the first of quite a few import games I’ll be reviewing here. Blade Arts is a decently good game, but it has a couple of issues. You play as a warrior guy, and have a decent variety of moves. In each level you have to find the end by killing the enemies, navigating through sometimes tricky jumping puzzles, and figuring out some puzzles. Your guy has a sword, and you can use some attack combos. You’ve got special abilities as well. These will be particularly useful in the sometimes-tough boss fights. In addition to all that, there is also a lot of story in this game, so you have to watch many very long Japanese-language cutscenes. At least they are voiced, but of course I can’t understand a lot of what’s going on. This is a story-heavy game, and the cutscenes are, frustratingly, unskippable. This is one problem with the game. Another is the save system. You can only save between levels, so if you die late in a stage, you go all the way back to the beginning… and in some cases might have to spend 15 minutes watching cutscenes before you’re finally back to the game and get another chance to die at the same point again. Argh! I quite liked this game at first, but it got really frustrating only a couple of stages in thanks to how long it takes whenever I died. There may be save points sometimes, but not always. I eventually gave up on the game in a stage with a particularly long cutscene sequence before a tough and frustrating jumping puzzle; this game has fall damage, so missing a jump can be fatal. Still though, I’m sure I will go back to Blade Arts. It’s a good game well worth playing, and it’s really too bad that it wasn’t brought over to the West. The game plays fairly well, looks like it has a somewhat interesting story with some definite twists and turns, and has a nice mix of action and adventure. It’s definitely worth a play if you like this kind of thing.


The Block Kuzushi (J) (Simple 2000 Series Vol. 5) [The Block Breaker]

2 player simultaneous, saves (1 block), Analog Gamepad supported. The Block Breaker is one of several Breakout-style games in the Simple 2000 line of cheap games, named for their 2000 yen price per game (about $20). The line is a mixture of fun games and super-cheap junk. This game is okay, but definitely very low budget. The Block Breaker feels kind of like a ’90s PC shareware game, in quality and graphics. It is a fun 2d Breakout/Arkanoid clone with a few unique mechanics. As usual in this genre, you control a paddle at the bottom of the screen, and have to destroy a field of blocks above. This is a 2d game, and the graphics are simple and have no variety, but the blocks look nice. The game has no music. The overall presentation isn’t great. The only audio is sound effects and some musical fanfares that play between levels.

At first I thought this game was tedious, but it actually is kind of interesting thanks to the ball-manipulating abilities that you have. If you hit X when the ball hits the paddle, the ball bounces off at increased speed. If you keep timing your button-presses correctly so that it keeps increasing in speed each time it hits the paddle, you can enable a shot which will go right through the bricks, destroying them without stopping! It’ll only last until it hits a wall, but you can destroy whole columns of blocks this way, so long as they’re destructible. You can also angle the ball left or right with the L and R shoulder buttons, which is cool. With these powers you can quickly increase the ball to a quite high speed, and somewhat control it in the air, things you usually can’t do in this genre. However, there are few powerups here. There’s a 1-up, a powerup that makes your paddle longer, a multiball powerup (but the additional balls are small, and you still will lose a life if the main ball falls through the bottom, so it’s not like normal multiball), and not much else. There isn’t a gun powerup, so once you’re down to that one last block, you just have to keep bouncing the ball around until you manage to hit the stupid thing. There is a wall of blocks at the bottom of the screen acting as a backup defense line, though, which is nice. One powerup will replace this with a new line of blocks, it’s helpful. For blocks, the game has only the basics: normal blocks, shiny blocks that take more hits, and invincible blocks. The unique element here is the ball modifiers.

Block Breaker has two main modes, Simple or branching. In the simpler mode, you just play through a linear sequence of levels. I think there are a hundred levels. In the more complex mode, the game has a Outrun-esque branching mission tree. After each five stages, you choose which of two routes you want to take, each with different levels. Gameplay is the same in either mode. The game saves the top 10 scores in each mode. As for a language barrier in this Japan-only release, it is low. The main menu options are in Japanese, but it’s easy enough to learn them. The high-score table is in English, and there’s no other text in the game. Overall, The Block Kuzushi is low-budget, perhaps too low-budget, but I do like it. I wish the game had more variety and some music, but the ball speed-boost mechanic is cool. This game has a sequel on the PS2, The Block Kuzushi Hyper; it looks like it mixes this game with some elements from Hasbro’s Breakout remake (below). Both games are worth a look for a low enough price, for genre fans.


Bounty Sword First (J)

1 player, saves (1 block). Bounty Sword: First is an interesting and somewhat original strategy game with RPG elements. This game is a remake of the original SNES Bounty Sword game, as the title suggests. So, because of its SNES origins, it’s a top-view isometric 2d game. The graphics are improved over the original version. There is a lot of text and story in this game, and almost no voice acting. However, the game IS mostly playable even if you don’t know the language, and I like it anyway. Oddly, when starting the game the game says “Bounty Sword Trilogy” before flipping over to “Bounty Sword First”, but there is only one more game in this series, before its developer shut down or something like that. With how interesting this game is, though, I’d like to play the sequel. Bounty Sword is a fairly automated game, in that characters can act on their own, based on the AI settings you give them. Now, this is an RPG-ish strategy game, but it’s not an open adventure game. Instead, as in, say, Shining Force CD, you have battles, camps, and menu-style towns, and that’s pretty much it. You can save in the camp or town in between battles. Each battle is won by killing all of the enemies. Now, as I said, characters will act on their own. Once set to attack enemies, they will move around and attack on their own. Each character has a meter, and when it empties they will take an action, either attack, heal, or such. They will act on their own, but you can give movement orders at any time, tell mages or healers to cast specific spells, and also change the AI settings during battle. I don’t know what some of the options do because they’re all in Japanese, but the settings for attack and healing make sense — you can set characters to attack enemies or to not do that (useful for mages for example), and set how low a characters’ health has to get before they automatically heal themselves; lots of characters have healing spells, though you can also use items if someone has run out of magic. Of course, all spell and item names are in Japanese, so it’ll take practice to learn what things do. For a game with mostly automatic combat, this game is about as fun as it could be. I love that characters can move around the map, instead of being stuck in generic menu-style JRPG battles. The graphics are good, too, for a 2d game. This game clearly doesn’t push the PS1, but I like its good-quality 2d art. This game has a somewhat Western/Japanese hybrid art style; it’s not another game with super-stylized anime art, and I like the resulting look. The main character is a mercenary swordsman type warrior, so you’re not playing as yet another little kid out to save the world, either; this game is clearly a darker fantasy story. You quickly gather a few allies, and can buy more (mercenary) party members in town. Towns also have item stores and battle arenas where you can fight extra battles. Overall, Bounty Sword First is a very promising game. I’m not far enough into it to say for sure how good it is yet, but I can definitely say that I like it. The game has good art design, fun if somewhat simple gameplay, and maybe a decent story, particularly if you know the language. It’s worth checking out! The game is a remake of Bounty Sword for the SNES, which is also a Japan-only release.


Breakout

4 player simultaneous (with multitap), saves (1 block), supports the Analog Gamepad, Jogcon, and Playstation Mouse controllers. Breakout is one of several classic Atari remakes published by Hasbro in the late ’90s and early ’00s. I have most of them for PC, Game Boy Color, and Dreamcast, but this is one I hadn’t played until very recently. Breakout is a 3d polygonal remake of the classic Atari blockbreaking game of the same name, this time from the British studio Supersonic Software. Supersonic is better known for its top-down racing games, but they did a quite competent job with blockbreaking as well, because this game is solid fun. It does have a few issues, but is good overall. The main single player game in Breakout is a somewhat short, but interesting and varied, Story mode. Most levels in story mode involve breaking blocks or other objects with a ball or balls you bounce off of the paddle that you control, as always in Breakout/Arkanoid-style games. This game does have powerups, as per Arkanoid; grab them when they drop down the screen. A few stages have other styles of gameplay, though; they try to mix things up with some Crash-esque ‘escape the monster by running into the screen’ areas, among other things. There’s also a story here. It’s a very basic one of a paddle who has to rescue his friends and female love interest from an evil paddle that has kidnapped them all, so the story is awful, but there are some amusing jokes in the cutscenes; it’s very British, and is amusing. I also really like the level variety. Sometimes you’re destroying Egyptian pyramid blocks, others chickens while a Space Invaders-like soundtrack plays, parts of a castle, and more. Back in the mid ’90s I thought that it’d be great if there was a Breakout-style game with enemies to hit with your ball instead of just blocks. I actually made a little Klik & Play game like that, though it was sadly lost years ago (stupid me of 15 years ago, back up those KNP games!). I don’t think any commercial games back then did it, though there is a bit of that in Kirby’s Block Ball. This game is like that too, and that’s great! There are even “bossfights”. The campaign is sadly quite short, but it’s fun stuff while it lasts, and has replay value. Playing for score is worthwhile in this kind of game.

For negatives, the main one really is the controls. The games’ length is also an issue, but I think the fun factor and replay value make up for that, but the controls? If you want good controls here, have a Jogcon or mouse, that’s for sure! The d-pad or analog stick controls aren’t very good. Control is somewhat imprecise with analog, and I don’t always feel like the paddle moves where it should, and d-pad precision isn’t the right thing for this kind of game. What you need is an analog spinner or mouse. Unfortunately the neGcon isn’t supported, because the neGcon and some neGcon-compatible controllers, the Ultra Racer in particular, would be perfect for this game, but it does at least have Jogcon and Mouse support. Of course those two controllers are much rarer than a neGcon-compatible one, but they are supported, and should work great. I’d recommend getting a compatible controller for this one, or get the PC version if you can get it running right. The other control issue is that sometimes it can be hard to see what you’re doing because of the 3d element of the game. Fields may be flat, but often blocks are stacked up above where you are bouncing the ball, and sometimes I just couldn’t quite see where the ball was going. The 3d paddle model also doesn’t look or control quite as well as a 2d sprite would have on the PS1. You get used to it, but the game does have a learning curve.

Breakout for PS1 has up to four player split-screen multiplayer. While Pong: The Next Level (released one year before this game, and also developed by Supersonic; play it, it’s good!) had a 4-player single-screen multiplayer mode, an awesome feature that was in some ’70s and early ’80s Pong clones such as 4-player Pong and Warlords but in pretty much nothing else until The Next Level (though I had a 4-player single-screen mode in that KNP game of mine, I thought that’d be cool and I hadn’t heard of those old games that did the same thing.). Anyway, Breakout doesn’t work like that; instead, it’s split-screen, and the players compete to break their walls of bricks first. I think that Pong probably makes for the better multiplayer game, but it’s interesting that they tried to get Breakout working as a multiplayer game. Perhaps they should have had the multiplayer mode play like Warlords, instead; that’s sort of a Pong/Breakout hybrid. I mean, splitscreen competition to break walls is alright, but it’d be better if the players could directly compete! Overall though, Breakout for the PS1 is a good fun game. I’d recommend it to any genre fan. Also on PC.


*Broken Helix

1 player, saves (1 block). Broken Helix is a mediocre third person action-adventure shooter with some stealth elements from an American team at Konami. This game gets decent reviews, but I don’t like it very much, though this genre is one I often dislike, so that shouldn’t be too surprising. Broken Helix isn’t an awful game, but it has some frustrating elements that hurt it. You play as a guy voiced by Bruce Campbell (Army of Darkness), and are going into Area 51 to defuse some bombs set by scientists threatening to blow up the base. Of course, more is going on than it seems, and after the really annoying timed section at the beginning of the game, you get to make some choices that lead to four different routes though the game with different endings. Yes, aliens are involved, as you’d expect from any Area 51 game, but this isn’t just a story of evil aliens attacking Earth; instead the game tries to tell a more complex story, though it doesn’t really hold my interest. The cutscenes are rendered in-engine, and look quite ugly, and the voice acting is average. As for the gameplay, it’s not the greatest either. As expected for the PS1, the graphics aren’t great; everything is, as usual, quite pixelated. Control is alright, but would be a lot better with analog support; it’s really unfortunate that the game doesn’t support the PS1 analog gamepads, which I believe had recently released when the game came out in fall ’97. As it is, you have to make do with a d-pad and generous aiming assistance. Hitting enemies in this game is fairly easy, but there is challenge to be found. At the start, you have a 20 minute time limit to defuse two bombs. I hate time limits like this in games! I got the base blown up again and again, and it made me want to stop playing, not try to master it. One bomb you find right away, but the other is a ways in. The problem is, if you get seen by a camera drone three times, the bad guy blows the bombs, game over. You can save in this game, but it is limited — you need to collect CD items in order to save, and each save uses up a CD item. It’s stupid, I hate limited saving. You also collect a variety of weapons, healing items, keys, and such, though the inventory system could be better; I wish keys would auto-use when I have the right key and interact with the lock! There is also a map, thankfully. You also find robots you can control to go into areas you can’t reach and such. Enemies start out really easy, apart from those camera drones you have to avoid, but of course it gets tougher once you fight real soldiers and/or aliens and not just near-helpless scientists. Overall the game plays okay, but forcing myself past that initial timed segment was a struggle, I wasn’t having fun. I’m sure there is still an audience for this game, though it has aged a lot, but I’m not in it. Broken Helix has poor graphics, control issues, some frustrating design decisions, and generally average gameplay. It’s not that good.


Bug Riders

2 player simultaneous, saves (1 block). Bugriders: The Race of Kings is a 3d flight racing game from n-Space. This is a pretty unique title, and I definitely like some things about it. The game has plenty of issues, but is so unique and interesting that I like it anyway. Bugriders clearly was made on a limited budget. Production values are questionable. Bugriders is set in a fantasy world where people ride giant flying insects in a series of races. As in most racing games, there isn’t much story here, but that’s just fine. There is a CG intro at the beginning telling the backstory. In this world, the next emperor is chosen based on who wins a bug-riding race. Yes, really. It’s a good excuse for a game, at least. There are a variety of characters to choose from, each riding a weird bug, and then it’s off to the races. Each character has different specs. The game is organized into point-based championship circuits, so you need to complete several races and do well in them in order to win each championship. Sort of like in Bravo Air Race (reviewed in my original PS1 list), while this is an air racing game, you can’t go very high into the air, and the courses are somewhat narrow — there are walls, either visible or invisible, that keep you on the course at all times. Modern air racing games like SkyDrift have much wider and more involved environments. Of course though, this is just a PS1 game, so you can’t expect too much. The graphics are average at best, but at least the settings are varied. It’s not great looking, but for a mid-life PS1 game isn’t too bad. I really wish the game had analog controls, though! It doesn’t. I like arcadey racing games, and this one can be fun. Game controls are simple, but since you are flying in 3d space, it can be easy to get turned around. The narrow paths do usually help with this, but memorization will definitely be required in order to do well at this game. You can attack as well, and helpfully the shots do home in on enemies in front of you. Sometimes your goal is kills, instead of just finishing in a high enough position, so it’s good that it’s fairly easy to hit the enemies. There are also speed-up rings to fly through, and you get special weapons from colored gates. This is a very dated game, with very “Playstation” graphics, dated gameplay thanks to having to manage to fly through 3d space with nothing but a d-pad and sometimes touchy controls, and memorization-heavy track designs. Probably partially because of the fantasy setting, unique theme, and simple arcadey racing gameplay, I kind of like this game anyway, though. It’s far from good, but is definitely entertaining for a while. It’s also quite unknown, but maybe it’ll be a little less so now.

Gameplay Video: https://www.youtube.com/watch?v=vp-y5SPb9Pk


Casper: Friends Around the World

1 player, saves (1 block). This game is a 2.5d platformer from Realtime Associates. It’s clearly a cheap budget title, and the game is short and easy, but I’ve had fun with it anyway. Sure, any half-decent platformer fan should be able to zip right through the ~10 levels and beat the game no problem, but it really isn’t that bad, despite the poor reviews! In the game, you play as Casper, as expected. Casper’s got a cool transparency effect on his character, which looks pretty nice. Casper also can float straight ahead, for as long as a meter on screen allows; you can’t fly freely, but that would make the game far too easy. Lastly you can also shoot bolts of energy at the enemies. The controls are simple, but work decently well. Your goal is to get to the end of each level; Casper has some human friends who were captured, and you rescue one at the end of each level. Somewhat oddly, they’re just waiting for you at the end of the stage. They don’t seem very captured… eh, whatever, it’s a videogame. In each level, there are some collectables to pick up, but most importantly, you must find a special item in each level in order to progress. If you miss it, you’ll need to play the level again, so search around. In terms of level designs, one nice thing about Casper: Friends Around the World isn’t entirely 2d. I called the game “2.5d”, and it probably is, but this game has a lot of branching paths that curve around different ways in 3d space. This game is much less complex than Realtime’s earlier, and great, Bug! titles on the Saturn, but it’s nice to see at least this much of a 3d element in the game! You can often go up or down to enter alternate routes. These aren’t always obvious, and I found looking out for the trails or marks fun. It’s not too hard, but adds some nice variety to the game. The item you need is often on an alternate path. Once you find it, you need to play a mediocre Breakout-style minigame. Beating these is easy, and once you do you’ll be able to play the next level, once you reach the end and ‘rescue’ the level’s kid. Each level is set in a different place around the world, so you’ll see Brazil, London, and more. Levels are somewhat short, but the game has a decent difficulty curve. It’s an easy game, but a few levels in I started dying once in a while, so that was nice. Overall, this game’s alright. It’s average to poor, objectively, but I find it a decently fun game for the few hours it lasts. Maybe pick it up if you like platformers and see it for a few bucks; I paid $3 and liked it.


Cleopatra’s Fortune

2 player simultaneous, saves (1 block). Cleopatra’s Fortune is the PS1 version of this Taito arcade puzzle game. This is one of the Tetris-inspired block-dropping kinds of puzzle games. The game stars a cute anime-style Cleopatra, but the gameplay is fairly traditional stuff. Cleopatra’s Fortune does have some quirks, though. In the game, various pieces drop from above. There are two kinds of blocks, stone blocks or treasures. Treasures look different, depending on their size, but all work the same. Making a row of stone blocks will also cause the blocks to vanish, though the same is not true for treasures. The goal of the game is to surround the treasure blocks with stone blocks — left/right/up/down only, diagonals don’t matter. Wall in treasures with blocks and the treasures will vanish, and then the blocks will follow, and you’ll get points of course. The game starts out simple enough, but gets much more challenging as it gets faster! As your score goes up so will block variety, so while at the start you’ll mostly be seeing just one or two block pairs drop, later much larger and harder to place ones will. This gives the game a definite difficulty curve during each game, something perhaps uncommon in the block-dropping puzzle game genre, but it works. And that’s the game, basically. The main mode is an endless mode, but there are a couple of other options, so they did add to the game versus the original arcade version. This is not a content-rich game, and you can play Cleopatra’s Fortune other ways, such as Taito Legends 2, but still, it’s a very good version of a fun puzzle game. This was a very late US release on the PS1, coming only in 2003 many years after its Japanese release, but they didn’t mess with the game, thankfully, unlike some other late PS1 games (Mobile Light Force, Sorcerer’s Maze, etc.). Overall, I like puzzle games, and while simple, Cleopatra’s Fortune is definitely a good game. I wasn’t sure if this would be worth it since I do have Taito Legends 2, but the new modes, while not major, are fun enough to make this version of the game also worth having. Arcade conversion, also on Saturn (in Japan only) and in Taito Legends 2 on PS2 and PC (and, in Europe, Xbox).


Cool Boarders 2

2 player simultaneous, saves (1 block). The second, and perhaps most popular, Coolboarders game, Cool Boarders 2 is an awful snowboarding game. Yes, this is another popular PS1 game that I think isn’t any good at all. With ugly graphics, boring tracks, frustrating gameplay, and poor controls, I don’t see much of any redeeming qualities here. This doesn’t surprise me to much, though; I also hated Rippin’ Riders for the Dreamcast, a newer snowboarding game by UEP Systems, the same developer as the first two Coolboarders games and a game that in Japan is a Cool Boarders game. Considering how much I disliked that game, I saw little hope for UEP’s two PS1 Coolboarders games, Coolboarders 1 and 2. That caution was accurate. I know that this released in 1997, but that’s several years into the PS1’s life, shouldn’t we expect something better than this? Cool Boarders 2 is very basic. The main mode is boring, unfun racing. Before each race you do a quick snowboard-jump stunt stage to determine your start position. Decent idea, but stunts aren’t all that much fun, and the races are probably even worse. Track designs are pretty bad. Tracks are long and mostly straight; they don’t feel much like actual mountains. Each track is linear, with almost no branching paths and little fun. Turn when the course does and try to stay away from the sides, that’s all there is to it. It won’t be easy, though, not with this games’ poor handling. Controls are digital only, and they’re bad and jerky. This just doesn’t look or feel like a snowboarding game should! The bad controls are probably the thing I dislike the most about this game, and this series. And just as in Rippin’ Riders, if you mess up, the awful announcer insults you. Who thought THAT was a good idea? You’re just going to make people not want to play your game! That’s what they make me want to do in both of these games. These games have some of the worst voice announcing ever. They didn’t fix the controls in Rippin Riders’, either; one of that games’ biggest problems is that it also controls poorly. Both games are entirely too hard as well. Instead of making me want to keep trying, the losing makes me want to quit playing, which is what I did. Graphically, as I said, this game looks pretty bad. Yes, it’s improved over what I’ve seen of the first one, but the game still has broken polygon seams between pretty much every polygon. Watching the polygons jitter all over is kind of painful. Character and environment models are extremely basic, as well. Ugly stuff. Overall, I admit, I haven’t played much of Cool Boarders 2, but when I’m having absolutely no fun at all, why should I? Cool Boarders 2 has bad graphics, bad and boring track designs, terrible controls, and more. There are no redeeming qualities to this disaster; maybe it was tolerable in 1997, since better games like 1080 didn’t exist yet, but in a post-1080 and SSX world, there is absolutely no reason to touch this boring failure.


Crime Crackers (J)

1 player, saves (1 block). Crime Crackers is a FPS/RPG hybrid. It’s sort of like Robotica (Saturn) or Space Griffon VF-9 (PS1), except in Japanese, with an anime theme, and with more RPG elements, such as experience levels, items, and equipment. Also this game actually released before either of those titles — this was a 1994 release! It’s okay but dated, much like those other two games are. In the game, you play as a team of three space police officers, two of them anime girls and one a sort of human-sized dragon who I presume is male. One of the girls is the main character, and she’s in the center on the cover as well. I like that the game has a female lead. The game has a story, but it’s all in text-only Japanese — there is no voice acting in this game, unfortunately. So yeah, I’m not clear on much of the plot, but this is a somewhat silly, comedic game, I can tell that much. The gameplay is easy enough to figure out. In each mission, you need to navigate your way in first person 3d through a maze, defeat the enemies, and finally kill the boss at the end of the stage. You control the three characters with one view, and can switch between them with a button press; each has separate weapons and health. You can save at any time, which is pretty nice. The first mission has a fairly simple maze of only two levels, but the game gets much more complex as you go, of course. Floors are mazes of corridors and rooms, basic stuff. As expected for an early PS1 game, the graphics aren’t that good. Environments are repetitive, and the corridors don’t look great. It’s good enough to do, but that’s it.

When you see an enemy, pressing Square button will bring up a targeting cursor, then X fires. One of the girls has a shorter-range melee attack that doesn’t use ammo, while the other two characters require ammo in order to fire. The main character can use bomb attacks (with O) that damage everything on screen, as well. Now, in aiming mode you can’t move forward or backward since the d-pad controls the aiming cursor, but you can still dodge right and left with the shoulder buttons. This is key, try to dodge incoming enemy fire! If you don’t, you will take damage quickly. The controls are clumsy, but no PS1 analog gamepads existed yet, so there was no way around something like this in a 3d shooter. Triangle opens the menu. From here you can use items, equip stuff, save, etc. Item descriptions are in Japanese, but fortunately there are also images of the items, and some descriptions are helpful. The pills heal a character 100 health, the gun refills weapon ammo, the key is a key to use on a door, etc. You can use money you collect to buy stuff in a store screen that appears between missions. You’ll need it, because this game can get difficult, but the game is interesting enough to keep me playing. The graphics and design may be primitive, but I like this game. Crime Crackers is a simple but fun maze shooter. If you like early shooters, and particularly Robotica or Space Griffon, as I do, give it a try. Oh, and in addition to the usual nice full-color manual, Crime Crackers comes with a fun little sheet of stickers as well. There are some game logos, an image of the main girl, and more. Nice.


Crime Crackers 2 (J)

1 player, saves (1 block per file). Crime Crackers 2 released in late 1997, almost three years after the first game. Unfortunately, it does not take advantage of the analog gamepads which by that point existed, and still has clumsy d-pad-only controls. Otherwise, though, this game is a good game that takes the design of its predecessor but improves on it in almost every way. I mostly liked the first Crime Crackers, but this one is definitely good. The production values, controls, graphics, story, character roster, and dungeon designs are all improved. Oddly, this game has a new cast, though the character artist is the same as before; you don’t control the three from the first game again, though they are shown in the manual so they’re out there somewhere. Instead, you control a new group of Crime Crackers in their spaceship. The lead is a blonde anime girl, and she’s the captain of the ship and has a pet monkey. There are also two more girls, a human guy (only playable one in the franchise!), a robot guy, and a few animal-guys. This game has some nice-quality, fully-voiced anime cutscenes, all fully animated. The intro is full screen, but cutscenes during the game play in a small window, perhaps to keep this game to only one disc and save money on animation. I wish it was all full screen, but still, the animation is all good quality work and it’s nice to see. The cutscenes are amusing and add a bit to the game. Ingame, again you are traveling through 3d maze-like dungeons in first person. The graphics are definitely better, with more detailed environments, better-rendered enemies, and a lot less fog. This game looks pretty decent. Level maps are nicely complex, with plenty of multi-tier areas with overlapping paths; this is a true 3d game. The map on the Start button is very helpful! For audio, the game sounds okay, but nothing special. The cutscenes are fully voiced, but in-mission text is just text. Ah well.

Ingame, your party has four members at a time now. You start with four preset characters, but the party will change over time. This game has nine different routes, eight of them available at first and then one final route once you complete all the others. This means that the choices you make and places you go during the game will determine what areas you see and how the game ends, which is pretty cool. There is a simple guide on GameFAQs saying what you need to do to get onto each route, helpfully. There are some puzzles along the way as well, which is nice. Control is an issue, though. The main problem with this game is aiming, at enemies above or below you particularly. The d-pad moves forward and back and turns left and right, L1 and R1 strafe, L2 and R2 look up and down, and Square fires your main weapon while X uses the character’s secondary weapon if they have one. So, controls are improved over the first game, but using L2/R2 to aim at enemies above you can be difficult. Some characters have melee weapons, others ranged. Ammo is mostly gone this time, though, which is nice; each characters’ main weapon has infinite ammo. Each character does have a secondary attack on X that uses Energy, though, and that is limited. As before, characters will level up as you progress, and there are stations where you can buy items. Most of them are fairly easy to figure out the function of regardless of language. There are items for healing health and energy, resurrection pots, new weapons, and such. Overall, Crime Crackers 2 isn’t great, but it is a fun little first-person dungeon-crawling shooter/RPG. Once I got used to the aiming I definitely started having fun. This game seems more approachable at the start than the first game was, but I’m sure it’ll get challenging over time. This game is worth a look.

Gameplay Video: https://www.youtube.com/watch?v=sktfmk4clnM


Crusaders of Might and Magic

1 player, saves (1 block). Crusaders of Might & Magic is a third-person action-adventure game set in New World Computing’s Might & Magic universe. The game is somewhat in the style of Tomb Raider, but more action-oriented. This became a popular genre on the PS1, but not many of the games are all that great. This one is no exception; Crusaders is mediocre at best. This game does have a reputation for being slightly better than the PC Crusaders of Might & Magic game, though. The two aren’t the same game. You’d think the PC game would be better, but no, after playing this one finally, that conventional wisdom is correct — this PS1 game is indeed a bit better than the PC game. It’s still not all that great, but I found myself kind of enjoying this, which is more than I can say for the PC game, really. In this game, you play as a mercenary guy who starts out in the enemy’s prison, but quickly gets dragged in to a quest to save the world from evil. Evil plans are afoot, and for various reasons (read: it’s a videogame) you’ve got to save the world mostly on your own. The game has okay graphics and good-sized levels. Controls are fairly stiff; this game could definitely control better. Also, it’s very unfortunate that the game has no analog support, it would play a lot better with analog! I found myself using the Performance pad so that I could play the game with the analog stick, since it has the analog sticks emulated the d-pad in d-pad mode; improved things a bit. The controls are still stiff and frustratingly digital in movement, though. Jumping also can be tricky, jumping puzzles in this game can be a pain. Combat is similarly stiff. You can attack with your weapon, stiffly, or use some magic spells. Magic is mostly for healing or ranged combat. It works, but this game clearly was meant to be more about the up-close fighting than magical combat. So yeah, the controls could be better. I do like the level designs, though. I like their size, complexity, and design; the game has good, and varied, art design, and plenty of variety in its levels. That’s great. It’s a reasonably nice-looking for a PS1 game, art-wise. You can only save at save points, though, so watch out and try not to die, you can be sent back a ways. Also, it is possible to get stuck sometimes, because the way forward isn’t always obvious. That’s okay with me, but I can see people disliking that. Overall, Crusaders of Might & Magic is a below-average fantasy hack and slash action-adventure game, but it’s not without redeeming qualities. Even if it’s not that great, this game is somewhat entertaining and fun anyway, or at least I thought so. There is also a PC version, but it’s a fairly different and even worse game.


Crypt Killer

2 player simultaneous, Playstation Justifier light gun supported. Crypt Killer is a simple, thoroughly mediocre, and dated light-gun game from Konami. This game got pretty bad scores when it released in 1997, and I can see why, but it’s not all bad. Crypt Killer is a long and difficult light gun shooter. As usual in the genre you move a cursor around the screen, if you’re using a controller, or use your light gun to shoot at the screen, if you have a Justifier, and shoot everything that moves. There are no non-hostile targets in this game, so do shoot at everything. There is no locational damage or cover system here, so the game is simpler and perhaps dated compared to Virtua Cop or Time Crisis. The game has some pretty awful graphics, too. Crypt Killer has mostly 2d sprite enemies in polygonal worlds. The camera moves around as if it’s your vision, which is nice, but the draw distance is terrible and everything is incredibly pixelated, more so than usual on the PS1. This is an ugly looking game. The game does have a somewhat interesting variety of settings, though. Each of the six levels looks completely different, and have some unique enemies as well, though others do repeat between stages. There are six base levels, and you can play them in any order. Each level is made up of three parts and then a boss, and you can choose between two routes at the end of the first and second segments of each level. There aren’t four entirely different routes in each level, but the branching paths add some nice replay value to a game already long for its genre. The levels themselves are as long as any in the genre. Most light gun games from the ’90s have only three or four levels, though, not six or seven as this game has, so Crypt Killer is probably longer than most games like this. It’s harder, too. The game has eight difficulty settings, but will be quite hard even on the easiest one, particularly if you’re using a gamepad, thanks to the long levels, frequent enemies, slow gamepad controls (even if you try to speed up the cursor; there’s a setting for this, but it’s of limited help and sometimes randomly reverts to the slow default speed), and three continue limit. Three continues isn’t enough for a game as long and tough as this! The game doesn’t support saving either, and I know of no codes, so I doubt I’ll ever finish this game. I’m not that good with light guns either, so even if I did have a PS1 Justifier, I doubt it’d be enough. Unfortunately, the game does not support the Namco GunCon, which I don’t think had been released yet when this game shipped in mid ’97. The Guncon and its clones are common, but PS1 Justifiers are much harder to find. With enough practice and memorization this game is probably beatable, but why not play a better light gun game instead? Crypt Killer is average at best, and I’m not sure if it’s worth the effort. Overall, Crypt Killer is an average lightgun game that feels a bit dated for a 1997 release, has bad graphics, no saving, limited continues, and bland gameplay. The graphical and setting variety is nice, though, and it can be fun to play sometimes, particularly if you have the right lightgun I am sure. It’s probably below average overall, but might be amusing for genre fans. Also released on the Saturn.


Cybernetic Empire (J)

1 player, saves (1 block), Analog Gamepad support. Cybernetic Empire is a third-person sci-fi 3d action-adventure game very much in the vein of Tomb Raider. Developed by Wolfteam and published by Telenet Japan, this game is interesting for several reasons, both for its solid gameplay and because it was the last “serious” game once-significant publisher Telenet Japan published. Wolfteam had previously been a division of Telenet, but Namco bought a majority share of the studio back in 1995, four years before this games’ release. I don’t know how that happened, but Telenet did own a third of Wolf Team until ’06, and it looks like the one other non-mahjong post-’94 game Telenet made, Swingerz Golf (GC/PS2) also had some Wolfteam involvement. For Telenet though, it was a last hurrah. After this, Telenet regressed to only publishing golf and mahjong games (and licensing out the Valis name to a hentai game developer for some quick cash), before shutting down for good in 2007. Wolfteam, now known as Namco Tales Studio, have pretty much only made the Tales series of action-RPGs ever since Namco bought them, except for this game (and that later golf game, perhaps). Despite this, Cybernetic Empire is a quite competent game. It’s impressive that the programmers hadn’t mad anything like this before, it doesn’t show! Now, this game does have issues, but Telenet’s games always did have imperfections, so that isn’t surprising. Still, Wolfteam did a good job here.

Cybernetic Empire is a reasonably good 3d action-adventure game that Tomb Raider fans will probably like. The game has some Resident Evil elements to it as well, I’d say. Of course, the game only released in Japan and does have Japanese dialog, but the game isn’t too hard to figure out, fortunately, though I’m sure there’ll be tougher puzzles eventually. There’s plenty of story here, as this game takes up a full two discs, but there’s also plenty of gameplay. There are two playable characters, one male and one female, and you’ve got to infiltrate a secret facility and stop the badguys. You walk around, get items, shoot baddies, jump on stuff, push boxes around, and the like. The controls are average for this genre on the PS1, so yes, tank controls here. They’re not the best, as usual, but are okay. You can also swing around with a grappling hook, which is pretty cool! I love grappling hooks in games, more games should have them. Fun game overall, apart from occasional language barrier issues and the usual 5th gen 3d issues you get in most games of the time — camera, etc.


Dare Devil Derby 3D

4 player simultaneous (with multitap), saves (1 block). Dare Devil Derby 3D was one of Supersonic’s first 5th gen games, and this developer of many of the better top-down racing games, including Micro Machines 2 through 4, Mashed, and more, got off to a rocky start. As usual for Supersonic, this is an overhead-style racing game. Instead of being strictly overhead like their 4th-gen games were, though, this game pulls the camera back, to a hybrid overhead / behind-the-car view. DDD 3D’s camera is good idea. and it works great in Circuit Breakers, but here it has some issues. It’s often zoomed in too close, and it is kind of odd how the camera is sometimes overhead and sometimes more pulled back, too. Because I usually like Supersonic’s games and love the Micro Machines series I had high hopes for this game, but it disappointed even me at first. While their later 5th gen titles Circuit Breakers (PS1) and Micro Machines V3/64 (PS1/N64), Dare Devil Derby 3D doesn’t live up to its successors, unfortunately. Still, this isn’t awful, it’s just not nearly as good as it could have been.

Gameplay-wise, this game is a not quite as good copy of Supersonic’s work on Micro Machines games. For those who don’t know Micro Machines, the game is a topdown racer. There are no walls on the road; instead, you just have to try to stay on the road, which is marked by a different-colored strip of ground, or markers on the sides of the track. There are plenty of obstacles you can run into, and cliffs or pits to avoid, though, and this will be hard! This is a fast, fast game, and the camera zooms in close. Much like the handheld versions of Micro Machines 2, this game is maybe too hard at times; you’ll need to do a lot of memorization in order to survive. The controls can be an issue here as well, because this game has digital-only controls. While Supersonic’s later PS1 games have analog support, DDD 3D doesn’t. The Dual Shock didn’t exist yet when this game released, but it should have supported the neGcon/wheel! Disappointing. The digital controls aren’t nearly as good as analog ones would be. The skiddy controls are very Micro Machines 2-styled, though, as is the speed, so if you like that game you might like this one.

Graphically, this game looks rough, and early. DDD 3D has a cartoony art style, and some of it works and some of it looks kind of awful; the character art is… something. Some of the color and texture choices are poor as well. Some tracks look okay, but too many are ugly-looking, like the hideous graveyard stage, and the ground is often overly pixelated. You can get used to it, but it doesn’t look as good as MM V3. I like the overhead perspective, but the camera feels a bit stiflingly close; I’d like to be able to see a bit farther ahead. This is a fast game, more like Micro Machines 2 than Micro Machines 1, so this matters. DDD 3D is a console game, not handheld, there’s no reason that the viewing distance is so short! Micro Machines-styled games like this always have track designs that absolutely require memorization, but this camera makes it harder. Overall, Dare Devil Derby 3D is basically an unbranded 3d spinoff of Micro Machines 2. I do like Micro Machines 2, but have always been frustrated by MM2’s high speeds, it’s a very hard game. The 3d camera makes this one a little harder than MM2 for the PC or Genesis, and that’s an issue. Still, I like the Micro Machines franchise enough to think that this game is alright, if you give it some time. It’s not one of Supersonic’s better games, and it is somewhat disappointing, but it’s not their worst either. Try it out if you find it cheap. The first Micro Machines game will probably always be my favorite one in the franchise, though.


Descent Maximum

1 player, saves (3 blocks), Analog Joystick support (NOT the dualshock, the twin=stick joystick!). Descent Maximum is a PS1 port of the PC game Descent II. Descent was a very influential title when it released in the mid ’90s, and immediately became a classic, but I never paid much attention to its sequel; seemed like more of the same, really. And while I liked Descent in concept, I found the game so hard that I didn’t get around to buying the sequel after I finally got the first game in the late ’90s. I’d played the demo right after the first game came out, but didn’t buy it; I only very rarely bought first-person games like this. There is also a PS1 version of Descent, but I haven’t played it, only this game. Anyway, Descent Maximum is a solid port of Descent II. I haven’t played it all that much, though, because I really want to play it with the proper controller — that is, a Playstation Analog Joystick, and I still don’t have one. The game is playable with a gamepad, but it’s just not the same! Descent is a 3-degrees-of-freedom first-person flying/shooting game, and analog controls make a huge difference. As in the first game, in Descent Maximum you have to navigate your futuristic fighter craft through many mazelike levels, defeating enemies along the way, destroying the enemy cores, and then trying to escape before each facility is destroyed by the blast. The catch is, you are floating in the air! This isn’t a traditional fight game, though. You move as you do in a first-person shooter, except here you can move in any direction. It was an innovative concept, and Descent executed on it brilliantly. This sequel really is more of the same as the first one, though. It’s a good same, but Descent 2 took few risks. The Descent games are all very difficult, though, and it’s even harder here on the PS1, particularly if you’re trying to play with a gamepad! This game was desgigned for a mouse, after all. A joystick might do, but a d-pad will give you problems, targeting enemies without analog is quite difficult. You have to actually point at enemies to hit them, there’s no lockon. The graphics aren’t the best, either. This is an earlier PS1 game, and you can tell. Environments are fairly simple in design, and the low resolution doesn’t help either. It’s fun and engrossing if you get into it, but overall, play this game on the PC; the PS1 port is solid, but the PC original is better. Also on PC.


Die Hard Trilogy


1 player, supports neGcon (in Die Hard with a Vengeance only) and the Konami Justifier light gun and Playstation Mouse (both in Die Harder only), saves (1 block). Die Hard Trilogy is a collection of three games on one disc. These games were never sold seperately, though, only together. The first game is an overhead-isometric 3d run & gun action game, Die Hard. The second is a light gun shooter, Die Harder. And the last is a point-to-point city driving game, Die Hard with a Vengeance. This game sold very well, and got a best-seller re-release and a sequel… and is absolutely ATROCIOUS! Seriously, I know I keep saying this in this update, but this is another one of the worst games I’ve ever played for the PS1. All three games are horrendously unfun, ugly disasters with bad controls almost all of the time. I know that I’m not in this games’ target audience — I’ve never seen a Die Hard movie, the only Bruce Willis movie (he was the star in the films) I’ve ever seen is Armageddon — but still, this isn’t some accurate movie representation, it’s just a collection of games, atrociously bad games. Oh, and if you get game over, you’re done; you’ve got to save in the pause menu while playing (“Save to Slot” option) in order to pick up where you left off. Odd design decision in a console game, so be sure to save, these games are tough. The 1 block does include all 8 possible saves in that menu, fortunately. Each game has 15 levels, I believe. They’re almost a full length total debacle each.

The first game is Die Hard. In this very ugly looking topdown action game, you run around and shoot all the badguys in each stage, and then move on to the next one. The first floor is a fairly open basement garage, but the levels quickly become mazes of offices and corridors, and the draw distance is comically short and there’s no map of course. The game has a few neat touches, such as breakable glass windows on some rooms, but there’s nothing else good here. Enemy AI barely even exists, collision detection is awful, controls are slow and bad, the level designs get annoying very quickly, the very short draw distance awful, and more. There are plenty of weapons to use, but it’s never actually much fun, only maybe barely passable for a few moments here and there. I was ready to be done with this terrible shooting game forever after about floor two or three.

Second is Die Harder. This one’s an awful, and unbelievably ugly, light-gun shooter. Enemies pop up, Virtua Cop-style targets appear around them, and you shoot them, while trying to avoid hitting the civilians. Light gun shooters can be quite fun!… but this one isn’t. With a gun the controls are passable, but anyone who attempts to play this with a controller sure won’t have a good time! Gamepad controls here are ridiculously terrible, basically unusably broken. I do have PS1 lightguns, but don’t usually have my system hooked up to a CRT, and am hopeless at hitting things with light guns anyway; in decent lightgun games, I’m actually often just as good or better with the controller! But here the gamepad controls are so imprecise I can’t hit much of anything, not that I really care to try. This game is essentially a F-grade knockoff of Virtua Cop, design-wise. Virtua Cop is a fantastic game, just stick to those games and forget this thing ever existed. I’ll be trying to do that. This has got to be one of the worst light gun games I’ve ever played, in gameplay, controls, and graphics.

Die Hard with a Vengeance is a racing game, and it’s slightly better than the other two games… but it still fails miserably overall. This is a mission-based city driving game, a fairly advanced concept for a game from 1996. The city is large, and there are no walls — you need to follow instructions and go to the places you’re told to go. There is a compass to “help”. It should have been a map. It’s nice that the designers were trying new things with this game, mission-based games like this were a new idea, but the game doesn’t work very well. The objectives aren’t always clear enough, first, which got very frustrating quickly. Also, the turning instructions aren’t always well-timed, and some come too late to actually make the turn unless you have amazing reflexes. I always have preferred racing games on set courses to these city-driving games for this kind of reason, I like actually knowing where I’m going. Next, the graphics are, of course, horrendously ugly. Yes, I know this is a 1996 game, but still, the PS1 has to be able to do better than this! The city is a sea of messy jittering pixels. It’s often hard to make out much of anything. And last, the controls are awful too. It’s ridiculous how many times just trying to make a turn sent me straight into a building! Sure, you don’t crash or anything, but you lose time, and time is your enemy in this mode; you’ve got a tight time limit to accomplish each objective. Fail one and it’s game over. After some frustration with the awful controls, graphics, and directions, I gave up on this, and this unbelievably terrible game. I guess I hate this game more than most people, but Die Hard Trilogy is a really, REALLY bad game, one of the worst games I’ve played on the PS1. If you want to play a good Die Hard game, stick to Sega’s pretty good Saturn beat ’em up Die Hard Arcade. Also on PC and Saturn.


*Dino Crisis

One player, has saving. My original summary from the first thread, after playing an hour of this game, was “Resident Evil with dinosaurs.” And really, that’s accurate, as this is a survival horror game with tank controls (it claims to “support the analog controller”, but it doesn’t.). Still, there are a couple of changes. First, this game is polygonal 3d, instead of being polygonal characters on CG-rendered backgrounds. This doesn’t matter all that much, though, because the game still has a Alone in the Dark-style static camera. Otherwise, this is basically RE with dinosaurs. Once again, you wander around a building, avoiding or occasionally fighting enemies while solving some mostly simple puzzles and collecting items. My complaints here are mostly the same as in my thoughts on RE0, REmake, and 2 in other Game Opinion Summary threads. You can only hold 10 items, so choose what you carry carefully. As before, you’ll have far too little ammo, so you can’t fight all the enemies. I really hate this! It’s awful in RE, and awful here. I want to be able to fight the enemies, because I can’t just dodge them all, but here, it’s quite easy to get stuck with no ammo and some tough dino in front of you. And what do I do then? Start over? I’d rather not! Seriously, either just make an adventure game, or make an action game; these hybrids which try to make things scarier by not giving you enough ammo just end up being really annoying, for me at least. Otherwise, this game is okay. You play as Regina, a soldier in a team, and the dinosaurs have broken loose! You need to try to save those who you can, accomplish your mission, and stop any dinos who get in your way, not that I have much chance of that with no ammo or inventory space. Targeting enemies in this game is challenging, too. It claims to “auto-target”, but it doesn’t always work well, and it’s too easy to waste ammo. Fear Effect’s much more generous amounts of ammo and “you are targeting someone” icon in the status bar are far better design elements than this, and I didn’t exactly like the combat in that game either. As for the puzzles, I’ve never played enough of a survival horror game to see if the puzzles get hard later on, but the ones I have seen never seem to be all that hard; these may often be called “adventure” game, but they don’t seem to focus on great puzzles like a true adventure game would. Too many ‘find the key’ puzzles, with ‘here’s a puzzle with too few clues to make it harder’ stuff sometimes. Maybe I’m wrong about this, but this has always been my impression of the genre. An adventure game with dinosaurs is a cool idea, but I don’t like survival horror game conventions this game has, including too little ammo, constant backtracking, and not-great puzzles. Why can’t there be more horror adventure games like Eternal Darkness, and fewer like Resident Evil? That game is so amazing in all the ways that RE, or Dino Crisis, aren’t! Ah well. Also, this is the worst version of this game. Also on PC and Dreamcast. Either other version would have better graphics, of course.


Driver 2

2 player simultaneous, saves (1 block per file), Analog Gamepad supported. The first Driver was a great car-chase driving game, and this game is, for the most part, more of the same. As in the first Driver, you play as agent Tanner, and have four cities to work your way through. This is a mission-based driving game in sizable open cities, and generally your task is to either get from one place to another, or follow a person or vehicle across the city. Tanner is going undercover again to figure out a murder and go after a criminal syndicate. This is a two-disc game with more CG cutscenes than the first game. Either way, as in the first game, the challenge will be steep. Time limits are very tight, people you’re chasing will easily get away if you mess up and hit something, and car controls are somewhat slippery; these cars aren’t the easiest to handle. When the police are looking for you, watch that radar closely for police viewing ranges, it’s vital! In some ways this game seems better than the first one, in others worse. Some of the most important improvements as are to the save system and the beginning. Driver 1’s insanely hard tutorial mission does not repeat this time; instead, you just start out with the first mission. Nice! Also, you can now save after every mission, which is a HUGE improvement; in Driver 1 you can only save every three or four missions, which makes getting from one save point to the next a nightmare when the third or fourth mission of a group is super-hard. I got tired of replaying hard missions over and over, and eventually dropped Driver 1 midway through when playing it on the PC back in ’99 or ’00, even though I’d mostly quite liked it. The improved save system here is fantastic. The main issues with this game are that it’s not also on the PC and the added on-foot segments. Driver is a good Playstation game, but the graphics are much rougher than the sharp, fast PC version, and this game is similar. For the PS1, Driver 2 is very impressive; it’s got huge cities, complex environments, physics, visual effects, and more. There’s a lot going on here, so the slow feel is understandable. However, the game runs somewhat slowly a lot of the time, car handling can be frustratingly floaty, the draw distance isn’t very good, and the game has the usual Playstation blocky textures and warping and popping polygons. It’s really unfortunate that they didn’t make a PC port of this game too, it’d have cleared up those issues, and I’d have been able to play the game long before I did, too. Oh well. As for the on-foot parts, they decided to have Tanner get out of the car sometimes in this game, but it doesn’t work very well. Tanner controls like a car, so you still use X to run forward and the stick to turn left and right. His handling is quite bad, and this game would have been better if, like the first game, you were stuck in the car all of the time. The on-foot segments don’t play that well. Otherwise, though, Driver 2 is a pretty great game. I wasn’t expecting as much from this game as the first one, because I’d heard it wasn’t as good, but for the PS1 this game does about as well as it probably could, and has some nice improvements over the great, but too hard, first game. This is a very similar game to Driver 1, and I probably like the first game more, but Driver 2 is a very good game that I definitely recommend! This is a great fun game, even when it’s being very frustrating.

Gameplay Video: https://www.youtube.com/watch?v=hfEF_z0JfcQ


Egg (J)

Egg cover
Egg back cover
4 player simultaneous (with multitap), saves (3 blocks). Egg is a quite obscure territory-control action puzzle game. In the game, the player and opponent (computer or human) face off in a battle of eggs. Yes, each player controls a egg that they roll around the level. This is a top-view game, and there are a couple of different kinds of mission objectives, but the basic one is territory control. Generally, you win when you control enough of the map, sort of like in Qix but with different gameplay. You take over territory by surrounding it with your egg, because as you move, you leave a trail of your color behind you. Interestingly, this isn’t just an abstract puzzle game, though — in the territory you take over a civilization sprouts forth! It’s a cool graphical touch. You’re not just coloring in space, but you are building a nation with a giant egg. When you roll over enemy territory, you overwrite it, devolve their civilization, and can take over that land for your side. You heal while on your base territory, but will have to leave it to win, of course. Take too much damage, either from running into the enemy egg too often or from their attacks, and you lose. The game has several different victory conditions, depending on the stage. Territory control is the default, but sometimes, instead, you have to destroy the enemy egg. This is probably tougher than territory control because of how they can heal. There are more as well. This is a fairly interesting game that I’m glad to have gotten. I had no idea what to expect with this one, and some such games go well and others poorly, but this one’s pretty good! Egg is a good game that puzzle or classic arcade gaming fans should absolutely get. It’s interesting, original, and fun. Highly recommended. I will write more about this game another time, in a solo review. It needs the attention, there is nothing out there about this game in English, but should be!

Developers’ Website: http://www.beyondjapan.co.jp/products_e.html


End Sector (J)

1 player, saves (1 block). End Sector is part card-battle RPG and part sound novel. Sound novels are mostly-text adventure games; there’s text on screen, and CG-rendered backdrops, but that’s about it apart from images of cards sometimes when someone is talking. Why did I get this? This has one of the highest language barriers of any of the import Japanese games I have. It’s hard to play if you don’t know the language, and it’s not like I love card-battle games like Magic, Pokemon cards, and such either. And yet I have this thing. Hmm. In this game set in a fantasy world, you play as a guy you name. I’m not sure what the story is beyond that, there’s almost nothing out there in English about this game and the sound novel portions are, of course, impossible to understand. The term may use the word “sound”, but this is purely text-based, no voice acting here. This game has lots and lots of Japanese text, and you occasionally make a choice between several different options as well. Of course, I can’t understand any of it, but can get through it (without knowing what I’m choosing) by just clicking, so the game is playable. The game seems to have a branching design, but I don’t know how different the various routes are; I haven’t played it nearly enough to say that, if I could even tell. I do know that you can sometimes lose a match and then keep going, though, which is interesting. I wasn’t expecting that. I wonder if it changes the story much afterwards, or if you just lose out on the extra reward cards winning gets? I’m not sure. If you hit Start while in the sound novel, a menu opens where you can choose which cards are in your deck and save and load the game, essential features. You can’t save during a match, only in the adventure part.

Once a battle starts, you go from the adventure mode to a battle screen. Your guy is on the left, and your opponent is on the right. The battle is decided when one of the two runs out of health. From your deck, you are given a random selection of five cards. There are several kinds of cards, including summon creatures, direct attacks, and boost spells. Summon creatures can be placed in a grid of six spaces in front of your character; the opponent has a similar grid. This means you can summon at most six creatures at once. A cursor on screen lets you select each character to give them orders. Orders include an attack, where you choose which opponent to target, a boost spell (which you can cast on another character, to give them some kind of stat-up or such), defend, to reduce damage, or one other function I haven’t used yet. Instead of a boost spell, the main character instead can choose to use one of the cards in your hand, though this means he can’t attack of course. Once you choose an attack or casting move, a meter appears next to the character. When the meter fills, the action will occur, then the meter will have to drain before you can select another move. Defend is the default ability which characters return to once an action is complete, so there is no auto-attack. You can also check character stats or health by holding shoulder buttons. It’s an active-time-battle type of system, I guess. Different types of moves take different amounts of time. You start out with only a few cards, but quickly start collecting more. I found the first few matches easy to win, though it starts getting harder after that, so there’s a decent difficulty curve. This seems like a substantial game with lots of content.

Of course there is a language barrier here, but with experimentation I did manage to figure out the basics of combat. It is easy to tell summons, attacks, and spells apart, but the specifics of what some things do is hard to guess. Helpfully there are English names on each card, but that won’t help for things such as their boost spells, or some of the stats; as is common in Japanese games, the menus are a mixture of English and Japanese. It’s nice that the Save/Load/Card setup menu is in English too. This game is LOADED with Japanese text, though. Even during the battles, your character and his opponents talk frequently, and the sound novel sections between battles can be long. So yeah, I can’t really recommend this game to anyone other than serious card-battle game fans, which I’m not really one of even if I did like Phantasy Star Online III (Gamecube), the PSO card-battle game. Knowledge of Japanese would help a lot too, thanks to the extensive sound-novel adventure half of the game. Even so, once in a match this is more playable than I feared; gameplay isn’t too hard to figure out, and the English names on cards and other random bits of text help. End Sector is okay.


Enigma (J)

1 player, saves (3 blocks). Enigma is a Japanese adventure game. The game is clearly inspired by Resident Evil, but this game is more adventure than survival horror. The camera is pure Alone in the Dark or Resident Evil-inspired static camera angles, and the game has tank controls too of course. In gameplay, though, while there is fighting, the game also requires a lot of adventure game style item puzzles. You’ll need to explore, look at everything (sometimes multiple times!), talk to people, and such. Of course it’s all much harder than it should be, because the game’s in Japanese, but at least the whole game is fully voice-acted. The game also has a full walkthrough on GameFAQs that tells you what to do to get through the game; it’s very useful! This is a two-disc game, and that’s because of all that voice acting, the CGI cutscenes, and the games’ many locations. There are three characters to play as, too, two guys and a girl, each one with a separate adventure. Enigma has good production values, the story seems interesting from what I can understand of it, and solid adventure gameplay with occasional fights. The combat’s only okay, not great. You swing your weapon with one button to hack at the enemy, and block with another button. Blocking is important, use it! It’s simple stuff though; I don’t think combat was the focus here. Enigma definitely can be frustrating, as adventure games always are sometimes when you’re not sure what to do, but that’s fine, that’s how the genre works. Of course it’d make more sense if you can understand the language! If you don’t, prepare for some frustration. Sometimes check things twice, for example… it’s necessary. Visually. Enigma looks good and plays fairly well. There’s also good replay value too, if you want to play all three characters’ stories. Decent game.


Excalibur 2555 A.D.

1 player, saves (by password ONLY). Excalibur 2555 AD is a mediocre-at-best 3d third-person action-adventure game. The story is that time-travelling robots have attacked Camelot and stolen Excalibur. So, Merlin created a time-portal spell, and since none of the knights trust it he’s sending his niece Beth to save Camelot and recover Excalibur. Even though you’re in the future, bad things must have happened, because the games’ world is barely any less medieval than any medieval fantasy game would be. Enemies mostly have swords, you spend the whole game in grimy tunnels and mazes of wood and dirt rooms, etc. It’s kind of odd to set a game in the future and then have so little futuristic about it. There’s no explanation in the game for why the world is in the state it is, either. As for the main character Beth, since she’s a female videogame character of course she’s in a implausibly skimpy outfit, though oddly the British version of the game, which I believe is the original, has her with brown hair instead of blonde, and more clothing as well — she has pants in that version, instead of just thigh-highs and… uh, short shorts or underwear or whatever it is, in the US release. I’d actually probably rather have the UK version, it’s kind of silly to be wandering around these future-medieval dungeons so exposed. So yeah, it’s a game inspired by Tomb Raider, except this game is much slower-paced and more adventure-focused than Tomb Raider, or even Crusaders of Might & Magic.

This game is one of those clearly from the early days of 3d. With small rooms, no outdoor areas, clumsy combat, tank controls, constant fetch quests, and password-only saving for no good reason (the PS1 has memory cards!), this game has a lot of issues. It’s not all bad, though; even if this game definitely isn’t great, I did have some fun playing it, though it gets annoying at times for sure. This game has action, but it’s really more of a puzzle adventure game than it is an action game. You’ll need to learn each level in order to beat it, as dying in combat is easy; enemies do a lot of damage per hit. Some enemies can be avoided, though. There’s one nearly impossible-to-defeat enemy in the first level which you actually should just not fight at all, for example; just do the puzzles, and stay out of that room. That’s kind of clever, but also kind of annoying — I want to beat the enemies, not learn after dying repeatedly that actually I wasn’t supposed to fight them! Bah. The clumsy controls really are an issue, too. The games’ tank-style controls (left/right rotate, not move) mean slow movement, and your characters’ walk speed is slow. You can run with Square, but only in a straight line, so it’s only sometimes useful. The inventory is on Select; choose an item with Circle in order to use it in the field, or select several with X to combine them, if they can be combined. Then Circle uses items or jumps, and X interacts. Hitting R1 or R2 go into combat mode. Beth is only armed with a sword throughout the game; other items don’t add to your arsenal. In combat mode, Circle swings from the right, Square swings from the left, and X blocks for a second or two. Timing blocks is central to the battle system, as enemies also block a lot, and you can’t do or take damage while blocking. Blocks only last a few seconds, though, so get used to blocking, then attacking just before an enemy strikes, and the like. Which way you attack matters too, because enemies sometimes are blocking one side but not the other. There are no combos or anything here, though, just button-mashing. You also get magic eventually, but physical combat remains central. Combat may be simple, but it’s not always fair; predicting enemy attacks isn’t easy, and you die quickly. Enemies block a lot too, which makes hitting some of them a matter of chance. And when you die, it’s game over, back to the main menu with you! You’ll need to re-enter the password (or start a new game) to continue, stupidly enough. What happened to a continue screen? Come on!

Excalibur is more of an adventure game than action, though. You’ll spend more time wandering around looking for items and talking to people than you will fighting. Most of the puzzles are basic fetch quests, but it does get more complex once combined items come into play. Some puzzles do require actions, too, such as one early on where you have to lure out a rat with some bait in order to grab it. The rooms in this game are as I said quite small, and 100% of the game is indoors, so finding items isn’t hard, but do keep a lookout for all of them, you’ll need them all, pretty much. The clunky controls and basic fetch-quest gameplay hold this back as an adventure game, though. Overall Excalibur 2555 AD isn’t a very good action game, and is slightly below average as an action-adventure game as well. The game also has largely featureless tunnel environments and not-too-good character models as well. However, running around trying to solve puzzles can be kind of fun as long as you’re not dying, and if you’re used to PS1 graphics the game looks kind of okay, I guess. This game isn’t good, but it could be worse too. I will play it more; I’d like to get farther in. Also on PC.


Extra Bright (J)

1 player, saves (1 block). Extra Bright is a fairly average at best shmup/rail shooter game with a great ’90s anime style to it. This game alternates between average shooting stages and fairly nice-looking anime cutscenes that look heavily inspired by shows such as Gundam and Evangelion. They look great! I only wish that the gameplay was as good, but it isn’t. The actual gameplay here is somewhat forgettable, as are the graphics. In the game, you play as a generic guy, and can choose between three anime girl copilots, each with different stats and a different ship design. The main gun is always the same, but you also choose your two secondary weapons between levels. Sort of like in Silpheed (Sega CD), you unlock new secondary weapons as you progress, so try out the new ones! Each one is completely different. Ingame, while the game has a third-person camera behind the ship, you only can move left and right; there is no aiming cursor, you can only shoot straight ahead. So, while the game looks like a rail shooter, it’s more of a semi-3d shmup. This makes the game simpler, but as enemies do move up and down, it means that you can’t always hit the enemies, and sometimes will just have to wait for them to fly to the plane you can shoot on. All levels sort of look like tubes, tunnels, roads, and the such;. you’ve always got a clear path to move on in the middle of the screen. You do occasionally get a branching-path choice, but I think they all just merge together after a while, I don’t think the game has a Outrun-like branching grid. Still, some variety is nice. The graphics are basic, but look okay. Nothing particularly visually complex here, just basic cooridors, buildings, tunnels, etc. most of the game is either just shaded or done with fairly simple-looking textures, so the game has a somewhat plain look, but that’s better than some PS1 games, for sure. The mostly bright pastel colors of the environments look different from your usual shooting game. Apart from the black ‘fog’ in the distance that objects pop up out of, the game looks “Extra Bright” indeed.

As far as level designs go, most are simple cooridors, though the last level is different. I wish more levels were like that one! Oh well. The game also mixes things up by frequently having your ship change paths, when a wall blocks you ahead, or when there’s a gap in the road and you drop to a lower level, and what have you. This movement is all entirely automated, though, so you don’t need to actually dodge obstacles. Still, the hills and path-switches will make things harder for you because you can only shoot straight, so while switching or going up or down you won’t be able to hit much of anything. The game is somewhat forgiving, but you do need to pay attention for when you can actually hit the enemies. Enemies and their fire is your main obstacle. You have a health bar in the game, but only one life per continue. The game does have infinite continues from the beginning of the last level you were on, and the game is kind of easy, particularly on Beginner. There are higher settings, but this isn’t as hard as many shmups, really, if you use continues. One key on higher settings is dodging with the L2 and R2 buttons; they make your ship quickly move right or left. How often you can do this is limited by a meter on the right side of the screen. Another meter on the left side limits how often you can use those secondary weapons. The face buttons fire your main and secondary weapons. It’s a fairly simple game, and definitely is one of those games that shows how on the PS1, 2d gameplay was definitely better for this kind of thing than 3d; Extra Bright is alright, but it’s got nothing on any of the PS1’s better shmups. Compared to top 2d shmups, the gameplay is simpler, the enemy patterns much less complex, and the graphics not as varied or interesting. Still, it’s not all bad. The gameplay is alright, I did come to like it a bit more as I got farther, it’s a bit more interesting in higher difficulties, and I do like those anime cutscenes; there is one every other level, so there are several as you progress through the game. Also your health doesn’t recover much if at all between levels, so if you’re going for a high score you’ll have to be much more careful than otherwise. Overall though, Extra Bright is a somewhat bland and average 2d/3d hybrid shooter with some decent cutscenes. It’s cool to see so many fully animated anime cutscenes in a game like this, you don’t usually expect it. The game itself isn’t great, but it has some charm and is worth a look for shooter fans. I did have enough fun with the game to finish it, at least.


Extreme Go-Kart Racing
— 2 player simultaneous, saves (1 block). I reviewed this game not too long ago; see that article for more. This game is a mediocre low-budget drift racing game with kart racer graphics, essentially. It may look like a Mario Kart clone, but this game is actually much more Power Drift than it is Mario Kart. Choose one of a variety of anime-style characters and race. There’s only one championship, and you have to win all of the races to complete it. You’ve got infinite continues, and can save your best times on each track. Unfortunately, the track designs are too narrow, and the game isn’t much fun to play. I finished the game anyway, so it was at least somewhat enjoyable I guess, but it definitely helped that it’s a pretty short game; I wouldn’t have stuck with a long one. There are multiple difficulty levels, if you really want to replay the game, but I doubt most people would. For being a drift-centric racing game with a kart-racer style to it Extreme Go-Kart Racing is kind of interesting, but those narrow tracks get very frustrating, very quickly. The graphics are extremely bland and generic, too. And don’t expect hills, the tracks are all flat. It was kind of worth playing, though — the wide-open final Rainbow Road-style track was actually probably the most fun one in the game! Overall, don’t bother unless it’s really cheap and you’re curious like I was. It’s bad, but not completely a waste of time.


*Fear Effect

Survival Horror Adventure. 1 player, saves, has Analog Gamepad support. This is an action-adventure game on four CDs. It was inspired by both survival horror games like Resident Evil, and stealth games like Metal Gear Solid. I said a little about this game in the first PS1 Game Opinion Summaries thread, but played it a bit more now. In this game, you play as a trio of people who are trying to find a Triad leader’s runaway daughter, for the large profit it’d bring. More is going on than it first seems, though, and later on the game goes supernatural. Even though this is a European game, it’s set in Hong Kong and has a somewhat Chinese theme to it. You play as all three characters, though two of them take up the majority of the playtime. You automatically switch between them as you progress through the game, so you can’t switch back and forth at will, unlike some games such as Martian Gothic (PS1). Fear Effect has prerendered backgrounds with polygonal 3d characters, annoying tank controls, and lots of enemies to shoot. You can stealth-kill them if you sneak up behind them. There’s no radar, you just have to try to watch their head movement, which is tricky because of the messy PS1 3d of the character models. As usual in games with prerendered environments, where you can go is very limited; paths are narrow, and the game is heavily railed and linear. Despite this, it’s easy to miss important things because the very busy backgrounds make telling things you can interact with apart from background objects difficult. Even though an ‘interact’ label appears when you get close to such an object, I’m not too far into the game, and already have had multiple times where I missed important things because I couldn’t tell they weren’t just background objects. It’s kind of annoying.

Worse, though, are the controls. This game has tank controls, with a reverse-direction button, and run and sneak also on shoulder buttons, as in the games that inspired it. This game lets you use the analog stick, but I have a hard time walking in a straight line with the thing! Controls are in no way proportional, and character-relative tank controls on an analog stick are confusing. It’s way too easy to walk into walls when you’re trying to get around them and such thanks to the frustrating controls, and combat is even worse; these controls shouldn’t be in a game with as much shooting as this game has! Fear Effect is part puzzles and part action, but I have issues with both elements. For puzzles, missing items in the backgrounds is the biggest issue, but it’s not only items, but also clues. But how was I supposed to know that those lights were a clue, when backgrounds are so full of useless things? It’s kind of ridiculous! And in battle, moving around doesn’t work well thanks to the tank controls, and even worse, in boss fights the auto-aim that otherwise makees the game playable is disabled, meaning you have to actually aim at the enemy. Even though there is no height component to aiming in this game (so enemies shooting at the floor will hit you at the top of the staircase beyond, for example; yes, it looks silly), This is harder than it should be, and I died probably dozens of times at the first boss before finally beating the guy. Overall, Fear Effect looks nice for the system, but is a bit too busy, and the combat is frustrating and puzzles somewhat obtuse. If you want to play this, using a walkthrough might be a good idea. This isn’t the kind of game I’d usually like, and I don’t like this all that much either, though I’m sure genre fans would, there is some good here.


Fear Effect 2: Retro Helix

1 player, saves (1 block per file), has Analog Gamepad support. Fear Effect 2 is the prequel to Fear Effect. It wasn’t supposed to be the end of the franchise, but a PS2 game was cancelled, so it ended up being that way. This game is, pretty much, more of the same. The graphics are the same as the first game; again, blocky low-res CG-rendered backgrounds with polygonal characters. The gameplay is still a mixture of awkward shooting, annoying timed puzzles (again, using a walkthrough with this game is probably a good idea), and wandering around with some not-great stealth here and there. The controls have been improved, but still should be better. Other than the new story set before the first game, new locations and enemies, and a fourth playable character, the mysterious woman Rain, there isn’t much different here apart from the control changes. This time, the game has a much better analog control option, “3D” mode. It works a lot like the “3D” mode in Resident Evil 2 for the N64, in that it gives you a camera-relative control option which ditches the tank controls. Don’t worry, if you love them you can use that control style as well, but I’d rather use 3D mode. The analog feels better than the first game, too, though you still need to hold a button to run, the stick doesn’t give speed control. It works alright. You have a Roll button too, now, for a dodge-roll, and it’s useful, but combat is still stiff and not as good as I would hope for a game with this much shooting in it.

This game was sold with an ad campaign that focused heavily on oversexed, pseudo-lesbian shots of Hana and Rain. In the game though, it seems that there’s only little bits of hinting at that, and nothing nearly as overt as the ads were. What is here is another story of how our group of protagonists are on a seemingly simple mission which eventually goes supernatural, though maybe less so than the first game? There are a lot of FMVs along the way, as its four-disc length suggests. The story seems okay, but nothing overly interesting. Overall, I don’t like this game all that much, just like its predecessor. It’s not a bad game, but the controls are still annoying — improved, but annoying and too limiting, particularly in combat; the static camera can still be a problem, and combined with the very busy backgrounds it makes figuring out where you can go and what you can interact with a complete guessing game; and the puzzles are still frustrating, with too few clues and time limits sometimes. I can like a somewhat horror-ish action-adventure game — Eternal Darkness is one of my favorite console games — but this game is nowhere near that ones’ level, not in design or gameplay. It’s okay I guess, but I don’t really want to play it much, at least not now.


Galaga: Destination Earth


1 player, saves scores only (1 block), Analog Gamepad support. Galaga: Destination Earth is a Western-developed shooter. The game has a story told in the intro cutscene, but it’s generic stuff. The Earth is being attacked by enemy Galaga forces again, and only you can save it! The game is part shmup and part rail shooter; the gimmick is that the perspective changes during levels, so some sections are classic single-screen shmup areas, others scroll (sometimes right, sometimes up), others are rail-shooter sections, and there are even a few turret-gunner bits. Unfortunately, as most reviews say, this game is thoroughly mediocre. There are a few good things about the game, though. Galaga: Destination Earth has fairly good graphics, variety, and plenty of challenge. The graphics and art design are nice for the PS1. Everything is nicely detailed, and there’s a great variety of settings and enemies. The challenge can be steep here, though. Levels are long, lives limited, you restart the level if you get game over, you have limited continues and can’t save your progress during the game, so completing the game will be quite a challenge. Unfortunately, in addition to the intentionally annoying lack of a save system, another part of that is because of the controls. While the game controls okay in the 2d segments, the 3d rail-shooter controls aren’t as great. It’s way too hard to actually hit the enemies! The game doesn’t even try to help you line up your shots with the enemies, unfortunately. Your targeting cursor is large and directly in front of you, and enemies often move quickly. Panzer Dragoon this game is no, that’s for sure. There are weapon powerups, which you lose if you die, of course; this can be a big setback, your basic weapon is weak. The pickups can be hard to line up with in the rail shooter sections, too. The controls are serviceable, but could be a lot better. The length of the levels gets annoying when you get game over late in a level and have to restart the whole thing, as well. Seriously, this game is too frustrating and too long to not have saving! There’s an excuse in the manual about how it’s more traditional this way, but I’ve always preferred saving in games, and this game needs it. I do like that the game mixes in some traditional static-screen Galaga waves, though. It’s a nice touch. Overall, Galaga: Destination Earth is a disappointing game. The variety of gameplay styles is nice, but the rail-shooter sections are probably a majority of the game, and they are the most flawed. This game might be fun for a little while, but the frustration and mediocrity will set in soon enough. American-made shmups have rarely been great ever since the crash of ’83, and sadly Galaga: Destination Earth is no exception. Also on PC.


Galaxian 3 (J)

4 player simultaneous (multitap required). Galaxian 3 is a space-fighter FMV light-gun game. It looks and plays just like Namco’s earlier title Starblade, except set in the Galaga/Galaxian universe this time. As far as the gameplay goes, though, this game is basically Starblade 2. Just like that game, a CG-rendered video plays in the background, while polygonal enemies fly by on preset paths. Everything happens exactly the same way every time in these games, you just try to memorize it in order to survive longer and get a better score. The added four player multiplayer mode might help with that! That’s easily the best addition here versus Starblade. Each player moves a cursor around the screen and tries to shoot all of the targets they can. There are turrets, ships, vehicles, and more to shoot at, though space fighters are your most common opponents. Some people call these games “rail shooters”, but because you can’t control your ship in any way, I think that’s inaccurate; it’s just a lightgun-style game without a gun, just like Starblade. Just like the graphics, Galaxian 3’s audio is very much like Starblade as well. Once again voices tell you what’s going on as you play, adding to the immersion of the space battle missions you’re going on. Fortunately, they’re all entirely in English, even though this game is a Japan-only release. I like Starblade, and Galaxian 3 is just as good. I didn’t realize how similar to Starblade this game is when I got it, but I was pleasantly surprised to see just how much like that game Galaxian 3 is. The main downside is that the game is the same every time, of course. There are a couple of short missions to play, but they are short, and each mission is identical each time. There are several to play, but once you learn them, there’s nothing more here to do. The multiplayer support and continues make this game a lot easier than the quite hard (two continue limit!) Sega CD version of Starblade, too, though it probably is longer than the PS1 version of Starblade (called Starblade Alpha), since that version has infinite continues. Overall, Galaxian 3 is a good game. It’s a fun lightgun-style spaceship shooter with nice early ’90s CG graphics. I like sci-fi stuff, and this game looks and sounds great! I love that the in-game voices are in English, too. The intro is voiced in Japanese, but once the game actually starts, it’s in English. I know that happens once in a while with Japanese games, but you can’t expect it. This kind of game would be entirely playable in Japanese, but knowing what everyone is saying helps set the scene better. Galaxian 3 is a short but good game that’s well worth getting. Arcade port (it was a laserdisc game in the arcades).


Galeoz (J)

1 player. Galeoz, written in Cyrillic on the case I believe, is a 3d futuristic tank action game. In each level, you’ve got to get to the objective points, defeat the required enemies, and then beat the boss. The first level is entirely linear, but the levels open up after that. Galeoz is actually a good game that is quite a bit of fun to play if you like this kind of thing, as I do. Other than the average-at-best graphics, the game only has one flaw, really: you can’t save in this game and you have limited continues, so repeat play will be required, unfortunately. The game probably would be short otherwise, and this is an early-ish PS1 game, but still, let me save my game! Ugh. Otherwise, though, Galeoz is actually good. This is definitely a tough game, but challenging myself to learn and get better at each level is fun and worth the effort. Your futuristic tank has a nice variety of weapons to use, which you get ammo for by collecting the powerups that litter each level. Ammo is important, so look for it! Some of the weapons are pretty cool. The enemies are fairly average, but they have a nice variety of types, including flying ones, ground ones, turrets, and tougher boss enemies. The first level wasn’t too promising, but after that I really started to like this game. The ice level is particularly cool; it’s got lower water paths and higher up ‘islands’, with nicely jagged terrain and plenty of tough enemies. Each time I play the game I get a bit farther than the last time, as I learn the stages, and the game has kept me coming back. Galeoz is a quite unknown game, but it’s good and well worth playing. Action game fans should absolutely pick it up!


Ganbare Goemon: Space Pirate Akoging! (J)

1 player, saves (1 block). Goemon: Uchuu Kaizoku Akogingu (Space Pirate Akoging) is the first PS1 Goemon game. It’s a 2d game in the style of the SNES Goemon games. It’s good, but not as good as the best Goemon games. I like the Goemon series a lot, and this game is pretty fun, but it does have some issues. As usual in the series, the game is set in Goemon’s crazy anime-Edo-Japan world, with giant robots of course. The story is that a space pirate has ended up on Earth, and it’s up to Goemon and friends to stop him. The decently animated intro feels like a space shooter intro, as it shows the backstory of how the pirate and his hapless alien opponent (who you will help, but not play as) ended up on Earth. Graphically, the game really doesn’t look much better than a SNES game, and there’s no voice acting though there is some nice CD audio music. It does use a nice slightly angled perspective and has nice 2d graphics, but it’s no match for, say, Rayman. Also, while it plays well, it’s not quite as fun as the later SNES Goemon games. Also, Sasuke and Yae have inexplicably been cut out of the game for no good reason; instead, two new guys are playable, along with Goemon and Ebisumaru. The two new characters are both somewhat generic-looking men, one a tough bearded guy and the other an old man, and aren’t nearly as interesting as any of the main four, really. It’s also too bad that just a few games after finally adding a playable female character (in SNES Goemon 3), this game (and also the last original GB game) go back to not having one. People seem to have disliked the new characters, and the loss of Sasuke and Yae, when the game originally released, though, because neither one of them ever re-appeared in the series, while Sasuke and Yae returned in most subsequent games.

Still, gameplay-wise this is a good game. Sort of like the first and third SNES games, the game has an overworld and sidescrolling levels, but not a world map like the second and fourth SNES ones. This is a more linear game than SNES Goemon 3, though. Either it didn’t get as much budget as the SNES games, or it got as much but they had to spend it more ways; either way, it doesn’t quite match them. I don’t mind the linear design, it makes it easier to deal with through a language barrier, but it’s not quite their match, and the N64 games pushed the series forward in ways this game does not attempt. The game has towns, topdown explorable areas, and sidescrolling stages. In town talk to everyone and hopefully eventually you’ll figure out how to progress; it can be frustrating, I was stuck in the first town for a while even with GameFAQ’s walkthrough. The top-view explorarable areas are nice, but short. Sidescrolling levels have somewhat dated 2d graphics, without the nice angled view of the overworld, but do have reasonably good level designs. There are also some minigames. The game has that Goemon charm, though, which keeps me coming back for sure. The controls are solid, and it is nice that they made the characters different by giving each one a special ability. They are more straightforward than those in some games in the series, but what’s here is good. It’s no match for Goemon’s Great Adventure, but I haven’t yet seen any of Oedo Daikaiten (below)’s design issues, though some of the jumps you have to make while swinging from things with Ebisumaru’s special ability are annoying, and when you miss a jump you’ll need to deal with the respawning enemies again, which gets annoying fast. I like this game, but the game is unoriginal and a slight downgrade from SNES Goemon 4 and doesn’t come close to Goemon’s Great Adventure (N64)’s greatness. Still, it’s a fun game I’ll definitely play more. Goemon is a great series, and this is a fun 2d game with okay graphics and mostly good gameplay, apart for getting stuck in towns and some frustrating parts in the levels. Also, considering how badly wrong Goemon got off-track in the series’ first attempt at 3d on the PS1 (below), this SNES-style design is a much better idea based on a solid foundation. I like platformers, and this is a good platformer. Still, the best overall 5th gen Goemon games are the two N64 games, not the four PS1 ones. While the PS1 games are mostly okay (Kurunarakoi excepted), the two N64 games are both fantastic! Even so, Space Pirate Akoging is a good game I definitely recommend to Goemon and platformer fans. It’s fun stuff.


Ganbare Goemon: Kurunarakoi! Ayashigeikka no Kuroikage! (J)

1 player, saves (1 block), Analog Gamepad support. Goemon: Kuru nara koi is a 3d platformer Goemon game from 1997, and the only fully 3d Goemon game on the PS1. The Goemon series is great, but this game has a reputation for mediocrity that is unfortunately accurate. Kurunarakoi is a mediocre, short, repetitive, and somewhat bland-looking game. It still is kind of fun, though. This game isn’t all bad, despite its definite flaws. As usual, you start out the game playing as Goemon. Of course bad stuff is going on, and you’ll need to save the day again. You unlock Ebisubaru, Sasuke, and Yae as you go, and it’s great that Sasuke and Yae return after their unfortunate absence from Space Pirate Akoging. I don’t know what they were thinking with that one, but they returned to their senses here. The graphics are also average, but not awful; PS1 graphics get a lot better than this, but also a lot worse. The games’ main problem is with its design, though. Kurunarakoi is a 3d platform game, with hub towns that split off into linear platform-action levels that you take on one at a time. I love platformers, but Konami made some bad choices here. First, there are the controls and camera. Of course, getting the controls and camera right can be difficult in 3d games, and this game is no exception. The game has a mostly preset camera, angled forwards toward the end of the stage, but it’s not always where you want it. The action has issues too. Fighting enemies in this game feels a bit like a simplistic beat ’em up. This is a direction many 3d action-platformer games have taken, but the enemies in this game have far too much health; every fight lasts way too long, if you stop to fight. Fortunately, many enemies can simply be walked past. The fighting system is also too simplistic. There are some basic combos, and that’s about it. Platforming also can be tricky — judging jump distance is sometimes difficult thanks to the angled perspective. At least the game does have analog controls, which helps quite a bit. Even more annoying is one of the games’ core design decisions: after reaching the end of each level, you need to walk the whole way back! Yes, right when you finish a level, you need to retrace your steps, moving towards the camera this time. I guess they realized that they had way too little content here and needed to pad the game a bit, but seriously, this is one awful way to extend a game. Even if it’s quicker than the first time, replaying levels like this is annoying. The game really is too short, too; I haven’t finished it yet, but all accounts say that the game is only a few hours of repetition long. The game does have some of that Goemon sense of humor, though, and enough of it comes across through the language barrier that I do have fun with this game. The story is amusing, and I like the characters of course. The level designs are decent, too. With better graphics, a better camera, more content, better combat, and less repetition this game could have been good, but as it is it’s just average at best. As a Goemon fan I find it amusing anyway, though, even if it’s not that great.


Ganbare Goemon: Oedo Daikaiten! (J)


2 player simultaneous, saves (1 block). This third PS1 Goemon game is partially new, and partially a remake of the second SNES Goemon game, which was the first Goemon game to be almost exclusively a sidescroller. Released in early 2001, Oedo Daikaiten was the first TV console Goemon game after the series’ magnum opus, Goemon’s Great Adventure (GGA) for the N64. Unfortunately, after making that incredible classic, Konami decided to never again make a AAA Goemon game. The idea of an update to the great second SNES game is a fine idea, but why did this game have to have such an obviously limited budget? I’m really very conflicted about this game; on the one hand, it looks like a Goemon game, and sounds like a CD version of Goemon’s Great Adventure. The level designs are solid. But… why is it so CHEAP, both in its surely-not-high budget and in some questionable design decisions? Why did Konami seem to sort of give up on this franchise right after making one of the best platformers ever? It’s very confusing.

Anyway, Goemon: Oedo Daikaiten is basically a remake of the second SNES game with a a few old and many new level designs, a new story, Yae playable (fantastic addition here!), and a CD mix of GGA’s soundtrack for the audio. And yes, it IS just GGA’s soundtrack redone for CD; they saved money by not actually writing new music for this game. GGA has a fantastic soundtrack and I love it here too, but as this game was inspired by the second SNES game, why not redo some of its tunes? Ah well. Visually, the graphics are 2.5d, with sprite-based characters in polygonal worlds, but entirely unlike GGA, this game doesn’t have branching 3d paths. Levels are just a flat 2d plane. Walk to the right to win. This really is VERY disappointing compared to GGA; the branching paths which curved around in 3d space were really cool! The switch to sprite characters makes sense considering the PS1’s lower power and the flat view; I don’t mind this, except that it’s a sign of how the game is less “3d” than GGA, even though both are 2.5d platformers. As usual in Goemon games, the game is mostly a platformer, with some isometric town bits interspersed here and there. Town elements are shorter and less complex than GGA’s towns. They are expanded versus the towns in Goemon 2 for SNES, but you’ll spend less time in town here than on the N64, and there aren’t nearly as many sidequests and the like to do in towns either.

This game also has many fewer levels total than GGA does. Most worlds have only about three stages, a town, and a palace, and the game is almost entirely linear with few secrets to find. Unfortunate. They try to make up for the short length of the game with some frustratingly hard levels, but this just makes it worse, not better. The first level is a remake of SNES Goemon 2’s first stage with only a few changes (that to make it a little less fun; why remove the water?), but after that the rest of the first world is mostly new. Unfortunately, this is more bad than good, particularly for the first castle stage, which now is much longer, and much more frustrating. Steep difficulty curves at the first castle stage are common in this series, GGA was like that, but it’s worse here, particularly thanks to the horrible, and barely functional, bounce pads. See, unlike your average bounce pad, you have to hit the button in order to go high. The problem is, you need near-perfect timing in order to bounce high, and getting this timing right is VERY tough! I still probably fail almost half of the time, and the castle is loaded with bounce pads over instant-death pits. And the boss is tough at first, too. It’s all so frustrating that just beating the first world is a trial. In comparison, the first world in the SNES game is shorter and much more fun. The giant-robot fight there is tricky, but not the stage before it.

Overall, Konami’s PS1 Goemon games all feel somewhat cheap. The first one did little to show that it was a next-gen game, the second wasn’t much fun at all (and must have had a lot less budget than the first N64 game, too!), this third is frustrating and kind of low-budget, and the last is a complete disater design-wise and gameplay-wise is very similar to this game from what I’ve read. I like Goemon, so it’d have been nice if the PS1 Goemon games were even close to as great as the main two N64 games are, but they aren’t even remotely close, and these later PS1 games started the series’ decline. Oedo Daikaiten is partially a pretty good game, and I do like it despite its flaws, but it’s painfully unoriginal compared to Goemon’s Great Adventure or Goemon 2 for SNES, and is downgraded in almost all respects versus those games as well. Really the only advantage is that versus the SNES game, now Yae is playable. That’s great, but is it worth getting this game just bcause of that and because the levels are mostly new? Maybe, or maybe not. I thought so, but it’s a close call; non-series-fans don’t need to bother with any of the PS1 games, really. Still, if you like platformers, maybe check Ganbare Goemon; Ooedo Daikanten out, it’s not all bad. Goemon’s Great Adventure (N64) is my favorite 2.5d platformer ever and this game pales compared to that one, but it’s enough like the earlier, better Goemon games to still be fun most of the time.


Gekitotsu TomaLarc – Tomarunner vs. L’Arc-en-Ciel (J)

2 player simultaneous, saves (1 block). This game is a very unique platform/racing runner game. It is on foot, as in some other racing games such as Sonic R, etc., but gameplay is not like other games. TomaLarc is essentially Tomarunner 2, a sequel to another game I haven’t played that apparently plays a lot like this one does, but there isn’t anything else out there quite like it. Despite the French name, L’Arc-en-Ciel was a Japanese rock band popular around the time of this games’ release (2000). It’s a group of four guys, and the lead liked the first Tomarunner, so they made a sequel starring his band. If you’re famous, you can get those kinds of things. The game has four modes: a practice mode where you can try out some annoying minigames (mostly unlockable) in Tomarunner hell; the main tournament mode where you go through the five tracks as one of the four band members and take on quite a few crazy opponents (who you’ll never be able to race as in tournament mode, sadly, it’s the L’Arc-en-Ciel guys only most of the time); single-race mode; options; and some unlockable modes, one of which is a team battle and the other information about the characters (the band especially). The options menu is in Japanese, but the first option is save/load. In the options part, the top one is difficulty, second number of laps per race, and I don’t know what the rest are. There is a great guide for this game on GameFAQs which is quite helpful, but the one thing missing are descriptions of the options menu options. Ah well.

This is a third-person racing game with a forced split-screen. The split is a vertical split down the center of the screen, so each player has one side; there is no option for the more standard horizontal split, I don’t think. Player one is on the left, and player 2 or the CPU is on the right. All races are 1-on-1, and no, there is no full-screen option, though being able to see where your opponent is is useful. There’s also some bars at the bottom of the screen showing how far each player is through their current lap. Tracks in TomaLarc are very narrow most of the time, and are full of sharp 90-degree turns. You can move left and right with the d-pad (no, no analog support, even though the back of the case lies by having an analog logo on it), but that won’t get around the sharp turns. To get around them, you have to hold out an arm, and grab poles which are at most corners. L1 and R1 hold out each respective hand, and getting used to this system is central to the game. Not only are they used to get around many corners, but they also help other ways — hold out both hands to go up a pole quickly, quickly alternate between hands to swim faster, hit the correct hand at a yellow bounce pad to bounce off it, and more. It’s an interesting system which takes some getting used to, but it’s nice to see something different. You can also jump, which is useful for some obstacles; fail to jump and you’ll be slowed down, the same as if you miss a hand-grab and run into a wall. There’s also a limited speed-boost Run button, and various weapons you can use (R2) as well. You choose a boost or weapon to take with you at the beginning of each race, but I think you can pick up a few more during the race. Getting used to this game takes some time, and it’s a bit overwhelming with all of the obstacles you have to learn how to correctly get past. Still, the game is interesting and somewhat fun for sure, and there is an option to make running automatic, which removes one button you otherwise have to hold down (sort of a not-endless runner in 3d, I guess? ).

Visually, the graphics are probably a bit above average, and each track looks completely different. Audio is uninteresting generic rock stuff, probably some of it from the band. The variety of opponents is also nice, though I wish you could race as them in the tournament mode after unlocking them; instead, they’re just for single races, and evere then I don’t know if player one can ever play as anyone other than the four band members, while player 2 can only play as the other characters. Or at least, so far that’s how it is for me; you do unlock more characters as you go, though the GameFAQs guide is clear that tournament mode is band members only. Overall, Gekitotsu TomaLarc is an interesting platformer-ish racing game with quite unique controls. You need to learn each track in order to do well at it, so practice will be required, but I’m sure higher-level matches of this game could get quite fun. I don’t like how much you have to use the shoulder buttons, though — I much prefer face or trigger buttons to shoulder buttons, and games that rely on lots of precise shoulder button control frustrate me. That’s one major issue I have with Drill Dozer for the GBA, for instance, and this game definitely has that. You could map those functions to the face buttons, but something’s going to be on shoulder buttons. Still, TomaLarc is mostly a good game. Interesting idea, even if it is a licensed game using the members of some Japanese rock band I couldn’t care less about.


Gradius Gaiden (J)

2 player simultaneous, saves (1 block; saves scores and options only). Gradius is my favorite shmup series, which is why I made this game my first, and so far only, import shmup I have for the PS1. Excepting the Turbografx, which I got a bunch of import shmups for, I have generally bought larger numbers of cheaper imports over smaller numbers of games in this usually-expensive genre, but I definitely had to make an exception for a Gradius game! I do have the PSP version of this game in the Gradius Anthology, but a game made for a TV just isn’t quite the same on a small screen. So, I’ve now gotten the real thing. This game cost a little more than most of my import games, but isn’t really expensive, thankfully. And it’s definitely a great game, too. I don’t think I love this game quite as much as Gradius II (TCD) or Gradius III (SNES), but Gaiden is also a very good game. It’s really too bad Konami never released it in the US on the PS1, they absolutely should have! Gradius was a well-known series, and people would definitely have wanted this.

As for the gameplay, this is a shmup, and it plays like most any other Gradius game. This game is plenty hard, and there are multiple difficulty settings and loops if you want more. The game length is similar to other Gradius titles, but it’s tough, so beating it will take practice! This is a horizontal-scrolling shmup. You choose one of several ships, and then fly off to kill the evil Bacterions yet again. Killing certain enemies drops a powerup. As always in Gradius games, powerups are in a bar on the bottom of the screen, and you hit the powerup button to take the powerup currently selected. This game adds the feature to customize the order of the powerups, but otherwise it’s the same as usual. I love Gradius games, and Gradius’s powerup system is fantastic, one of the best around. Gradius Gaiden definitely plays like a Gradius game. Indeed, Gaiden is a lot like previous Gradius games, just with new levels, some new visual effects, and with two player simultaneous support added. There are some cool level settings and bosses, and I like that it sticks with a traditonal Gradius design, though. It could look better and be more original, but what’s here is good. The game has a mixture of classic and new settings, all with good, but conventional, level designs. The two player co-op is great as well, and was a fantastic addition, Unfortunately, co-op has some definite slowdown, particularly when fully powered up. I’m not sure why, I’d have thought the PS1 could handle that.

Gradius Gaiden has solid, but not incredible or hardware-pushing, 2d graphics with great music. Graphically, I think that the sprites might be a little bit too small. If you compare this game to Gradius I, II, or III, the sprites are noticeably smaller here. Perhaps that was done just in order to fit more on the screen, or because of the added simultaneous multiplayer, but regardless, I like the sprite sizes of the earlier games better; the small size is a downgrade. The music is great, though. Of course, the first three Gradius games had exceptional soundtracks, so I would expect this game to sound great, but it does. It’s not quite the iconic soundtrack of the first three games, but I like the music a lot. Still, in terms of presentation, while this game looks nice, it’s not as impressive as it could be. As with the gameplay, there isn’t much innovation or big-budget flair here. While Gradius was one of the major gaming series back in the late ’80s and early ’90s, this game isn’t on that level, commensurate with the decline of the shmup genre after its peak in 1992. In Japan the industry was overwhelmed with shmups that year, and a decline soon followed. Then came the bullet-hell genre, which quickly gained prominence. Howver, Konami resisted this trend, and their Gradius and Parodius series stuck with their traditional gameplay to the end. I at least am quite happy about this, because I much prefer traditional-style shmups to bullet-hell ones! Still, it would have been cool to see a 5th gen Gradius game which actually pushed the hardware. Gradius Gaiden clearly does not.

Overall, while Gradius Gaiden is a very good game, somehow this game just doesn’t grab me quite as much as Gradius I, II, III, or V do. I have this issue with the next game after this one, IV, as well; they seem good… but not quite as great as the early titles, and not as original as V. They’re in between, and while they are also definitely great games, they aren’t quite AS great as the best Gradius games. But this is a fantastic series, and Gradius Gaiden is a good game, and certainly one of the better shmups on the PS1. Pick it up if you can, at least on PSP. Also on PSP in the Gradius Anthology collection.


Grille Logic (J)

2 player simultaneous, saves (1 block). Grille Logic is a challenging logic puzzle game. This game is for people with good spatial reasoning, that’s for sure! Mine isn’t the best, so I find this game quite difficult. I’m sure my sister would be very good at this, but me, I find it frustrating. The concept here is that you have a pair of 5×5 grids. You have to make it so that the arrows in one grid fit into the empty spaces in the other grid while the other grid has arrows of that direction on it. The trick is that the grid rotates, but you are only initially shown the Up-arrow direction. So, at Up maybe the upper left block is blank, but then it rotates to Left, then Down, then Right, and each time the blank block is in a different spot. The Left, Down, and Right arrows will need to be in the spaces on their grid where they will match those rotated blanks. The O button places the current arrow, and the Square button tests by rotating the block and checking if the arrows and holes line up. It’s hard to explain without playing the game, but hopefully that makes sense. I quickly understood the concept, but executing on that is another story! The game has an always-ticking, and often tight, timer, so you’ve got to try to figure out where the blocks should go when the field rotates, probably without actually seeing the rotated positions because by a little ways into the game that will take too long. You do get a bit of time added for each correctly-placed arrow when you test the puzzle. Wrongly placed arrows are removed from the field. Sometimes you have to place the arrows, and other times the spaces; the latter is more difficult. The game starts out not too bad, but gets pretty hard by the second “loop”; loops in this game aren’t shmup-like loops, they’re just what the gameworlds are called. There are about 14 levels per loop. I got through loop 1 fairly easily, but loop 2 is tougher and takes practice, and it’s only uphill from there. You must place the arrows in the order you’re given them, you see. At first you’re given all of the arrows in the same order as the rotation, but in loop 2 it starts giving them out of order, so you have to do the mental rotation just in order to place the first blocks, because the other side of the puzzle always shows the Up arrow hole layout! No way is there time to watch each one rotate. This is where I started to struggle. I can do it, just with this kind of time limit it’s difficult. Still, though, Grille Logic is a pretty cool game. The game has a two player mode, and saves your top five high scores as well. There are no options at all, though, so it’s a pretty bare-bones package. There is a tutorial video, but the text is in Japanese of course; the menus and high-score table are in English. At least the background and music change for each loop you reach. Spatial-reasoning logic puzzle fans should absolutely check this game out and import it.


Grudge Warriors

2 player simultaneous, saves (1 block), Analog Gamepad supported. Grudge Warriors is a disappointingly mediocre third-person tank action game. This game is sort of like Tiny Tank, but a lot worse. With somewhat ugly graphics, subpar gameplay, at times frustrating controls, and more, this game really isn’t worth it. That definitely disappoints me, because I quite like the tank action genre! There were quite a few good games in this style in the late ’90s and early ’00s. Sadly they then vanished, but not before leaving us good games like BattleTanx, Steel Reign, Recoil, and more. I was hoping that this game would be as good as most of the others like it, but it isn’t; this is one of the least fun games like this that I’ve played. The game does have a few good points, though, including potentially interesting level designs and 11 different vehicles to play as over the course of the game. In each level of Grudge Warriors you need to destroy all of the targets. Levels start out somewhat small, but layouts are multi-level, which is nice. The levels are somewhat complex and challenging. The levels are decent conceptually, and could have made for an okay game, though a bit more direction would be nice; sometimes I didn’t know what I was supposed to be doing, and was just wandering around aimlessly. I just wish that they were also fun. Decent graphics would be nice, too. This game looks very pixelated, and the texture warping and polygon seams are very visible. The special effects are nice, though, so there is that. Perhaps the worst thing about the game, however, are the controls! You move with the left analog stick, and a cursor tries to auto-target enemies. It sometimes works, and sometimes doesn’t. The controls are very skiddy and slippery as well, to a quite frustrating degree at times. The game is loaded with narrow platforms and ledges you must navigate and it’s far too easy to miss a jump (from a ramp, there isn’t a jump button) or fall off a cliffside. Movement and targeting controls are worse in this game than in the other PS1 games I have in this genre, and so is the texture warping. It’s easy to die here, too; enemies do quite a bit of damage, and it’s easy to run out of health, particularly with the games’ sometime lack of direction. I did beat a couple of levels, but it wasn’t long before I gave up on this game, it’s just not worth the effort. It’s really too bad, because I like this kind of game and you see almost no games like this anymore, but Grudge Warriors betrays its surely extremely low budget throughout. Though it’s not the worst thing ever, Grudge Warriors probably isn’t really worth playing.


Gu Gu Trops (J) [Gugutoropusu]

1 player, saves. Gu Gu Trops, or however it’s supposed to be Anglicized, is a somewhat obtuse Japanese action-adventure game, I guess. I tried to play this game, but had to give up at the end of the first level because I couldn’t figure out what to do in order to win the level. If anyone could tell me, it’d be much appreciated! I can find absolutely nothing about this game out there in English. In the game, you play as a group of cave-people in a cavemen-and-dinosaurs setting. You start out with only one guy, but pick up more as you go along. You explore around a somewhat top-down polygonal 3d world, killing dangerous dinosaurs, cutting down trees, and collecting items. Some enemies do respawn, so pay attention and keep moving. The first key item I got was an axe, which let me fight better and cut down those trees. Actions take time, and the game has a day-night cycle, interestingly. You can also go into a first-person view, to see farther than the limited overhead distance. This is a quite slow-paced and deliberate game, and might well get boring after a while, but there’s something interesting about it as well. I’m sure that as you progress you get more and better stuff, but as I said, I couldn’t figure out how to get past the end of the area. There’s this block that I can interact with, and it tells me to put an item on it, but none of the few items I have work and I’m just stuck there. Bah. I’m sure if I could read all the text it’d help, but it’s in Japanese, so yeah. If you can read the language and are interested in action-adventure games, though, make give Gugutoropusu a look. It does seem somewhat interesting, and I’d like to play it more.


Inuyasha: A Feudal Fairy Tale

2 player simultaneous, saves (1 block). Inuyasha for the PS1 is a generic and average 2d fighting game. Licensed anime games are rarely great, and this one definitely isn’t, but it is playable and somewhat entertaining, so if you liked the anime as I did it might be worth getting for cheap. In the game you can play as most of the major characters, including Inuyasha, Kagome, and the rest. For modes, there’s a standard single player game, training, and versus. You can play with 1-on-1 or 2-on-2 tag team fights; the latter is a nice option to have. The single player mode is a fairly short and straightforward adventure where you choose a character and then fight each opponent. There is a map screen you can move around, but it mostly just serves to let you choose the order you fight some opponents in. Of course, after beating the rest you fight Naraku. This isn’t one of the harder fighting games out there, so on the default difficulty finishing it won’t be that hard, though novice fighting game players will need to practice some for sure to learn some of the moves. The game does easy chain combos through timed button presses; I”m, no good at memorizing such things, though. The gameplay is okay, but it’s average. Each character has several moves, all of which activate with standard fighting game motions. Control is okay; not the best, but not the worst. Controls are nowhere near as precise as a Capcom or SNK fighting game, that’s for sure! They could be a lot worse, but the controls are not as accurate as they could be. The graphics are decent, but again, aren’t a standout on the platform. This is a very late PS1 game and you can tell, as this looks far better than budget PS1 games did in the early days, but it is still fairly average looking overall. The sprites are decent-looking, though. Still, this game really is average all around. The issue really is though, how much longevity does it have:? For me, I had fun with it for a little while, but it didn’t last long; each playthrough of the single player mode is short, and there are definitely better fighting games out there to play in multiplayer. There are a few things to unlock, but that only adds a bit of playtime really. Overall Inuyasha: A Feudal Fairy Tale is a very average game which you probably won’t play for very long at all. Still, as a fan of the series, I like having it; it’s okay, and it’s fun to play a 2d fighter with the Inuyasha characters.


Italian Job, The

2 player simultaneous, saves (1 block), Analog Gamepad supported. The Italian Job is an okay open-world-style driving game based on the heist movie of the same name. I haven’t gotten around to watching the movie yet, but I presume it has a lot of car chases, because that’s what this game is about, for sure! Obviously inspired by Driver, each stage in the game requires you to get from one point to another while attracting as little police attention as possible. There are several cities you’ll visit, starting with London and then later moving on to Rome and more. There are short cutscenes between stages, telling bits of story. You play as one of a group of criminals who are planning some big robbery, but all you’ll do in this game is drive from point to point, not actually break into something yourself, shoot at people, or what have you. I like driving games more than third-person shooters, so I at least like the game more this way. This game is decent for the platform. It’s not quite as good as Driver, but looks good for a PS1 game, controls okay, and has a reasonable number of missions to attempt. Escaping the police can be frustrating, though. Unlike many modern games police don’t have a visible detection range on the map, so trying to figure out when you’ll be detected and when you won’t is pretty much just a guessing game, and when you do get detected, escaping the police can be quite frustrating! Driver gives you better information about how to get away, but in The Italian Job you pretty much just need to drive around and hope that somehow they lose them. Combine that with the mission time limits, and this is a problem. The cutscenes and story aren’t great, either. Still, this is mostly a good game. Genre fans might want to pick it up.


Jet Moto 2

2 player simultaneous, saves (1 block), Analog Gamepad supported. Jet Moto 2 is SingleTrac’s second try at a futuristic hover jet-bike racing game. This game is improved over the first Jet Moto, but still is very much a JetMoto game, for both good and bad. And it’s really both. JetMoto is a somewhat weird series with questionable controls, poor graphics, and a significant learning curve. I kind of like this game, apart from the difficulty, but it is flawed. SingleTrac made popular good and games such as Warhawk (PS1), Twisted Metal 1 and 2, and Outwars (PC), but the JetMoto games never achieved the popularity of their other series, though it did do well enough to get sequels. Jet Moto 2 is a racing game with 10 tracks, about the same number of drivers, and a serious difficulty level. At the beginning, only three tracks are unlocked, which isn’t many. There are single player or splitscreen modes. In single player, the game has single-race, circuit, or custom circuit modes, but you need to play standard circuit mode in order to progress. There are also four difficulty settings, but it’s quite tough even on Beginner, until you get good at the game. You have to finish in first place overall in order to unlock more tracks, and this will take a lot of practice. Once you win a circuit the next tier is unlocked, and the circuit now is longer, until it maxes out at 10 tracks. Getting to that point would take a lot of work, even on Beginner!

The tracks in this game are interesting, bumpy, and full of sharp curves. There are also many obstacles in the track on some courses, making memorization essential. After the first three, the game also starts throwing many segments with suspended roads over bottomless pits at you, which seriously amps up the challenge, and frustration. Tracks aren’t the widest, but they try to make up for that with variety along the way. As before, Jet Moto 2 has physics. Your acceleration will vary depending on the slope of the hill and the surface you’re driving over, though I’m not sure why this is the case given that these are HOVER bikes. If you hit something, it’s easy to send the rider flying off the bike. In these bumpy tracks, those gates over the track can be difficult obstacles to avoid. Controls have some depth too. Each bike handles differently, so try several. The game has analog control on the PS1 now; with the first game, only the PC port has it, so that’s a nice improvement. You can lean forward or back (Up and Down on the stick) to help go faster or slower, and L1 and R1 to the sides. Also returning from the first game is the grapple-beam (O button), which attaches to special poles at some turns for easier turning around sharp curves. Look for those poles, it makes getting around those turns much easier! Getting used to the grapple beam might take a while but it’s important. This is a hard game, and doesn’t play quite like other games. The track designs are also more involved than you usually see on the PS1. These things are both good and bad, though; the tracks can be annoyingly hard, and the controls aren’t as good as they could be. I also wish that the tracks were a bit wider, and didn’t have those awful bottomless-pit segments.

Graphically, Jet Moto 2 is a bit improved over the first game, but still is a somewhat ugly-looking game. SingleTrac could make some interesting gameplay, but never did have the best-looking games. This is a very pixelated game, that’s for sure, and the often-jagged terrain emphasizes some of the PS1’s graphical shortcomings. The music is also very generic rock stuff, nothing interesting there. So, the reason to play this is the gameplay, but the gameplay is definitely not for everyone. There is a lot of game here, but I don’t know if I want to put in the time commitment that beating this game would require; having to finish first overall to progress is a high bar, it’d be more fun if you could move on if you finish in the top three for example. That’s easy enough to do, but winning is much more difficult because the AI doesn’t always seem fair. You’ll need to do well in most races to move on. Fortunately the game does let you save between races, but still, the game is too hard. Overall, Jet Moto 2 is a good but overly difficult game that I like, but also find very frustrating. Is it worth the effort? Maybe, maybe not. Could go either way on that. I did have fun, though, when not trying to win. This was SingleTrac’s last JetMoto game, as the third game was by Sony, and the series died after that. SingleTrac did make Streak: Hoverboard Racing, but that game is simpler and not really quite the same thing as this. It’d be interesting to see another JetMoto game sometime; the concept is good, it just needs better hardware and execution.


Jigsaw Madness

1-4 or 2 player simultaneous (3-4 player requires the multitap). Jigsaw Madness is a jigsaw-puzzle game from Nippon Ichi, released in Japan before they became a bigger name. It’s mostly good, except for one unforgivably bad move by the localizers, XS Games, aka probably the worst publisher ever as far as localizations go. In the game, you take pieces and try to put them back together to form an image. There are 150 different pictures, a mixture of anime girls, photographs of objects and landscapes, and more; yes, this game is Japanese. The game has several options as well, including three different numbers of pieces per puzzle. The small size, 24 pieces, is easy, while the other two are pretty hard, though I almost never try to do jigsaw puzzles, so I’m not that great at this. You can also choose to have the pieces either always be right-side-up, or be any direction and you’ll have to rotate them to fit, and can turn on lines that show where the pieces are supposed to go, though they look so similar that this isn’t quite as helpful as it sounds, often. You can’t place a piece in a wrong place, which is helpful. The game keeps track of each player’s correct and attempted incorrect placements. The game even has four player co-op play, which is pretty cool. I’m sure having four people work together to solve the harder number of piece puzzle settings would be fun! There is also two player versus play, with two different variations; here each player has their own puzzle to solve, instead of working together as you do in the main mode. After you solve a puzzle in any mode, you get a score, based on how long you took and how many mistakes you made. This all sounds good, if you like jigsaw puzzles.

So what’s the problem? XS Games, that’s what. I have no idea what they were thinking in 2002, but just like all of their other PS1 games released around that time, there is NO SAVING in this game! Instead, you just have access to all of the puzzles from the start. If you want to try to beat them all or something, or remember good scores, you’ll have to write them down. As in all of the other games they ruined this way, the original Japanese release of this game let you save, so there is absolutely no excuse whatsoever for XS games’ unconcionably awful decision. They ruined this game, Sol Divide, Sorcerer’s Maze, Gunbird (“Mobile Light Force”), and more, all by removing the games’ stories (if they had them) and save systems. In this case, they also stripped out the Playstation mouse support that the original Japanese version has. That’s quite mean, this game would be more fun with the mouse for sure! So, if you want a good jigsaw puzzle game for the PS1, import the Japanese PS1 jigsaw games from the same developer. There are two, and both look much better than this broken game. What in the world did XS Games have against allowing people to save in PS1 games? Idiots… They weren’t the only one to do this — Midas & Mud Duck’s EU and US releases of Gubble, for instance, also remove saving support that the original Japanese release of that game has — but they seem to be the worst, and no one did worse things to the stories in their US releases either; see Sol Divide, Gunbird, etc. I like that we got a bunch of interesting 2d PS1 games late in its life, but broken releases like this are almost worse than nothing… It’s sad, because the gameplay here is good, challenging fun. Why did they have to ruin it with pointlessly removed features? And I’ll need to import the Japanese games eventually.


Kowloon’s Gate (Limited Edition) (J)

1 player, saves (1 block). Kowloon’s Gate is a creepy horror adventure game set in the walled city of Kowloon, an incredibly densely-packed block of Hong Kong that was torn down in the 1990s, several years before this game was made. It was an infamous and lawless place, built incredibly densely inside of a small old walled Chinese fort in Hong Kong. In the 20th century, Kowloon became one of those fantasy cities with layers of city on top of other layers of city made real before being torn down because it was a major Triad criminal base. This game is a Japanese first-person somewhat Myst-style adventure game, sort of like D or The Mansion of Hidden Souls, except not translated into English. As in those other games, in much of the game you don’t have free movement, but move from point to point between screens, and the game uses detailed, and often creepy, CG-rendered backgrounds. I really like this games’ art design! On each screen you can look for items to pick up, or interact with or talk to anyone on that screen. It’s a fairly standard system, albeit creepier here than usual because of the games’ themes. But that’s not all there is to this game; while some of the time you are in the aforementioned ‘town’ parts, you also explore free-roaming areas in polygonal 3d. The polygonal parts are bland and sparse areas made up of only walls and doors, without the cool visual clutter of the CG parts, but they aren’t bad, just bland. I do wish you could turn while moving, though; you can’t. There are also some weird fung shui-based battles in the polygonal parts of the game. You need to set the five elements correctly to win. This is mostly an adventure game, though, so it is mostly about items, story, and puzzles. You will get items, need to figure out what items to use where, what order to do things, who to talk to when, and the like.

This is a big, four-disc game with two manuals in the case, one for how to play and one with background info, and the limited edition version that I have comes in a creepy cardboard sleeve covered in red Chinese characters that bump up off of a black background and a nice art/story book as well. High production values here! The artbook is great, if you get the game get this version if you can! The story is that the Kowloon Walled City has returned, and you are a (female, I believe) Super Feng Shui Practitioner sent by Hong Kong’s Feng Shui Confrence, entering this phantom city looking to restore order and return the ghost town back to where it belongs. The strong Chinese themes here, including Feng Shui, yin and yang, the five Chinese elements (fire, water, earth, air, and wood), and the like are probably why this game was never localized for Western audiences. That’s too bad, because it seems like a pretty interesting game, and I’d love to be able to read the story! The game is somewhat playable but very Japanese text-heavy, and it’d be better if I could read it of course. The creepy sense of atmosphere that the graphics and music combine to form works regardless of language, though. I like the audio work, it fits the game perfectly. It’s great creepy atmospheric sound! The CG transitions between screens also look nicer than some do in this genre, though the game is somewhat low-resolution; it’s too bad there wasn’t also a PC version of this game. As for the gameplay, it’s obviously hard to play without knowing the language. This is an adventure game after all, and you need to read a lot (voice work is only used sparingly), choose dialog options, and figure out what items go where. It’d take a lot of trial and error to beat without knowing how to read the text, and missing the story would be unfortunate. There some videos of the game on Youtube, so perhaps you could figure it out that way, but still, it’s tricky. Still, I find the game interesting enough that I want to try, at least for a while; these first-person point-to-point-movement adventure games never have been my favorite thing. Even on the PC, I’ve never actually beaten one of them… though I probably would have beaten Timelapse if not for that horrendous impossible sliding tile puzzle. Anyway, Kowloon’s Gate seems pretty cool. The really fantastic sense of atmosphere might be its best trait, but apparently the game is good too — it was popular in Japan, it seems, at the time. I can see why. I know it would be a big job, but it’d be fantastic to play this game in English, it’s good but the language barrier is high.


Kuru Kuru Cube (J)

2 player simultaneous, saves (1 block). Kuru Kuru Cube is a puzzle game with some cute cartoon-style animals, but I can’t figure out exactly how to play it, and there’s absolutely nothing out there on the Internet about this game that I can find other than that it exists. Block-dropping puzzle games like this are usually fairly easy games to figure out, but somehow, this game isn’t at all. The manual is very thin and you’d need to know Japanese to figure out how to play, and there is absolutely no ingame help in any language. It’s frustrating. I did manage to win a few matches despite not quite knowing what to do, though, so I’ll say what I can. In this game, you have a 6 by 6-square playfield, and differently colored squares descend from the top. By hitting the L or R buttons, you rotate the square in that direction 90 degrees, after which the blocks fall to the bottom; there is gravity here. Your goal is unclear, but it seems to involve getting similar-colored blocks in groups of 4 or more, which sometimes will destroy them. Blocks don’t just disappear when matched, though; no, that would make far too much sense. Instead, you seem to need to alternate colors or something. Often even though I’ve got large blocks of one color, nothing will be destroyed. The key seems to be the alternating-colors thing — so try to match any blocks in the playfield of the same color. I only seem to be able to destroy anything when each new pair is a different color, until all the possibilities on the field currently are used up. Or something; I could be playing this entirely wrong. I’ll scan what I think are the relevant manual pages, maybe someone can help! That’d be fantastic. But yeah, by, for instance, putting the white ones together, then red, then blue, then green, then white again, I eventually would manage to get some to destroy. You don’t only need to make cutes; various shapes work. I’m not sure if there are some restrictions on what shape or color you need to use next in order to destroy some blocks, because there are no on-screen indicators about this, even though there probably should be something, particularly if you really do have to not use the same color multiple times in a row. Bah. I need to understand this game better if I want to be able to compete at Normal difficulty; as it is I can barely manage to survive on Easy, but for that I think I’ll need some help translating the manual.

For modes and options, in single player there is a story mode where you play as this penguin guy and fight a preset series of opponents and a pair of endless modes. I’m not sure what the differences are between the two, other than that the music is different in each. In the story mode, there’s a short cutscene between each match, mostly voiced in Japanese. In all three modes you can choose Easy, Medium, or Hard difficulties, and in the endless games you also can choose a starting speed. The game also has multiplayer, where each player can choose a character to play as from about eight choices. The options menu has very little in it; there are a couple of sound-setting options, Save and Load (there’s no auto-save here, manual only; common on the PS1, sadly), and an option to check the high scores. Overall though, this game seems kind of interesting, but I wish it was clearer about what you need to do. An ingame tutorial would have been every helpful; some puzzle games of this era do have one. I know you make blocks of the same color touch to destroy them, and have to alternate between different colored groups in order to keep destroying blocks, but there might be more to it. Still though, decent game, from what I’ve seen of it.


Kyutenkai: Fantastic Pinball (J)

1 player, saves (1 block). Kyutenkai: Fantastic Pinball is a 4th gen-esque console-style pinball game from Techno Soft. Clearly taking a lot of gameplay inspiration from the Turbografx hit Alien Crush and its sequels with character art that reminds me of that from Magical Drop, Kyutenkai plays like a not quite as good takeoff of a Crush game. This is an anime-fantasy pinball game with only one table. More tables would have been great and would have improved the game. As it is, you get one three-screen table. For options, there are few. The game keeps track of the top 15 high scores, there are slower or faster speed options as in the Crush games, and there are three different characters to play as, each with a different special ability and different music. You can switch between characters after you lose each life, which is nice. There aren’t any options to have more than three lives, though, and this game isn’t easy; this is a 5th-gen game, not 4th, more options would have been great. The game has 2d graphics, and looks a bit dated compared to later pinball titles; this game is no match for Pro Pinball, visually, it looks clearly inspired by last-gen console pinball games. The game looks okay though, and has decent art design and graphics. I like the scrolling background, it gives the game some variety and makes it look like you are floating above the ground.

As in the Crush games or Kirby’s Pinball Land, each screen has its own set of paddles, and you only lose a life if the ball goes below the bottom screen. I seem to do worse at this game than Alien Crush, though; maybe the gap between the paddles is wider? The ball hits the drain lanes frustratingly often, too. This game is kind of tough, Alien (or Devil’s) Crush are more fun. The three screen layouts are fairly simple, but there are some tricky elements, which is good; pinball needs some trickier shots to keep you playing. Tables have only a few targets per screen. As in Kirby’s Pinball or the Crush games, there are some minigame tables you can access if you do the right things. This game has five of those sub-tables, each accessed from one of the large characters in the screens, and with a different minigame to play for each one. Some are easy, others much tougher. More minigames would have been nice; with only one table, there should at least be more sub-tables. This isn’t a Pro Pinball-like simulation.

The table is simple in design with, as I said, few targets. The bottom screen is the ‘Underworld’ screen, with a devil boy in the middle. His minigame is the easiest one to access. On the upper right is a scantily-clad harpy, who has a minigame I’ve only gotten to once so far (not sure how I did it). On the left are three smaller targets. Getting up from this screen can be frustrating, because hitting the ball up the lanes isn’t easy and a spinner on the demon’s head gets in the way. Trying to activate one of the bonus games might be the best way, and it’ll get lots of points too. On the middle screen, ‘Earth’, is a three-eyed woman, and a snakelike dragon with a bunnygirl climbing it on the right, which has a minigame in its mouth. There are three blinking targets in the middle; match three of the same face to activate minigames. Some are easier to match than others, I’ve found. On the top screen, ‘Heaven’, there are three bells and a few other targets on the top, endlessly spawning things to hit in the center, and a minigame in the thing in the left-side drain. It’s easier to keep the ball on this screen than the lower ones. If you beat all four of the other bonus games, it’ll unlock a fifth ‘final boss’ one. I haven’t gotten to that yet.

And that’s pretty much the game. It’s alright, but I’d much rather play a Crush game or Kirby’s Pinball, they have better table designs than Kyutenkai does. Also, the Playstation can do a much more ambitious pinball game than this. I also prefer the ‘build the bonus multiplier’ focus of an Alien Crush or Kirby’s Pinball to Kyutenkai’s less focused playstyle that seems to be more about just getting points than building up a multiplier, though perhaps I am missing some of its depth. My first impression of Kyutenkai wasn’t very good, but it has grown on me a bit. It’s not a great game, but it is at least average for sure, and perhaps better. Fans of this kind of pinball game should check it out, though better games are out there for sure. Also on the Saturn, though I’ve heard that the Playstation version is supposed to be slightly better. On Saturn apparently the shoulder buttons are only for nudging the table, for instance, while on PS1 the L1/R1 buttons are additional flipper options, and L2/R2 nudge.


Legend of Dragoon, The

1 player, saves (1 block per file), Analog Gamepad support. The Legend of Dragoon is a generic RPG Sony made in the aftermath of Final Fantasy VII’s groundbreaking smash-hit success. The game sold well in the US, but Sony never made a sequel for some reason, unlike other PS1 RPGs of theirs like Legend of Legaia or Wild ARMs. This seems like a quite generic game to me, though. Legend of Dragoon is a lot like many other RPGs. The story is a generic JRPG story of a guy who goes on to save the world, his mysterious-girl childood friend, and his other companions. The story isn’t awful, and as this is a four-disc game there is a lot of plot to get through here, but it is very average. Like games like Mario RPG, the game has a timing element to combat, so if you hit the buttons at the right time you’ll do more damage in attacks. Getting used to the tricky timing is essential, as these timed button presses will be necessary in almost every attack you make in this game, excepting only a couple of characters who can’t do them. As in other games published by Sony on the PS1, the game has a horrendous translation that makes actually understanding what’s going on difficult sometimes. Even the menus are pretty badly translated! There isn’t much voice acting, either, even though this game takes up four discs. Mostly just text. Visually, the game uses PS1 Final Fantasy-style prerendered backdrops with polygonal characters walking around on them. In some areas you can explore, while in others you can only follow railed paths, as usual in RPGs with this graphical style. Battles, of course, are rendered in polygonal 3d, and apart from the timing system are quite standard “two lines of characters stand there and hit eachother” affairs with minimal strategy. Most battles are random, unfortunately, though a few areas do allow you to try to avoid combat, which is nice. Of course most of the time it’s just standard random battles. There is no ingame map, but areas zoom out and the game is linear enough that it’s not too hard to navigate, I think, though of course every game could use a map. The otherworld is simple too; you can’t wander around, just walk along preset paths. Overall, The Legend of Dragoon has okay graphics and isn’t too hard to play, but there just isn’t anything particularly interesting here to make me want to keep playing the game. This game is bland, generic, and average. Of those games I listed at the top, I think I might like Wild Arms the most. Definitely not this.


Medal of Honor Underground

2 player simultaneous, saves (1 block), Analog Gamepad support. MoH: Underground is the second console game in this thoroughly average shooter series. As with the first game, this one is set in World War II. The first Medal of Honor game was probably the most popular first-person shooter on the original PS1, but that’s not much of a compliment; unlike the N64, the PS1 was not known for great shooters, beyond it solid port of Doom and such. If this is the best it can do, it’s easy to see why that is. Underground feels like more of the same, just with a new story and character. Rarely for a major console FPS, you play as a female character in this game. She’s a French Resistance fighter, another rarity in this genre. You’ll have plenty of Nazis to kill, though, even if you’re supposedly not a front-line soldier; as with the first game, there’s no reason to be stealthy much. The PS1 MoH games have decent graphics for the system, but very linear gameplay with narrow cooridors everywhere. Just like the first one, this game doesn’t have large areas. It’s probably a hardware limitation, the PS1 has limited RAM. Still, it feels stiflingly limited, most ’90s FPSes on the PC or N64 have much more extensive worlds. In each level, you have objectives to accomplish, which is nice. They are mostly sraightforward goals such as getting to a specific point or killing the enemies, but there is occasional variety. As for challenge, on normal it seems managable even for someone as mediocre at this genre as I am. If you’re better at these games, definitely turn up the difficulty. Most of the gameplay involves exploring the narrow, sometimes mazelike paths of the levels in this game. Where you should be going isn’t always clear, and I did get stuck sometimes, but not in a good way; wandering around an area which I’ve killed all the enemies in because I’m not sure where to go because the game didn’t tell me and there isn’t a good map system is frustrating. I like FPSes to have some thought to their levels, as opposed to just a series of linear cooridors, but I really wish this game had a map, not only a compass. Still, levels aren’t large enough for this to be too bad, if I was actually having fun with the game that is. I’ve never loved the FPS genre, but I do like some shooters… but not this. It’s just too generic, with mediocre graphics, dumb enemies, repetitive gameplay, and very dated design. I like the main character, but nothing else about this game stands out. I don’t much like the newer Medal of Honor games either, but these early ones certainly aren’t going to change my mind about this franchise, or its Call of Duty spinoff series of sorts either.


Megatudo 2096 (J)

2 player simultaneous, saves (1 block). Megatudo 2096, pronounced Megatude 2096, is a very interesting and different 3d fighting game from Banpresto that was only released in Japan. This is a pretty good game with some flaws that a sadly never-to-be sequel could have fixed. This is a fast and smooth giant-robot fighting game, with Gundam-style robot designs. There are 12 playable characters, plus two bosses; you can unlock one boss, but seemingly not the other one. For controls, while the camera is NOT locked, controls are always character-relative. This can sometimes be confusing, when the character is stuck on some edge of the arena in the background, and there are no camera-control buttons; a sequel could have improved here. The camera kind of feels like it’s for a TV show, not a video game. Left and Right more towards and away from your opponent, Down ducks, and Up jumps; remember, character-relative at all times, so when you’re in the background controls will be reversed. Each character has two weapons, a melee weapon and a gun. You can switch with a button. You’ve got two attack buttons, block, circle-jet left and right, and a ‘both action buttons’ button. The gun always shoots at your opponent, though while you are both moving you’ll need to be lined up to hit. The manual has several nice diagrams of how circling around an opponent can work, so it’s clear the designers knew what kind of game they were making — you need to learn how the shots will angle as they move while both characters are zooming around. You can also quickly zoom forwards or backwards by holding both strafe buttons at the same time and pressing left or right (“towards” or “away”). Oh, I HIGHLY recommend changing the controls! By default, the left and right circle-strafe buttons are on R1 and R2. This makes no sense; change it to L1 and R1 for left and right, of course. Circle-strafe around your opponent while you shoot at them is central to this game, and it’s really confusing when both directions are on the same side of the controller. The AI is okay, but sometimes fails to switch modes as often as it should; playing a human would probably be a lot more fun here than the AI is.

Unfortunately, while Megatudo is quite fun, the game has almost no modes: there are only “Story”, which is quite misnamed because there’s no plot to be found in this game outside of the manual, Versus, or Options. Megatudo is, helpfully, almost entirely in English; the options menu is all-English, as is the character select screen, and the announcer is also a native English speaker. The only Japanese I’ve seen in the entire game is the ‘do you want to save’ prompt that appears after you beat the game if you have Auto Save turned on. Yeah, that’s Japanese text, but not anything else, though most of the manual is in Japanese of course. For options, the game has four difficulty levels, and you can also choose how many rounds per match, how much health each player gets (up to infinite), save, change the controls, and view the few records the game stores. It only keeps track of your best times in the story mode; no setting options are recorded here, unfortunately, so easy 1-round match times will naturally be better than Pro 3-round ones, and versus win/loss data. You unlock the one unlockable character by beating the game at the top setting, Pro, without losing; I haven’t managed that yet, though you could cheese it by turning on infinite health. Otherwise there’s nothing to unlock here. Also, while the game has a nice CG-rendered introduction showing all the robots (there’s no voice acting during it, the announcer is the only one to talk during the game), the game doesn’t really have endings; all you get for your trouble is a single-screen ‘Congratulations’ message with an image of your mech and then the (English-language) credits. I was hoping for more.

Still, gameplay in Megatudo is fast and fun. This game keeps up a high and stable framerate at all times, which is critical to the game; a lot of 5th gen fighting games don’t have great framerates, and in this genre it really hurts. No problem here. Environments are textured polygons, but the two characters, the mecha robots, that is, are shaded polygons; this probably helps with the framerate, and might help with texture warping as well. The results look pretty nice. Other than some polygon flicker, this is a pretty decent-looking game. The robot designs look prety cool, and definitely have a Gundam-knockoff style. The manual has two page spreads for each character, and while the text is in Japanese, the images of the robots and their pilots, the move list, and the robot specs are all interesting. Oddly, the pilot art is never seen ingame, only in the manual. It’s pretty good, so it’s quite bizarre that it’s apparently entirely absent from the actual game! I wonder what the boss robot pilots are; the manual doesn’t cover those two. This is a somewhat unique game. While the robots are slow and lumbering while moving on their own, with the circle-strafe jets you move quickly and can really zoom around the circular arenas. The two weapons each require different playstyles: with the gun you circle around trying to line up for shots, as if the game is a shooter, while with the sword you race in for some punishing hits, making it feel more like a fighting game. Gun damage is generally low, to make up for how much easier it is to hit with. Special moves are helpful; many work only in one weapon mode or the other, but it’s hard to tell in the manual which are which if you can’t read Japanese. There is a GameFAQs guide which lists all the moves, separated by weapon type; use it.

Overall, this is a good fun game. The game can be frustrating sometimes, because of the sometimes annoying AI, the constant circling around taking shots which often miss, the too-frequent camera issues, those times when I go in for a close-in attack but instead take lots of damage, and such, but it’s a good game overall for sure. Megatudo 2096 is not a game I had heard of before getting it, but it is definitely above average, and for a PS1 fighting game from this era, above average is pretty good! The uniqueness is great as well; this game isn’t quite like anything else I’ve played. I really wish it had gotten a sequel, to add in the better story, endings, polished controls and camera, and more modes that this game deserves. It’s too bad that it didn’t happen.


*Metal Gear Solid

1 player, saves (1 block per file, 1 block for VR Training data, 2 blocks per (optional) screenshot), Analog Gamepad supported. Metal Gear Solid was one of the Playstation’s most popular games. I’ve never liked or played this series much, however, so most people reading this probably know, and have played, more about this game, and series, than I do. This is a mostly overhead-view 3d stealth action game with a whole lot of long cutscenes and voice conversations telling the overly complex story. I don’t mind stories in games, but I don’t care for this one and I find the gameplay only okay at best. And Metal Gear stories would get even crazier after this game, too! It’s kind of absurd. I’ve never liked how much story there is compared to gameplay in the MGS games, or at least the first two of them since those are the only ones I’ve played; I first played MGS2 in 2001, and lost interst midway because of far too many absurdly long cutscenes, with too little gameplay in between. As far as I got in this game it seems to have more gameplay than I remember MGS2 having, but like its sequel it also has a lot of overly long voice conversations in the codec and frequent crazy cutscenes.

And as for that gameplay, I played more of this game for this summary than I have before, and it’s definitely not something that I like much. Part of that is the aesthetic; I’ve always disliked this kind of modern-military setting, and MGS’s somewhat anime-ized version of that does not make me like it any more than usual. Additionally, MGS has clumsy, not-that-good shooting, no way to control your character Snake’s speed other than to Run or to Crawl on the ground, and highly pixelated graphics with too few indicators of what you can interact with. It’s easy to overlook stuff among the pixels, and Interact and Punch are on the same button too, which causes issues. Other control issues I found include questionable controls that make attaching to walls, knocking on walls, and such harder than they are in many newer games in this genre. Also, where in the world is a walk button? And why isn’t there any analog speed control on the analog stick, either! Come on. Of course, this game was one of the earlier stealth-action games, so it makes sense that the genre would improve from this, but yeah, this game has aged in some ways. The game may be good for its time objectively, but I doubt that I’d ever have liked this too much. It is true that stealth was a new genre back in 1998, though. This game has nothing on 1998’s Thief: The Dark Project on PC, though! That game defined what stealth games were, pretty much. And between this and Tenchu (PS1, also from 1998) I like Tenchu a lot more and I finished that game. I don’t know if it’s objectively better than MGS, but subjectively I greatly prefer its gameplay and style subjectively. Still, this is a decent game I guess. It has high production values for the time, takes up two discs, has a lot of story (even if it’s overly crazy), and definitely can be challenging. Snake gets a lot of items and weapons to use, and each area is like a puzzle where you have to figure out how to reach your target point hopefully while being detected as little as possible. Of course, the games’ supposedly “genetically enhanced” enemies can see like three feet in front of them and only will react to footsteps if you’re running on something loud like puddles, so that helps you avoid them. The on-screen radar showing their view cones is also a big help; otherwise you just have to guess, which is annoying. I’d never play this game on the difficulties which disable the radar, no way! Anyway, I guess this game is alright, but I got to what I think was the first boss before quitting, and it’s not my thing at all. I don’t think I want to play it again, maybe ever, but regardless of that, considering its importance and impact on the industry it’s probably a game everyone should at least try. Also on PC, and remade on Gamecube.


Motor Toon Grand Prix

1 player (2 player simultaneous by system link only), saves (1 block for save data, up to 15 for replays), neGcon compatible. Motor Toon Grand Prix is a kart-ish arcade-style racing game from Polyphony Digital, the team that would soon go on to make Gran Turismo. I don’t have much interest in that franchise, that kind of game completely bores me and if I really did want to play a racing sim it’d be a real racing sim, presumably on the PC, and not a damage-modeling-free game like Gran Turismo (this is true for the older ones anyway!), but Motor Toon Grand Prix is a pretty good game! This game is actually the second Motor Toon game; the first one was released only in Japan, so they dropped the “2” from the Western release of the game. Motor Toon is a fast game with some unique visual quirks and solid arcade racing gameplay. The cars have this weird warping effect that makes them really look like they are ‘leaning’ into the turns. It’s kind of neat, but the resulting almost drift-like sliding that cars do as they turn takes a while to master. Practice is essential to get around the tracks without messing up. There are also weapons in the game, though driving skill is the most important thing here. Motor Toon may be a “kart” game, but you’ll need to learn the courses and drive well in order to succeed. It’s very different from Mario Kart. And on that note, if you want to play this game well, a compatible analog controller, either neGcon, wheel, or Performance Analog Gamepad, is HIGHLY recommended! It’s not the same at all with digital controls, and this game released before the Dual Shock. Motor Toon is a short game, too. It will take a little while to complete, because it starts out with only five tracks and six characters and you unlock one more track for each difficulty you beat the game on, but despite that Motor Toon feels kind of short, and the lacking multiplayer hurts the game as well. Link cable only, really? This would be so much better with splitscreen! Also, while the graphics are decent and the art design good, the games’ early-ish 1996 release date shows; Motor Toon doesn’t look as good as later Playstation games would.


NASCAR 2000


2 player simultaneous, saves (1 block), Analog Gamepad supported. NASCAR 2000 is one of EA’s NASCAR stock car racing games, and like all of their games in the franchise, is a sort of hybrid game, mostly arcade-styled but with a bit of sim to it. First, the good: the game has two player splitscreen, a bunch of cars and tracks, some car settings, and solid, sometimes good graphics. That’s about it for me, though. In addition to being boring because it’s a semi-realistic stock car racing game and I always find this kind of game boring, NASCAR 2000 is a game of compromises. The game requires some strategy, but isn’t a sim. These games that try to be in between sim and arcade usually end up being worse than both, and I don’t think there’s any exception to that here. The game has a good-sized field of cars in each race, but not a full field — there are 16 cars per race. There are a bunch of drivers to choose from, but not all of the drivers from the ’99 season that the game simulates. I was looking for Maine’s Ricky Craven, who was a driver back then, but nope, not here. Similarly, there are over 20 tracks in the game, but not all of the tracks from the 1999 season are here, and some fantasy tracks have been added. Daytona and New Hampshire are missing, for example. And of course, almost all of the tracks are boring ovals. And in the gameplay, you will have to brake in order to get around the turns, and having to brake for every turn definitely isn’t something I’m great at since I prefer racing games where you don’t have to do that, but I’m sure with some practice this game wouldn’t be too hard. After losing badly in my first race on a speedway I turned down the AI difficulty all the way and easily won a road-course race, for example. You can set AI difficulty to between 80% and 120%, and drafting between 90% and 130%, to make the game harder or easier. You can also set race lengths between 3% and more than 100% of normal; I stuck with the minimum here, I have no interest in 200-lap videogame races. It’s telling that the minimum, 3%, is the default setting, it shows how this game isn’t much of a sim. You can also “create a racer”, but all this really means is renaming one of the racers in the game, because you can’t design a car, just choose a car and name the racer. There is a season mode, at least. Overall though, this is a genre game, for fans of NASCAR and oval racing. I am neither of those things; I’ve never cared for watching car racing on TV. As an arcade game this game is very boring, with that annoying braking required on most turns, but it’s not even the remotest competition for Papyrus’s highly realistic NASCAR sim racing games of the ’90s, either. Overall NASCAR 2000 is boring and extremely bland, stick to Indy Racing 2000 on the N64 if you want a fun and arcadey mostly-oval-racing game on a 5th gen console or the Papyrus games on PC if you want a sim. NASCAR 2000 isn’t fun to play, and I can’t respect it as a sim either; I only have this game because it was part of a lot, and am glad I didn’t really pay money for it. Also on PC and N64.


Need for Speed: High Stakes

2 player simultaneous, saves (1 block), Analog Gamepad or neGcon supported. NFSHS is the fourth Need for Speed game, and the PC version of this game is probably my favorite game in the series! This PS1 version isn’t quite up to the level of the PC original, of course; it has significantly worse graphics, fewer tracks, simpler damage modeling, fewer circuits, fewer cars, framerate drops sometimes, an overall easier difficulty level, and more. Despite the greatly reduced amount of content, though, NFSHS for the PS1 is still an extremely good game. This game is easily one of the best racing games I’ve played for the PS1, I was very impressed by how good they made this game considering the hardware. I got NFSHS for the PC back when it came out in 1999, so I am quite familiar with that game, and while I had heard that this was a good version, you can never be sure until you try it for yourself… but yes, it’s great! I have played a lot of awful PS1 racing games recently, while working on this, so it was nice to play a great one for once. It’s also interesting because I’m so familiar with this game, but not this version. I listed the major downgrades already, but the core of the game is the same, and that’s great. Pixelated PS1 graphics aside, the tracks look just like they do on the PC.

The game has a total of 11 tracks, some of which have to be unlocked. This is less than the 18 tracks in the PC version; the PC game includes all of NFS3’s tracks as unlockable extras, while this game does not. Still, the tracks that are here are great, and have nice variety. The fantastic course designs are one of the highlights of this game for sure! Of course everything looks a LOT uglier than on the PC, but PS1 racing game graphics don’t get much better than this. The cars in NFSHS control very well. In fact, maybe too well! I’ve always thought of NFSHS for the PC as a tough game because of the slightly realistic handling and the games’ sometimes cruel money and damage system, but this game seems to be easier to control and is much more forgiving. Here, damage is just a percentage. There is visible damage, but you can’t actually break your car. At the end of each race, the cost of repairs for damage done to your car is automatically deducted from your winnings. On the PC you have four separate car areas that each take damage, you choose to do repairs or not, and they are more expensive than on PS1. Also there are only 11 cars, which is a lot fewer than the PC game, though this is somewhat unfair because on PC the game did get some free download cars.

Overall, the controls and simple damage modeling make this game feel less substantial than the PC game. However, console games usually are simpler than PC games, so this does make sense. That doesn’t mean that the game is easy, though. The game may have only six championships to win, instead of 10 tiers of 2-3 championships as the PC game has, but there are still plenty of modes, including splitscreen, hot pursuit (play as the police, and try to catch all the racers!), and more, and three difficulty levels as well. The game starts out easy, but does have a decent difficulty curve and several difficulty levels. Oh, and the music and sound is pretty good as well; I particularly like all the police radio chatter. On the whole, Need for Speed: High Stakes for the PS1 is a fantastic and really fun racing game. It’s well worth getting for sure. Also on PC.


Parasite Eve

1 player, saves (1 block per file), Analog Gamepad supported. Parasite Eve is a fairly interesting actionish RPG with a very cinematic feel to it. It sort of feels like one part Resident Evil-style horror and one part Final Fantasy VII0-style Square RPG, with an original hybrid action/turnbased battle system. Interestingly, you play as a female character, Aya Brea, in this game, and its sequels as well; there are no parties in the Parasite Eve games, you always just play as Aya. It works. This two-disc game has a lot of cutscenes and plenty of voice acting, though the English voice acting is kind of bad, which hurts a bit. The game has polygonal characters in pre-rendered environments, as in RE or FFVII. There’s no Final Fantasy-style overworld here, though, just prerendered environments. Unlike many RPGs, Parasite Eve is set in an alternate version of our world. The game is set in New York City, and Aya works for the NYPD. So yes, not only does the game have a female main character, but she’s not a teenager either! Of course she’s attractive, though, so it follows that trope for sure. Still, most Japanese RPG main characters are teenagers, so it’s nice to see some variety. The ‘real-world’ horror-RPG style of this game reminds me a lot of Aruze’s Koudelka/Shadow Hearts series, though this game released before that series began. Of course, Capcom’s NES game Sweet Home is a horror RPG, and there are probably more. I don’t usually like horror stuff, and some of the creepier elements of this game are off-putting to me, but despite this Parasite Eve seems like a good game, from what I’ve played of it. The story is weird, though. Aya has some kind of weird power, and the villain is always talking about Mitochondria, that part of the cells that make up all life. This is a Square game, and the story starts off strange and then gets weirder and weirder. The game’s plot is loosely inspired by a Japanese book of the same name, but it seems that the story of the game is fairly different from the book. As usual, Square made everything a lot more complex, and it seems that that gets even worse in the sequels, the third game (The Third Birthday for PSP) particularly; even fans of the first two games often don’t seem to like that one, though I haven’t played it myself.

The combat system is good, mostly. There are random battles as you wander around, and also preset ones at certain points. Battles take place in a blocked off section of the world, so there isn’t a separate battle screen. I love this, and definitely prefer this style to pulling everyone into a separate screen. You can move around during combat, which is the main action part of the combat system; this isn’t another one of those games where the characters just stand in static lines and hit eachother, thankfully. You’ve got an ATB-style gauge that controls when you can attack, though, so it’s not entirely an action-RPG, it’s a hybrid as I said. Once the meter hits 100%, hit X and you can choose a target for Aya to shoot at. She’ll then shoot a couple of shots at that target or targets. Yes, guns are your main weapons; there are also melee weapons, but the guns are better. They do need ammo, but many enemies drop some. Aya also has special magic-like powers, first a useful healing spell. You get more as you progress. These abilities use power from a meter that slowly recharges during battle, so you don’t need to worry about limited magic points in this game. Overall combat may be a bit streamlined, but it’s fun. The main frustration is that you don’t have any good dodge moves, so getting away from the enemies can be difficult, particularly while you’re attacking. Enemies won’t just stand there and take your hits, so damage is often unavoidable. It’s fortunate that you do have recharging ability points to help counteract that, but the system could be better. Still, overall, I like this game. I wasn’t really expecting to, but I do. I don’t like some of the horror stuff and combat is somewhat stiff, but Parasite Eve is good overall despite those issues.


Poitter’s Point (J) [US/EU title: Poy Poy]

4 player simultaneous (with multitap), saves (1 block). Poitter’s Point, or Poy Poy, is a very simple overhead-view “fighting” game from Konami. This game is very simple, and feels a bit like a predecessor to Smash Brothers or, more appropriately because of the overhead viewpoint, Power Stone. It’s nowhere near as good as those games are, though; Poy Poy isn’t awful, but it’s far from great. The game basically has two modes, single player gameshow mode, or exhibition matches for one to four players. It’s cool that the game has four player support; that’s quite rare for a PS1 game that isn’t a sports game! The multiplayer is certainly the best thing abotu this game, but today you can play better things than this. Still, it is at least moderately amusing. The single player mode has a gameshow theme, with voiced cutscenes with an announcer occasionally. THere’s a small lobby area where you can save (at the terminal), buy new or upgraded special attacks (at the desk), and start a new game (by going into the door and talking to the guy). Then choose your character, set game settings, and go. I have the Japanese version because it was cheap, and all of the special attack and new-game options are in Japanese, but other than that the game’s quite playable regardless of language. Also, while the lobby stuff is in Japanese, once you get into the character and game settings screens, it’s all in English. So yes, the special-attack purchase menu in the lobby is in Japanese, but the screen where you select a special to use in the match lists them in English. Japanese games are weird with the mixture of languages, sometimes…

Actual gameplay is the same anywhere: it’s simple. In matches, you walk around the screen, pick stuff up, and throw it at your opponents. You can also pick up and throw your opponents directly, but throwing things at them usually works better. There are always four players in each match, human or computer, going around the single-screen stages and throwing stuff at eachother. There are initially eight characters to choose from, but you can unlock more as you progress. Each game is made up of seven or eight stages, each a three-round match on a new map. You can choose fewer or more rounds per stage, if you wish. Players are knocked out in a round once their health heart runs out, so watch your health. Each hit takes out a bit of health. The basic items are rocks and bombs. Rocks have to hit the enemy directly, but the bombs (large or small size) blow up an area. Holding down the throw button will throw a bomb farther, which can be useful. You can also jump, though it’s not always useful, since all arenas are flat squares or circles. The only real use for it is jumping over rocks, pretty much. Some stages also have other things you can throw like logs. You also have those super attacks, based on which one you have equipped (R1 uses the one you have). There are also often stage-specific hazards, such as ice (slippery ground, of course) and penguins in the winter stage, a robot shooting freeze rays in the robot stage, and more. Gameplay is very formulaic, though — grab bombs, throw them at people, and hope they go down before you do. It’s kind of amusing, and there is a bit of strategy, but this game is probably a bit too simple. It is kind of amusing though, and there is some replay value since you can spend your winnings on better super moves. Overall, though, this game’s average at best, I think. I doubt I’ll play it often, but it is interesting to see because this style of simple beat ’em up-esque fighting became much more popular in later titles like SSB and Power Stone. The game also has a sequel, though the second game didn’t release in the US; it did get a Japanese and European release, though.


Primal Rage

2 player simultaneous. Primal Rage was a popular arcade fighting game from Atari Games where you play as a variety of prehistoric monsters, and got ported by Atari Games’ console division, recently renamed from Tengen to Time Warner Interactive, to almost every platform that existed in 1995. There is even a Jaguar CD version! This Playstation version is probably one of the better ones, though it is the only version of the game I actually own so I can’t say that myself for sure. Primal Rage is a fairly simple fighting game, and I never have played it all that much; the dinosaur and giant ape characters certainly do look cool, the basic special-move-and-combo-heavy gameplay has never held my interest for long. Primal Rage isn’t a bad game, but Street Fighter II it is not, either. It doesn’t have either Street Fighter II’s depth or quite the hook of Mortal Kombat. I mean, I love dinosaurs as much as anyone, but this is a fairly simple fighting game, and doesn’t play quite as well as MK. I’ve never played Primal Rage enough to actually get good at it, though; I’ve just played it for a bit here and there and then moved on. With nice graphics and solid gameplay the PS1 version of Primal Rage is definitely good, and one of the better versions. I’m just lukewarm on the actual game. Primal Rage was released on almost every major platform out there in 1995, but this is the only version I have.


Puchi Carat (J)

2 player simultaneous, saves (1 block). Puchi Carat is a port of the very good Taito arcade game of the same name. This game is essentially a two player versus Breakout/Arkanoid-style game. The game has the design styles of a ’90s anime-styled versus block-dropping puzzle game, but the gameplay is ball-and-paddle action, and it’s great! I really like this game, it’s sad that it didn’t get a US release on the PS1. There was a European release, but not American. We did finally get it, and in English, in Taito Legends 2, but the PS1 version has a few added features that straight arcade port doesn’t have. Of course since I got the Japanese version all the text is in Japanese, but I’ve read the story in English before (online and on the PS2) and have Taito Legends 2, so I know the plot. Whatever the platform, I like this game a lot. PuchiCarat is great! I do wish that the PS1 version added more content versus the arcade version, though. What you get here is single player or multiplayer, that’s it. There are some difficulty settings, but not too many options. The single player modes are an endless single-player mode, vs. CPU story mode where you choose a character and then beat all the others, a time attack mode where you try to finish a set number of vs. CPU stages as quickly as possible, and Rapid mode which speeds up the game. The versus modes are the highlight here, as a solo game the game is less unique. Most of these modes are also in the arcade game as seen in Taito Legends 2, though, and of course the graphics are downgraded a bit here too; they’re good, but lower resolution than the arcade game.

But I mostly like this game so much because it’s so fun to play, not because of the some-good and some-bad weirdness. This is a simple but really fun game. As in many versus puzzle games, the game is always splitscreen; you are always facing an opponent in this game. Again, this is an Arkanoid-style game, so you move your paddle back and forth and bounce the ball around. Patterns of jewels (blocks, essentially) come down the screen towards you a row at a time, and if you destroy a large grouping all at once by breaking away their connection to the top of the screen, you will hit the opponent with a quick row. If the ball hits the bottom of the screen, the blocks move down three rows. There are only about ten or twelve rows on the screen, so many hits on the bottom and you will lose very quickly. You lose if the blocks reach the bottom of the screen, of course. The game is frenetic, fast-paced, and challenging. Play is often a constant stream of attacks back and forth, as each player knocks off chunks of blocks and sends rows the other way. Puchi Carat looks like a puzzle game, but it sure doesn’t play like one! For instance, groups of blocks are in different colors, but this is irrelevant; it’s just a graphical detail. This is a classic arcade action game through and through.

The game has a fantasy-anime theme, and each of the characters are an anime stereotype. There are 12 characters, each named for a month’s birthstone, and you’ll need to beat all the others in order to win. The characters are mostly kind of weird, though. Puchi Carat tries to be funny, and it sometimes is, but sometimes it’s just … weird-anime, and somewhat creepy as well. Why does the fairy woman maid have a full-size human husband? Why the incestuous twin sibling alchemists (and yes, the one with pants is a boy even if it’s hard to tell)? The girl is kind of messed up, too… she threatens to eat the cute mascot animal, tear the wings off the fairy woman to use them in alchemy potions, etc. And then there’s the rich girl who steals the clothing of everyone she defeats, because she has an obsession with collecting clothing… that last one is funny, at least. Yes, Puchi Carat has a very odd cast, in both good and bad ways. But overall, this is a pretty good game because of the great gameplay. The idea of a puzzle-styled versus Arkanoid game was a good one, and it worked quite well! It’s too bad that we haven’t seen many similar games since, because this game had a great concept and I’d love to see more games with gameplay like this. Arcade conversion; the arcade version is also in Taito Legends 2 for the PS2.


Puzzle: Star Sweep

2 player, saves (1 block). Star Sweep is a solid and clearly low-budget but frustratingly hard block-dropping puzzle game. It is similar to other puzzle games, perhaps most notably Columns, but is different in several significant ways. As in Columns, all pieces in this game are three-block-long tiles. However, this isn’t a match-three game. Instead, you only have to match two blocks of the same color to destroy them, but the catch is that only star blocks can match, the other blocks on each piece do nothing. Most blocks have one star block, always on one end and never in the center, while some have two star blocks, one on each end. There are only three colors of blocks in this game, but this is a fast, and very hard, game! Matches in this game are usually short and extremely tense. Instead of the usual style of blocks dropping from above, in this game some blocks rise up out of the floor, while you place others with a cursor outline. Blocks can be placed either horizontally or vertically. One button rotates, the other places the current block. If you make combos, you can send blocks to the other player; this is mostly a versus game, either you against a human or AI opponent. I struggle to get much of any combos beyond the most basic ones, though, just staying alive at all is usually hard enough. Sent blocks are large cloudlike blobs that drop from the top of the screen, and pile up on the left and right halves of the field in two piles. Breaking blocks next to them destroys the ones touching that. Naturally the AI is much better at sending mountains of blocks than I am. You can only rotate blocks one way, which is quite annoying sometimes; there are more than two buttons on this controller, use at least three of them! There are two issues here. First, the blocks rising up out of the floor are randomly placed, which means that the floor of the field can and will change, often between the time you hit the button and when the block appears! This mean that I’m constantly placing blocks which don’t line up to the star block I was trying to line them up with because the field has shifted up, and say the other block now has a star block under it lifting it higher, while the one I put down doesn’t. Chance plays a very large role in this game, larger than it does in some puzzle games, for that and some other reasons. Also, I sometimes have trouble telling which color the cursor is; red, white, or blue should be easy to tell apart, but it’s kind of tricky sometimes because the cursor is pale and transparent, not solid-colored. Another major luck element is in how you win matches. Instead of winning as soon as one person’s blocks hit the top, you have three seconds to clear enough blocks so that the top row is empty again. Yes, seconds, not moves. It’s ridiculous, and I can see why puzzle games don’t usually do this; it’s frustrating and helps make this game even harder, since the AI has a much easier time clearing those blocks than a human does. Often it’s just a matter of pure luck — does the game give you the color(s) you need, in the move or two you have before time runs out? If not, you lose again. Argh.

For options, Star Sweep has an Arcade mode, Story mode, endless mode, 2 player versus play, and some unlockable bonus modes. There are four difficulty levels; only the lowest one is easy, the others are frustratingly hard, as I’ve been describing — I’ve mostly played the game on Normal. This game, and the manual as well, are poorly translated, so I’m not really sure what is going on in the story. The manual says that someone destroyed most of the stars (not counting ours, of course), and turned them into colored stardust, or something, but there’s a Star Pig that’s eating the stardust, and if you match the stars they explode… or something. Anyway, that’s what you’re doing in this game. In Story mode you play as a girl who’s off to stop the person who did it, or something? Or maybe not, she could just be trying to play this new ‘Star Sweep’ game and ends up trying to beat those people too. Even though I finished the game, I’m still confused. I’m not even sure if the final boss was the person who did all this; I guess she was, but then why does the game and manual call that person a “him”? It’s probably just a poor translation, but still. The manual does have some character descriptions, but not for the boss woman or her top henchman robot, unfortunately. It’s those two who are really hard to beat, too; the six rounds before aren’t nearly as bad. In Arcade mode you can choose a character (and matches default to best-of-3 instead of 1-win-wins as Story mode is by default), but there isn’t really a story, not that Story mode has much of it either. The game does keep track of the best scores in Arcade mode, best finishing times in Story mode, and more. Just remember to save, it’s not really automatic. Overall, Star Sweep is an okay but hard and frustrating puzzle game. It’s worth a try if you like the genre and see it for cheap. There is also a Japan-exclusive Game Boy version of the game that I haven’t played.


Rage Racer

1 player, saves (1 block), neGcon analog controller supported. Rage Racer is the third Ridge Racer game for the PS1. A significant improvement over its two predecessors, I think this one is, oddly enough, actually my favorite of the four PS1 Ridge Racer games. In terms of graphics, amount content, and multiplayer R4 is far better, since this game has worse graphics, many fewer tracks, and no multiplayer support, but the racing is as good as Ridge Racer gameplay gets, the courses are designed well, and the graphics are okay and an improvement over the first two PS1 Ridge Racer games. The gameplay here is classic Ridge Racer. As usual auto-powersliding is central to the game, you start in last place far behind the leader, and have to try to work your way to the front before the race ends. Winning will be very difficult and requires a lot of practice. As in the previous two games, Rage Racer has only one track, with three variants this time. The variants are more different than in the past though, and the “three” resulting courses are all pretty good. This track is much, much better and more interesting than the original Ridge Racer course! This is a big part of why I like the game, the tracks are fun to play. Still, it is only three variants and that’s all you get. There are a bunch of cars to unlock, but there’s no championship mode or anything, that wouldn’t appear until R4. R4 also would have the first multiplayer mode in the series on PS1, and vastly improved graphics too. But for some odd reason, I had more fun with Rage Racer here than I have with R4. I shouldn’t, considering what I think of the Ridge Racer series in general, like this game any more than the other ones, particularly considering its average graphics and very limited amount of content. But… I do. I like the handling here better than R4’s, and for a mid ’90s racer it plays pretty well. The graphics are also good for the time. This is a fun, classic arcade-style driving game. The controls are good, for Ridge Racer. It’s a fun game to play and I definitely like it, more so than most of its franchise for whatever reason. Rage Racer is a PS1 exclusive, but it was somewhat inspired by the arcade game Rave Racer.


Rally de Europe (J)

2 player simultaneous, saves (1 block), Analog Gamepad supported. Rally de Europe is a below-average Sega Rally-style racing game. This game makes no attempt to hide what it is; one glance at the back of the box and the Sega Rally influences could not be more obvious. Unfortunately, while this isn’t an awful game, it’s nowhere near as great as Sega Rally is, either. Rally de Europe has average controls, average gameplay, average-at-best graphics, an average number of tracks. I’m not really the right person to review this game, though; I’ve never cared for most rally games all that much. As in most rally games, you’re locked to the track, and can’t leave it. The game looks okay, at least. Of course it has the usual PS1 graphical issues, but the graphics are good. The games’ art design REALLY is copied straight out of Sega Rally, though. Menu and logo art particularly looks exactly like Sega Rally stuff, and the game even has some of the same cars as well (or lookalikes, rather). Gameplay-wise, though, it’s just so bland. You drive forward, turn as per the instructions, and try to catch up to the leaders. Yeah, this isn’t a time-based game as a more realistic rally racing game would be; like Sega Rally or Ridge Racer, it’s a catchup-based game where you start far behind the leader and have to race well in order to maybe catch the leader near the end. I didn’t mind this system in Hydro Thunder, but I rarely like it, here included. I really do prefer a full field all starting together… ah well. This game has pretty bad collision physics, too. Things just sort of stop when they hit eachother, it’s pretty bad. The english for the turn commands is somewhat comically bad, too. Yes, in this Japanese-only release, the “easy right”, etc. voices are English… supposedly. Some of it’s so hard to understand that it’s basically static, and at the end of each race the guy says “Rinish!”. Yeah. Overall I quickly got bored by this game and highly doubt I’ll go back to it much, but arcade-style rally fans who have played all the other PS1 rally games and need another one might find the game interesting, maybe. There are much better rally games than this one on the PS1, but worse ones as well. Rally de Europe is okay but quite unoriginal. This game has a predessor from the same developer, Rally de Africa, which I have not played.


RC de GO!

2 player simultaneous, saves (1 block), Analog Gamepad supported. RC de GO! is a fairly good RC car racing game, based more on real RC racing than most such games are, at least thematically; the gameplay is simple and approachable, even if there is a real-world feel to the game. RC de GO plays from a sort of overhead perspective. The camera follows you around the track, but in order to replicate the feeling of a real RC car driver, the camera turns from one set point, as if you are looking around the track from where your unseen driver is standing. It’s a pretty cool idea that I don’t believe I have seen in any other games. The game has a lot of RC car parts to buy, as well, including many shells, and lots of replacement parts. As you win races you can buy new parts with your winnings, and more will unlock as you progress. Standard stuff, but nice to see. Unfortuantely it’s cars only; no RC cars with tank treads here. Why do no RC car gaems ever have them? The RC car I had as a kid had tank treads, and tank controls too — it had two vertical sticks, press up on one and down on the other to turn. It’d be cool to have a car like that in an RC car game someday. That’s a minor complaint, though, and of course none of the other RC car games of this era have that either. What this game does have is good, solid somewhat RC Pro-Am style topdown racing fun. Though the game is easy to play there is a basic physics model, and cars feel appropriately light. The game starts out pretty easy, if you make use of the generous amount of turbo they give you, but does get tougher as you progress. Graphically, the game looks okay. It’s a solidly average-looking midlife PS1 game, with some nice visual work in places but the usual PS1 graphical issues here and there. That camera is kind of neat, though. Overall, RC de GO! is a good racing game that topdown racer genre fans, which I am certainly one of, should absolutely pick up. It’s not an amazing experience, but it’s fun stuff worth a try.


Red Asphalt

1 player (2 player simultaneous by system link only), saves (1 block), neGcon supported. Red Asphalt, which in Europe was titled Rock n Roll Racing 2, is a racing game from Interplay. It’s not by Blizzard, the developers of the first Rock n Roll Racing, but an internal Interplay team instead. Sort of like another Interplay sequel to an outside game, Heart of the Alien for the Sega CD, Red Asphalt isn’t very well thought of, and got mediocre at best reviews. I got the game mostly because of how much I like futuristic racing games, really. But actually… it’s really good! Well, for serious genre fans, at least. I like this game a lot, what can I say. Red Asphalt has good art design, average to above average graphics, average to good track designs, lots of tracks, upgrades to buy, a decent story, and more! Just make sure to get out your neGcon, wheel, or Performance Analog Gamepad for this one, because the game GREATLY benefits from analog controls, but doesn’t support the Dual Shock. With proper controller in hand, Red Asphalt is great fun. The game does have a few issues, but they’re relatively minor, to me at least. The intro explains that the racers are a group who are supposedly working together to take down the evil galactic emperor through his own race tournament. The intro is told as a retrospective being told by the main character, so I guess he won? Because otherwise, it’s unlikely he’d be here to tell the story. Kind of spoils the ending, doesn’t it. Ah well.

Oddly, even though the intro claims the six main racers are “allies” against the villains, you’ll spend most of your time blowing eachother up. Each race has seven racers, your six and one opponent leader from the planet you’re on. Your goal is to make enough money by winning races and killing enemy cars so that you can upgrade your car and make it to the next planet. Each planet has about five or six races on it, and there are five planets, with a total of 24 tracks total, a pretty good number for a game from 1997, still a time when many racing games had only three or four tracks. The tracks on each planet are variants, though, not entirely original courses. Some are mostly different, while others just change one small section of the previous course. It’s nice to see the variety of courses as you progress, but I like F-Zero’s cup design better; in this game you play all the tracks in one setting one after another. Yeah, that lava planet looks kind of cool, but after three or four straight races there I wish I could go somewhere else for a while! At least the tracks are all well designed and the game plays great, though. Track designs in Red Asphalt aren’t as over-the-top as F-Zero X or Extreme-G track designs, but still, they are pretty cool at times, and I definitely like the courses here. Branching paths abound, nicely. With a compatible analog controller Red Asphalt controls great. Each of the different vehicle types has noticeably different controls, too, which is nice to see. between the upgrades and cars there is plenty to spend your winnings on.

Red Asphalt is a combat racing game, but this game isn’t exclusively devoted to combat, unlike, for instance, Impact Racing (PS1/Saturn). The racing element is just as important. Each car does have a weapon, though, plus pickups for special weapons. Each car type has one specific main gun which you cannot change. I don’t mind this, it keeps things simple so you can focus on the driving and shooting, not on switching weapons. Main guns are different between cars, to add some variety. The pickups give you a variety of more powerful weapons or turbo. Also key is the recharge area in each track. Your health drains VERY fast when you get hit! You do respawn after dying, but this takes time, so you’ll lose some ground. Do use the Wipeout-styled recharge areas. Red Asphalt isn’t the hardest game, but it’s lots of fun, and will present at least a little challenge for sure. The only real flaws here are that it doesn’t have Dual Shock support and the absence of split-screen multiplayer. Otherwise, it’s a quite good game. Overall, Red Aspalt is pretty good! Futuristic racing game fans should play it for sure.


Resident Evil: Survivor

1 player, saves (1 block), Analog Gamepad compatible. The Japan and Europe versions also support the Namco Guncon light gun, but support was removed from the US release, sadly. Resident Evil Survivor is a bad first-person “adventure”/light gun style shooter game. The basic concept here wasn’t very good, and the execution isn’t good either, which is why it’s so mystifying that this game was apparently so successful that Capcom thought they should make THREE sequels (Gun Survivor 2: Code Veronica (J/E only), Dino Stalker, and RE: Dead Aim) on the PS2 based on the same flawed concept! No, a light gun shooter where you walk around during the game isn’t a particularly good idea, but that’s what the Survivor series is. You can’t even save your game in progress in this game, it only saves after you win or get game over for good! Argh, that’s awful. And technologically, because it’s on the PS1, this game is even more limited than the PS2 games; I don’t like the one of them I have, Dino Stalker, much either, but at least it doesn’t look as horribly ugly as this game does. RE: Survivor feels like a mostly-railed “adventure” game with light-gun-shooting-with-a-gamepad combat. You walk around in first person through the games’ small and ugly-looking 3d environments. Doors, stairs, and the sort are loading screens, and they are very frequent and too long. Most rooms have one enterance and one exit, or several exits with locked doors that you must do in order, or maybe, at the most, an area with a few different routes for you to take. The branching paths are one of the better things about this game, at least it has that variety, even if what you do in each route is exactly the same. As in Resident Evil, this game has your character taking on a horde of zombies while discovering the mystery of what happened at this evil Umbrella Corporation base. This game has some very dark themes; Umbrella’s program that turned teenagers into test subjects they would eventually murder, or turn into monsters, is a major focus. The voice acting goes back to RE1 levels of terrible, but without as much of the humor value. It’s bad. Unlike RE though, don’t expect to do any actual adventuring here. Items are hard to miss, and you pick them up by just walking into them, and key items automatically activate when you walk into the item that they work on. The only reason to go into your inventory is to change weapons or use a healing item, that’s it. There is also a map, but there’s not much of a reason to ever use it, this game is very linear, and you can’t backtrack back to those decision points and take a different route, anyway.

As for the actual combat, in this light-gun-less American version, you have to use the gamepad. R1 brings up the cursor. You are locked in place while the cursor is on screen, so you cannot dodge a tougher enemy coming at you unless you drop the cursor (let go of R1), move, and then bring it up again. It’s clumsy and doesn’t work too well. At least the game supports analog, though the analog isn’t great; control feels too digital. It’d be much more fun with a gun, but then you’d have to walk around with the little dpad on the side of the Guncon, and that’s no fun, I’ve tried it in Dino Stalker. Normal zombies are all use a couple of ugly, repeating character models, are tediously easy to kill, come at you slowly, and are only a threat if you enter a room with zombies already behind you, where you can’t see them approach. Of course, the game does this regularly, because otherwise it’d be far too easy to shoot them down. There are tougher enemies boss-like here and there, though. If you do die, the game punishes you harshly. This game has limited continues (only four), no saving, and when you get a game over you’re sent back a long way to an arbitrarily determined checkpoint. Ugh! So, overall, Resident Evil: Survivor is a subpar and tedious attempt at a non-railed lightgun game with some stupidly basic adventure-game elements. The combination doesn’t work very well. With bad graphics, unfun and repetitive gameplay, no saving during a game, lots of loading, and more, this game is pretty bad.


Robotron X

2 player simultaneous, saves (1 block). Robotron X is a 3d twinstick shooter, and was the first new Robotron game since the original one in the early ’80s. As in the original, you run around a lot of levels, shooting robots and saving humans. The d-pad moves, and the four buttons aim your shots. Unfortunately, the game isn’t a good classic reboot; it’s fairly terrible. Robotron X is playable, but not much fun thanks to some bad design decisions, most notably the far-too-close-in camera. You can’t see anywhere near far enough! That’s killer in this genre, and this is the top factor that ruins this game. The controls also aren’t nearly as good as analog ones would be, analog aiming makes a huge difference in this kind of game. The graphics are also very bland and subpar. Fortunately, the developers listened to the criticism, and vastly improved the game when porting it over to the N64. The N64 version has analog movement or aiming with the analog stick and a nice new zoomed-out camera option, which is the only one you ever want to use. Play that version if you want to play the 5th gen Robotron game, it’s a fun little game on the N64. Not so on PS1, unfortunately. Midway rarely put much effort into its PS1 games, compared to the N64, and that shows here as much as anywhere. Also on N64 as Robotron 64; that version is much improved over this one.


Roll Away [aka Kula World/Quest]

1 player, saves (1 block). Roll Away is an interesting, and pretty good, puzzle/maze game where you control a ball in a block maze. At first glance I thought that it would play like the marble-maze boardgame Labyrinth (think Marble Madness and such), but it doesn’t; instead, this game is more deliberate than that. Think more Cube (PSP) or Edge (PC/etc), as far as the gameplay goes, except with a ball instead of a cube and a behind-the-ball viwpoint, but this game predates those two. First, graphically, this game looks nice. THere is good use of ransparencies and effects, and the textures and environments look as good as you could hope for. It probably helps that each stage is just a relatively small amount of blocks floating in space over some kind of background image, there isn’t a fully polygonal environment around you that surely would look ugly. The techno-style soundtrack is nice as well, though it’s not memorable. Levels are in full 3d, and you can roll around the sides of the arrays of floating platforms that make up each stage at many corners. You can only go aroun the sides of a platform on endblocks or corners, not anywhere; don’t go rolling into oblivion by accident. I’m not sure why you can roll onto the end of a platform but can’t just roll over the side onto the face you want to get to, but you can’t, and this is key to the puzzles. You can also jump, though watch out, if you don’t land on a platform, you’ll have to restart the stage. Jumps will go over one space, unless there’s noting two blocks in front of you, in which case you’ll fall down, and hope that maybe you land on something. If you miss and fall off the stage, or hit a spike, you restart the level. Your goal is simple, get the stuff and get to the exit, but actually getting there can be hard. This is a challenging, complex title to say the least! The game may start out simple, but levels get very tricky in a hurry. Because each level is in full 3d, you really need to think three dimensionally in order to get anywhere in this game. Move to every side of every block, consider what will happen from that point, and eventually maybe you’ll figure out how to get to that seemingly-unreachable area. Yes, Roll Away is a hard game. It’s a good hard game, though! This game requires a lot of thought, but it’s so worth it. I wasn’t expecting much from this game, butit really surprised me; Roll Away is a great game I highly recommend platofrmer and puzzle game fans definitely should try out. Pick it up! [Note: Apparently the European release of this game costs a good three to five times more than the US version. Get the US release if you can!]


*Romance of the Three Kingdoms IV: Wall of Fire

Strategy. 1+ players alternating, saves (4 blocks per file). This is a port of the strategy game released on many platforms. Romance of the Three Kingdoms is a very long-running grand strategy series from Koei that still is ongoing, though in the West it never achieved the popularity it did in Japan. This first 5th-gen RotTK game still feels a lot like the 4th-gen game it is a port of. It’s probably good for the time, but feels very dated today. This is also a quite complex game, and while I love strategy games, I like more moderately complex games like Civilization or Starcraft more than, say, Europa Universalis. This game isn’t Europa Universalis, but it is a somewhat complex game, made worse by the dated interface. The menu-based interface takes a while to learn, and gamepad controls for game that would be far better with a mouse. The games’ not-that-great battle system also hold this game back. Even so, there is a solid core here for sure. This game has basic SNES-style 2d graphics, unsurprising for a game also available on the SNES, and nice CD audio music. RotTK IV has six scenarios, all set during different times during the Three Kingdoms era of ancient China, between about 180 and 220 AD. Each one allows you to play as any of the factions still alive as of that point, and you can play as as many sides as you want, the idea presumably being for multiplayer, though this game seems far too long for that to be feasible. Other factions are computer-controlled. There are only two difficulty levels, and only a couple of options. Ingame, you will have to manage each city in your empire. This game is all about control and command of cities; the rest of the land might as well not exist, except for times when you fight battles in between two cities. There are quite a few options in the main menu in each city, but you can’t use all of them at first; RotTK isn’t just about managing cities and sending out armies, Officers are key. Officers each have different skills, and you can assign officers to manage a city, assign officers to manage one specific industry in a city of the four that you can put money into improving, and of course have them lead divisions of your army. Managing officer skills, raising officers, and finding the right one for each task adds a lot of complexity here, but it’s frustrating that, say, you can’t use any Foreign (relations) skills unless you’ve got an officer with that skill, and such. I also didn’t see any hints about the max number of troops I could recruit from each city each turn; just had to guess until it let me recruit them. You can also train troops, with an officer of course. If you manage to grow your cities, you can spend the money you make on better weapons, such as horses, bows, siege weapons, and the like. There are more things to manage than this as well, including deception to sabotage enemy cities or pay off barbarians to attack places. One issue with the game is that each city is separate; you can’t manage things empire-wide. Gathering and attacking with armies in a large empire takes time. Having to use a gamepad in this kind of game makes these problems worse.

In battle, RotTK is simplistic and kind of boring. You can only have a maximum of five or six units in each battle, each with one weapon type. Infantry are normal, cavalry can move farther, and archers can shoot multiple spaces, as expected. Battles occur on a single-screen isometric square-grid map with small sprite characters; this is an entirely 2d game, except for the occasional bad FMV video they’ve put here and there to justify the 5th-gen release. You’ve got a couple of options, including a normal weak attack, riskier Charges, and trying to call out an enemy leader into single combat Duels, and you can use some mess-with-the enemy tactics in battle as well as out of it, but Heroes of Might & Magic or Panzer General this is not! The battle maps feel empty with so few troops on them, damaging enemies takes too long, and strategy is limited. Weakening enemy units is a tediously slow process, as you attack over and over, doing small amounts of damage per turn. Numbers and morale are critical. I don’t think you can choose to simulate battles, either, which is unfortunate. Of course, as this game is all about conquering China, combat is central to the game; all that economy-building and city management just allows you to make a better army, you won’t win with diplomacy alone. Overall, I still haven’t played this game nearly long enough to have a strong opinion on it, but it’s alright, I did start having a little fun once I figured out the basics of what to do. However, this game has a lot of issues. It’s a slow-paced game with mediocre-at-best battles, a complex interface that would be far better with a mouse, sometimes lacking information in the menus, and lots of menus. This design was fine back in the early ’90s, but on both PCs and consoles, it has aged badly since; I don’t love most early ’90s PC strategy games either, they also often have interfaces which are quite hard to deal with in retrospect. This is also a VERY slow-paced game. Still, it’s okay, and I can see why the series got so popular. Managing empires is kind of fun, and the Officer system makes this game different from others. This is the only RotTK game I’ve played, though, so I don’t know how it compares to the newer ones. Also on PC, SNES, 32X (Japan only), and Saturn (Japan only). Play it on PC if you want to have fun, a mouse would do wonders for this kind of game.


Running High (J)

2 player simultaneous, saves (1 block). Running High is a fun, but very short and simple, futuristic on-foot running racing game from System Sacom, a developer better known for their adventure games such as Mansion of Hidden Souls on Sega CD. Running High makes a good first impression, but there’s almost nothing to it, unfortunately. The game is VERY import-friendly, though — apart from the control-settings screen, the game is entirely in English. Once you start the game, you can select your character and track. There are six characters, each with different stats. Of course, because the game is Japanese, they’re all in robot suits. Then you choose a track. You start with only three, though one more is unlockable once you beat the first three with all the characters. There is also a difficulty setting. That’s really all there is for content, though. Yes, it’s thin. The simplistic gameplay is my biggest problem with Running High, though. I mean, this game is fun… for maybe an hour. Ingame, the dated graphics will immediately become apparent. This game isn’t exactly one of the better-looking PS1 games, for sure. It’s got some decent art design, but the graphics aren’t great. The game is fast, though, and that’s pretty cool. Your characters run along at high speed, as you try to learn the courses, slow down or slide around corners, and beat up the other players. You can also do a jumping vault move if you hit attack (R1, by default) when an opponent is a specific distance in front of you. Tracks are all fairly flat, though they do curve left and right a lot. When you run into the side you will be slowed down, so learning the sharper curves is important. You slide with the standard powerslide setup, let go of accelerate, hit brake, then hit accelerate again. It’s sometimes useful, though might take a while to get used to. It’s fun to run along, hit the others, and try to make it around the corners better. Combat is important as well, and that vault move is useful. It also lets the AI vault over you just before the finish line, though; skill will only get you so far here, you’ll also need luck. Despite this, on the default difficulty, it’s a bit too easy to win races in this game, and there just isn’t any depth to the game at all. Yes, you can try to learn the turns, but the game is forgiving, and I won races even when hitting the sides quite a lot. Just make any kind of effort and you have a good chance of a top three finish. And why do I have to do the first three races at the same challenge level with all six different characters before I’m finally allowed to play the final track? Yeah, having something to work for is nice, but a championship system would be better than this. That wouldn’t fix the simplistic gameplay, though. I love arcade racing games, but there just isn’t much challenge here, and there are only four tracks too, none with partiuclarly complex layouts! I’d have liked to see more. After zipping through the first three tracks the first time in maybe half an hour, the only reason to keep going is if you want to unlock the fourth track and the one or two unlockable characters you’ll also get. It doesn’t get harder, though, which is a real issue. Overall, Running High is a simple fun game, but it’s very light on content and value. I’m not sure if it’s actually worth it or not. It is a good beginning for a fun racing game, but needed more content and slightly deeper gameplay.


Rush Down

2 player simultaneous, saves (1 block), Analog Gamepad support. RushDown is a horrendous debacle of a 1/2/3Xtreme knockoff from Infogrames, the company that would become “Atari”. Even 1/2Xtreme defenders mostly dislike this game, it seems, and that should tell you something. Still, this game is more just bad than it is objectionably atrocious, honestly. The game has three different extreme disciplines, kayaking, mountain biking, and snowboarding. As the name suggests, this is a racing game. As in the Xtreme trilogy, it’s a point-to-point racer. You’ve got to try to fight the bad graphics, controls, gameplay, and everything else in your quest to be the best extreme athlete. It isn’t worth it. RushDown isn’t a straight clone, though. Unlike that other series, this game is fully polygonal, including the characters. Also, kayaking never made an appearance in the Xtreme trilogy, and it’s kind of neat to see it here — there are very few kayaking games out there. The problem is, nothing here is actually fun. I don’t know if I dislike this game much more than I do 1/2Xtreme, but it does feel glitchier — collision detection has issues here. Control is simple, but getting to the bottom is harder than it should be because of the many annoying obstacles on the track. The controls are simple, just accelerate and turn left and right, but actually staying away from the obstacles is harder than it probably should be. The very ugly 3d graphics don’t help matters, either. Polygon seams, horrible texture warping, super-pixelated graphics, etc., this game has it all. The game has obnoxious music and menus, also. I usually like techno music, which RushDown has, but this isn’t any good. Why do so many songs have the word “RushDown” in them over and over? Ugh. Overall, RushDown is a very bad game. Of the three modes, kayaking is probably the best, and snowboarding the worst, but none are good, unfortunately. The game has bad voice acting, often-annoying music, ugly graphics, some of that “extreme sports” attitude I’ve never liked, and mediocre-to-bad gameplay and controls. There’s no reason to actually play this thing, ever, really.


Rush Hour

2 player simultaneous, saves (1 block), Analog Joystick (NOT Gamepad!) and neGcon support. Rush Hour is a top-down 3d polygonal racing game from Psygnosis with a slightly angled foreward view and solid gameplay. The game does have some issues, though I like it overall. Graphically, the game looks okay. The visuals are very pixelated, but you expect that on the PS1. The game has a weird tiny “High Res” mode that plays in an almost postage-stamp-sized window (maybe it’s running a 320×240 game in a 640×480 screen, or something? How odd!), and also a Widescreen mode that fills the screen on a widescreen TV if you go to a stretch mode (on my TV, the second one). There’s also normal low-res 4:3 support of course. This looks like a mid ’90s racing game pulled overhead. It looks okay for the time, so the graphics are kind of bad but look alright for the system. I do like the variety of the track designs, though, and the overhead perspective hides the surely poor draw distance, too. The framerate also seems fine. Music is average stuff, nothing memorable.

Though you are driving normal cars in this game, the physics and handling feel very much like those in a Micro Machines or RC Pro-Am game — the cars are very light and spin out constantly. I like those games, though, so I don’t mind this too much, but you definitely need to be paying attention in this game, almost any hit can spin you around, and there is no margin for error in this very difficult game! Yes, Rush Hour is a very tough game, and that, along with the handling, are probably its biggest issues. The game has three modes, Championship, single race, and time trial. In Championship mode, you play the eight tracks one after another. You must finish in first in each race in order to move on, and have limited continues — only three for the whole eight tracks. You do get a free retry if you finish in second or third, but that’s the only help you get here. There are two car types, the slower and easier Heavy Metal trucks and the faster and tougher-to-play-as sportscars. There are three difficulty levels on top of that, but this game is tough even on Easy! Forget it on the higher settings, I haven’t managed to do anything other than lose badly there. The higher difficulties increase the speed of the game, Wipeout style; reduce the amount of time you have to get to the next checkpoint; and make the AI tougher as well.

The gameplay really is fun if you like the genre, though. The tracks are full of interesting curves, branches, and unique obstacles, warning notices help you with upcoming turns, the different cars handle differently (try them all!) and different surfaces affect your car differently, as well; not all games of the time have that. I really wish that you could move on for finishing in the top three, or that the game used a standard points championship system, though, because ‘first only’ is overly harsh. This game will require quite a bit of practice to beat even on the lowest difficulty level. I’m sure I’ll beat this at least on Easy, though, because I like this kind of game, and Rush Hour’s tracks are fun, varied, and well laid out. There are no weapons or powerups in this game, and sometimes I wish it had them because catching up to opponents can be tough. Ah well. You just need to learn the tracks better and not mess up. For that, a compatible analog controller is VERY HIGHLY recommended! The d-pad controls for this game are extremely touchy and frustrating; use small taps of the pad most of the time, instead of presses, but even with that controls aren’t good… unless you have a PS1 wheel, Analog Joystick, or Performance Analog Gamepad, in which case you’re fine! The analog controls in this game are great, cars control much better. It’s still a hard, hard game, but analog controls makes a huge difference. It’s too bad that this game predates the Dual Shock, that makes playing this game properly harder for most people. Definitely pick this up if you have a compatible analog controller and have any interest in this kind of game, though! It’s challenging, but the good kind of hard, if you have the patience to learn the tracks and drive better each time.


*SaGa Frontier

RPG(2d). 1 player, saves (1 block per file). SaGa Frontier is a JRPG, and part of the SaGa series, which has always had mixed popularity at best. I find the franchise interesting, but have never spent all that much time with the games, unfortunately. I’ll say what I can. SaGa Frontier is 2d, with decent but not great prerendered backgrounds and sprite characters. As usual with SaGa games after the Game Boy, the game is somewhat nonlinear, there are many sidequests, lots of recruitable party members along the way, and you have seven different main characters to choose from. Each main character has a moderate-length story, and if you play all of them it’ll give you a better picture of events. This game is set in an alternate present or future, instead of the usual fantasy setting. It fits the game. There are four races, mostly taken from the Game Boy SaGa (Final Fantasy Legend) games: Humans, Mechs (robots), recruited Monsters, and Mystics. Each are quite different; Mechs only gain skills by defeating other mechs, humans gain skills based on what they have equipped and what abilities you use, Mystics won’t gain most stat points on level-up but instead have to absorb monsters in battle, etc. Combat is traditional JRPG stuff, but with a few unique elements. You can have three parties of characters and choose which one to use before battle. In combat, you can attack with your hands or feet, use your equipped weapon (or spells), or use items during battle. Combat is okay; it’s not the best, but is better than many JRPGs. As in most SaGa games, you’ve got both health and life points. Once a character’s health runs out you start losing irreplaceable life points. You don’t want those to run out, or they’re dead for real. Yes, the SaGa games are often tough, and this one is no exception. You can also set character locations, though you can’t move during battle. Characters can also do combination attacks when aligned correctly. Enemies are visible, which is nice, I don’t like random battles.

The biggest problem here, though, is that as usual in SaGa games, it’s hard to figure out what in the world you are supposed to do in the game. This series always has been extremely obtuse, and game systems that aren’t explained to the player are common, and large worlds you can wander around in without enough guidance to really make it clear where you should be going are an issue too. This game certainly has both of those problems, at least. I like that SaGa games aren’t just your standard JRPG but do some different things, with their seven playable characters per game (from the SNES ones on), open worlds, and more, but I wish the game would tell me where to go! There is no map, no questlog, and often few clues about where you should be going. I’d rather not wander around lost in areas I shouldn’t be with this character, come on! There are 15 cities you can visit (travel is free from each Port), but are given few clues about which ones might be useful to visit in your current quest. So either waste time exploring, or miss out on a lot of your character’s quest and only do the required basics, I guess. If you want to have fun with SaGa Frontier, play it with a guide, both for telling you where to go, and explaining how the game plays better than the thin explanations in the game and manual. You really need a guide to make sense out of this game. You can save anytime outside of battle, though, which is fantastic; save anywhere is so, so much better than save points! Overall, I still haven’t played this enough to actually figure out the story or fully understand the game, but I haven’t seen anything I really dislike either, other than the extremely annoying absence of any ingame map and quest log. Decent game, I think. The graphics and sound are okay, and the game can be fun to play, if I use a guide so I know where I’m supposed to be going and how the battle and skill systems work; I do NOT enjoy aimless wandering in RPGs, it makes me drop them faster than almost anything else. I dislike hidden mechanics too, and this game has those problems bad. Still, I do kind of like what little I’ve played of this game, and want to play more of it, with a guide of course.


SaGa Frontier 2

1 player, saves (1 block per file), Analog Gamepad supported, PocketStation supported (for 2 minigames). SaGa Frontier 2 is still a SaGa RPG, but it is a very different game from the first SaGa Frontier. Gone are the CG-rendered backdrops; instead, the game has beautiful hand-drawn environments with sprite characters. The game world looks fantastic, and is definitely an upgrade ofer the previous games’ muddy rendered backdrops. Gone is the modern-day setting; instead, this game has a fantasy medieval setting. Gone are the Monster and Mecha races too; all characters are human this time. Gone is the open world; instead, this game is much more linear. This game doesn’t have seven different routes, either. Instead, there are only two main story paths, and you can kind of do both at the same time. This game breaks the game up into chapters, and after each chapter you can choose which one you want to do next from a map screen. You can save anytime you’re not in battle, again, which is awesome. The story covers more than 80 years, about a king named Gustave XIII and also a knight, Will, and the many characters connected to them. There are a total of 24 playable characters, never all at the same time; which ones are available depends on the scenario, which makes sense considering how much time the game covers. This game has an interesting story, telling the tale of these characters and the world they inhabit. The SaGa games have usually had more interesting stories than many JRPGs do, and this one seems to be no exception. The game starts with Gustave’s birth, and then moves on to his troubles. He may eventually become a king, but he starts out kicked out of the castle at age 7 because he has no magic. Meanwhile, in the other story track, Will starts out as a would-be ‘digger’, someone who goes to dungeons and looks for magic items. Of course things will scale up a lot over time. Gustave’s story eventually has some city-building and battle-strategy bits, as well as traditional RPG exploration and combat, though most of the game is story and regular RPG gameplay. As in the previous game, enemies are visible in the world, not random; this is how it should be!

The place where SaGa Frontier 2 is the most like its predecessor is in its battle system. Battles are fought with sprite characters on average-looking polygonal 3d environments. Parties are a maximum of four. The attacks you have available depend on what weapons each character has equipped, and weapons all have durability; each time you attack with an item it reduces the durability by one, and weapons will break when it runs out. You do have some actions that are infinite-use, but they, of course, either are status effects or do little damage. So, stock up on weapons. Using attacks builds towards unlocking better attacks on the same weapon, as usual in SaGa games. Weapon attacks use WP, and spell attacks SP, so you’ve got those stats to manage as well, though WP and HP do recover some, HP after winning a battle. Also, as usual in the series, characters have both Health and Life points. Once your health runs out, you use a LP point to get some back, if the party survives the battle. Alternately, you can have all characters use an LP point at the beginning of a turn to get some health back. LP won’t recover except between chapters, so try to avoid this when possible, but it won’t always be; other ways to heal don’t always seem to be available. The HP/LP system always makes these games tricky. You can also arrange party order, and give party members Roles which boost a specific stat. Only one character can use each Role. Then try to use the abilities that the chosen role boosts in battle. There are also multi-character combo-attacks, and party automation options. The battle system is okay, but I find it a bit average. I’m more interested in the story and characters here than the battles, and as this is an RPG, that is an issue. Still, this seems like a good game, and I’ll definitely play it more. The story and characters are interesting, the graphics are great, and combat is okay.


Sentinel Returns

1 player, saves (1 block), Playstation Mouse supported. Sentinel Returns is a sequel / remake to a 1986 British computer game called The Sentinel. No, it’s no relation to Atari’s 1990 Atari 2600 & 7800 game Sentinel, that game is entirely different, and much more conventional. I’ve never played the original The Sentinel game, but it seems that this game is very similar to that one, and pretty much nothing else. The game is kind of like a 3d first-person shooter strategy puzzle… thing. Yes, Sentinel Returns is one weird, weird game! The game has a strange but sparse backstory, but it’s not important (or particularly intelligible), other than to say that this game is kind of creepy. This game has a dark, foreboding atmosphere with music that keeps up a feeling of constant tension. Everything looks strange; I’ve seen it described to a drug-trip look. The world of The Sentinel isn’t a place I would want to be, but it does make for a somewhat unique game setting. The very stylized 3d models and world fit in well with the limitations of 5th-gen 3d.

Gameplay-wise, at first Sentinel probably won’t make sense. It’ll take at least one readthroughs of the manual to get a handle on this game, and there is no in-game help or tutorial at all, so definitely do read that manual. You play as a person controlling a robot in a 3d landscape. On the highest peak in each level, a Sentinel stands. If it looks at you, it drains away your energy. A bar in the top right corner shows if you’re being watched or not (the manual explains the states). The Sentinel can also create lesser minions called Sentries who also watch for you. You can’t just walk around and shoot stuff in this game, though; your robot is immobile. From each position, you can look around and either absorb things in the world, place things (each one costs a different amount of energy), travel to another robot if one is in view, or use some energy to warp to a random spot (for use if you are in trouble). You can only absorb or place things on terrain near you and on the same or a lower plane, so getting to higher terrain is your central focus. You can place trees, which are mostly useless but can help shield you from the Sentinel’s view; blocks which make a higher platform to put a robot on in order to get to higher ground, and robots. Blocks are the key to getting higher, as while you can’t place a robot on higher land, you CAN place one on top of a pile of blocks on another point on the same (or lower) level as you. Of course though the Sentinel is likely to notice this, and will attack and absorb any blocks or robots it sees. You get energy by absorbing things, most prominently the trees which litter each stage, and win each level by reaching the Sentinel’s height and absorbing it (and then building a robot on that point and teleporting, for some reason). Of course though, the longer you spend placing stuff around the stage, the more likely the Sentinel and its sentries will see you and attack. You will be rewarded, though — for collecting higher percentages of each level’s energy you can skip levels, up to four for a 100% complete stage. Once you beat a level you return to the menu with a new stage unlocked. Do save first, though, the game doesn’t autosave. The game has a hundreds and hundreds of levels, so there is no shortage of content if you get into the simple and yet complex gameplay of this unique title.

But is it actually fun? That I’m not sure of. I’ll need to play it more. I wish it was a bit easier to quickly see where the enemies are looking, though. Also, this is a very slow-paced game. Also, the game really is quite simple once you figure it out — just build towers and robots, try to avoid detection if you can, and move upwards! Of course, avoiding detection quickly becomes MUCH easier said than done, so there’s plenty of challenge to be found. Still, every level plays pretty much exactly the same, and there are few new gameplay elements introduced as you go along. Overall, Sentinel Returns is interesting. I really like the unique concept, but the slow, frustrating, and repetitive elements of the gameplay are definite problems. It’s hard to say what I think of this game; it’s okay, but not great, I guess. Anyone interested should absolutely try the game, though. It’s absolutely worth playing for its unique gameplay experience, creepy atmosphere, and challenging puzzle gameplay. This game is scarier than plenty of actual horror games, for sure! I’m sure the game is better on the PC, though, or at least with a PS1 mouse; controlling the cursor with a gamepad works, but would be easier and more precise with a mouse. This is one of the few games that makes me want a PS1 mouse. Also on PC.


Silent Hill

1 player, saves (1 block), Analog Gamepad supported. Silent Hill is a survival horror game, and the first game in what would become a very popular franchise. Clearly inspired by Resident Evil but somewhat different, this game is an action/adventure game with monsters to fight or avoid, lots of action, and some puzzle solving. I’ve always had some interest in this genre conceptually, but just don’t really find survival horror games all that interesting to play and never have; I don’t think I’ve ever gotten even halfway into any game in the genre. I don’t like horror movies, so the horror themes central to the genre does little for me, first. Second, the adventure game elements are overly simplistic; Lucasarts adventure games these are not, that’s for sure. It’s more just about finding keys and notes and then using them in the usually obvious places where they are supposed to be used. And as action games, they aren’t very good. As in most survival horror games, Silent Hill has slow tank controls, poor controls even with the analog stick — this is one of far too many games that basically just maps the d-pad to the analog stick and calls it done, and that never works all that well — and nowhere near enough ammunition to actually shoot all of the enemies. You do get a few melee weapons, but I found actually trying to hit anything with them impossible, so that’s not much help. I’d never finish this game, probably; as in RE, I can’t avoid all of the enemies, and the ammo certainly won’t hold out, it’s quite limited! But of course, I didn’t stick with the game for long. Visually, unlike Resident Evil, Silent Hill is a fully polygonal 3d game. It’s got a larger world to explore, too, making up several blocks of the fictional town of Silent Hill. As an aside, Silent Hill apparently is supposedly in Maine, but I live in Maine. I can say this right now, there’s no town or city that looks remotely like this here. But is there any town anywhere with crosswalks this absurdly wide, among other things? Still, they definitely didn’t care about getting the setting accurate, unfortunately. The graphics are pixelated and somewhat ugly, but a lot of attention to detail went into designing this world, and it looks good for the platform, I guess. The wall of fog quite close to you isn’t good, though. They make the detail level of the area you can see higher by severely limiting the draw distance. Fortunately, you do have a map to help you navigate. That’s great. It even gets marked with hints and such as you do things, which is great. As for the story, you are a guy who is looking for his daughter in this mysterious foggy town. Of course, sinister forces are at work; this series is well known for its detailed, and dark, plot, though I haven’t seen much of that myself. As I don’t like horror, I’m fine with not seeing it all. Overall, my problem with Silent Hill is that I just don’t enjoy playing this kind of game all that much, I think. For its genre it might be one of the better ones of the time. It’s okay. I probably won’t be playing more of it myself though.


Slayers Wonderful (J)

1 player, saves (1 block). Slayers Wonderful is the last of five RPGs based on the great anime/manga/light novel franchise, The Slayers. The anime series is one of my favorites, so when I started getting Japanese games, I made sure to get Slayers games. Now I have all four of the console games; there’s a SNES game (The Slayers), two PS1/Saturn tactical strategy games in the Slayers Royal series (I have them on Saturn), and this Playstation RPG. The other Slayers game is a Japanese computer RPG from the early ’90s. Slayers Wonderful here is a very generic JRPG. Anime games rarely are great, and unfortunately this one is no exception. This is a decent but easy game mostly for fans of the franchise. This game is an overhead-isometric RPG with 3d polygonal worlds and sprite-based characters. In battle the characters are polygonal. Either way, the graphics are bland and plain-looking. The chibi sprites look okay, but aren’t very detailed, and the world feels sparse and empty. The game also has fairly awful music which loops constantly.

As in many JRPGs, battles are random, and there are no fights in town, apart for preset fights of course. Slayers is a series about the adventures of Lina Inverse, a very powerful mage girl, and her group of companions. The anime is part comedy and part action, with occasional drama, and it’s great fun stuff. This game has some animated cutscenes, though they are generally very short, maybe ten seconds each; this is only a one-CD game. There are also some static cinema scenes. Then the game switches over to in-engine story, with more important lines voice-acted and others just text. Fans of the franchise should be able to get quite a bit of the humor, which is full of classic Slayers stuff. Figuring out where to go in the game is more difficult, but fortunately there is a useful guide on GameFAQs that tells you where to do. It says little about the story, but that’s fine. Slayers Wonderful isn’t complex, but finding your way around, and figuring out what to do, is just tricky enough to make the guide welcome. One reason why it’s so useful is because of the camera and lack of a map of the current area. The camera feels fairly closely zoomed-in, and because of that and the isometric perspective, figuring out where you’re going can be challenging. You can move the camera around with the L1 and R1 buttons, to switch between eight preset camera positions. I keep feeling like I don’t know where I’m going; the camera is just too close, and this game badly needs a map, but there isn’t one. Without that guide, I’d have quit on this game quite early I think, even though the game is entirely linear. Even as it is, navigating is harder than it should be, though at least you always know the general area you should be in because the game doesn’t allow you to go elsewhere in the world. Another issue with the camera is that getting doors to register that you want to go through them can be tricky unless the camera is directly facing at the door, so the movable camera is a big help. It can also reveal paths hidden by buildings and walls and such, so you’ve got to move the camera regularly. I don’t usually like it when games hide things with the camera like this, and it is kind of annoying.

This is an easy game, too. In the anime Lina is absurdly powerful, though; only the strongest of foes are any threat. This game actually nerfs Lina’s powers in the beginning, in classic videogame fashion, so as to come up with an excuse for not having the characters start at full power, but you still start out with more than enough to wipe out the enemies. Lina gets a lot of magic, and is a decent swordfighter as well. Gourry, Amelia, and Zelgadis, the rest of the main group from the anime, are in your party at various points in the game, of course, along with a few other characters including Sylphiel. Parties max out at three, so you’ll never have all four of the main characters playable at once, unfortunately. It really should have had that. Lina, Amelia, and Zelgadis are all mages, so you’ll be using a lot of magic in this game, and that’s great. The magic system is standard stuff; you have finite magic points as usual. Fitting with the series, you get lots of magic points, so you can cast a lot more early on than you can in many JRPGs. You won’t get Lina’s super-strong spell Dragon Slave at the beginning because of the aforementioned opening nerf, though. Ah well; this easy game would be totally broken, maybe even more so than Slayers Royal is, if it did let you cast it from the beginning, and you do have magic. Overall, this game is very average. I like the Slayers-like elements, such as the humor, the eating scenes, and the magic, but the annoying camera, lack of a map, very low difficulty, and very generic look and feel make this game quite average. Series fans might enjoy it anyway, though; I do, somewhat. Lina Inverse makes even average games fun!


Sorcerer’s Maze

2 player alternating, Analog Gamepad support. This game is an Arkanoid or Breakout-style ball-and-blocks game. You move the paddle right and left, and bounce a ball up in order to destroy the walls of blocks above. It’s a simple but fun game, and I like the gameplay. I actually beat this game, unlike the vast majority of games on this list, because it’s pretty fun, and doesn’t take too long. The game has a decent fantasy theme, too; Sorcerer’s Maze is another one of those late budget PS1 releases from XS Games, and like too many of their unconcionably bad porting jobs, is a port of a better earlier Japanese game, this time Prism Land Story. Why games like Sorcerer’s Maze, Mobile Light Force, and Sol Divide actually shipped as broken as they are I have no idea, but whatever idiots decided to strip key features out of these games did horrible things. See the other reviews (in the original list) for more details on those other two games, but in this case, the key removed features are saving (again, as in both of those games, it’s now gone) and mouse and Namco paddle controller support. At least XS Games did add in analog gamepad support, but this kind of game is best with a mouse or paddle, not an analog stick, so that’s small consolation. And seriously, why remove saving from most of your games? It’s one of the stupidest, and most annoying, things you could possibly do to a port! Sure, this game isn’t that long, but who wants to have to leave their console on long enough to play all 101 stages of this game without touching the power, or lose their scores as soon as you turn off the system because the scores aren’t saved? Obnoxious. The basic game is fun, though. This is a fairly simple, and not overly difficult, Arkanoid-style blockbreaking game. As always, break all the blocks to progress. There are various different powerups to help you out along the way, magical-themed this time as per the fantasy setting. Some of the many powerups are pretty amusing, such as the one which creates a full 100 balls, or ones which destroy chunks of the block field. Graphically, this game looks like a budget game indeed. The 2d graphics are fine, and I guess I like the visual style of the game, but it does nothing great; it’s enough, nothing more, and there is slowdown sometimes. The playfield is on the left, and a status bar is on the right. The story is about a princess and her magical cat who are off to save the kingdom by collecting the magic jewels; you play as both characters in two player mode. It’s nice there is a two player mode, at least they didn’t cut THAT out. It’s an alternating mode, fairly standard for the genre. There are ten areas to complete, each with 9 stages and a boss. Thanks to all those powerups, the infinite continues that never send you back, and fairly forgiving stage designs, though, Sorcerer’s Maze is a somewhat easy game. I finished it within a few days of getting the game and maybe less, only getting stuck in a few places. It’s only a few hours long, really. Replay value is debatable, too. It depends on how much you care about trying to get a better score, which of course it won’t save. Yeah, I really need to get an import copy of this one, but this cost a lot less for sure.


Speed King (J)

1 player, saves (1 block). Speed King is a fairly mediocre early PS1 futuristic racing game from Konami. Really, “early” is the key term there — Speed King is a very dated game that clearly is from the early days of 3d racing games. As usual for games of the period, the game has only a couple of tracks, all of which are closely walled in narrow paths with a too-close draw distance and awful graphics. I got this game because I love futuristic racing games and want to play most of them, but for anyone NOT a big futuristic racing game fan, there’s no reason to ever play this game, really. It’s kind of bad. Running High (above) may be super short, but at least it’s fun while it lasts. Speed King, though, has nothing. Well, the game is almost 100% in English, that’s nice, but there’s not much else good to say about this game. Even by mid ’90s 3d racing game standards these tracks are narrow, and you lose speed when you hit a wall. With good controls maybe it’d be okay, but the hovercars in this game have clumsy, poor handling that makes it hard to get around the corners without hitting a wall or two. There is an announcer that tells you which way to turn, as in a rally racer, but he’s not always helpful, and futuristic racing games shouldn’t need that kind of thing if they were better designed. A longer draw distance would be a big help here. In addition to the poor controls, again, this is a very short game. The tracks are short, and there are only four of them. There’s not much to do other than try to win the tracks on various difficulties; there aren’t circuits and the like, just a single race, time attack, vs. one CPU race, or practice. There’s no multiplayer, no circuits, and nothing to unlock. Combine that with the games’ bad, heavy controls and bad graphics and you get a game really not worth getting at all unless you are a huge Konami fan; the game is supposedly set in the same city as Snatcher is. Don’t buy this game just because of that, or at all. Arcade port.


Spriggan: Lunar Verse (J)

1 player, saves (1 block), Analog Gamepad supported. Spriggan: Lunar Verse is a third person action/adventure game from From Software. This is an okay but badly dated game that’s sort of in between Tomb Raider and a third-person beat ’em up. I like the concept here, and it can be fun to play, but the controls and camera are awful. The game is a spinoff of the manga franchise of the same name. I haven’t read it, but I do know of the three good to great Spriggan shmups for the Turbo CD and SNES. This is unrelated, unfortunately. I don’t know what the story is because it’s in Japanese and isn’t clear unless you speak the language, but you’re a guy and have people to fight and stuff to find. The game starts in a bland warehouse, but each level has a different setting, which is nice. Actually finishing levels will take a lot of practice, though. There are no checkpoints during levels, so if you run out of health you start the level over from the beginning. Oh, and most enemies respawn instantly as soon as you leave each room, which is quite annoying. Levels take a while, so this is a big setback. There are only 8 levels, but it’ll take a while. The options and controls menus are in English, which is nice, but of course the cutscenes are in Japanese. Fortunately it’s not too hard to figure out what to do by just wandering around, areas are not large and there is a good map screen in the pause menu. You also collect items as you explore, the usual stuff like ammo, health, keycards, and the like. Gameplay is okay and somewhat addictive, I did want to keep trying. The levels have some variety, I like that the maps aren’t just cooridors but do require vertical movement, platforming, and some tricky jumps, there are some light puzzles, and the graphics are decent.

The bad controls and awful camera are a big problem which make the game a lot less fun, though. The d-pad offers tank controls, while the analog stick moves in the way you point the stick. It’s nice to have both options. However, movement on the analog stick is digital. The stick runs only, and have to hold a button to walk, and can only move in about eight directions, there is no 360 degree movement. So, crazily enough, when trying to navigate the narrow beam platforms that are common in this game, you need to use the d-pad, because tank controls give you precise control of which direction you are moving in, something impossible with the (not-)analog stick. You look up and down, to hit flying enemies and the like, with L2 and R2. You can remap the controls, but it’ll be buttons somewhere, and it’s not good. The camera is also really awful, and constantly fails to follow my movements. YOu can hit Square once to center the camera behind you (don’t double-tap Square by accident, that changes weapons!), but it’ll just get out of line again. The bad camera makes those narrow platforms even harder to navigate without falling off! Using the d-pad helps, but still, the camera is a problem. It also makes lining up attacks harder than it should be. You have several weapons from the start, including both melee weapons and a gun, but the gun has limited ammo and there is no first-person view or targeting crosshair in this game! There also isn’t any autoaim, and if you miss there is no mark showing how far off you are. You just need to try to line up the camera with the enemy and fire away and hope for the best (and that you kill the guy before running out of ammo). It’s probably best to stick with the melee weapons when you can. I found myself constantly missing enemies with melee attacks too, though, because you need to be lined up right with them to hit them, and they are aggressive about hitting you when they can. With time you get used to it, but there’s a big, annoying learning curve here. Overall, the level designs and puzzle elements are the best things about this game, but its issues are significant. This is not one of the better third-person 3d action-adventure games I’ve played on the PS1, but controls aside it’s okay. Really frustrating, but okay.


Spyro 2: Ripto’s Rage

1 player, saves (1 block), Analog Gamepad supported. Spyro 2 is very similar to the first game (which I discussed in the first PS1 list), but with new levels and a new, but equally generic, story. There’s not much of anything else original here, though, it’s just more Spyro. I thought the first game was kind of boring because of the often barren levels, relatively small level size compared to 3d platformers on other systems, and above all the games’ far too low difficulty level. This game doesn’t fix any of those problems, unfortunately, and the main quest is still far too easy apart from occasional annoying parts. Combat, bosses aside, is easy; Spyro’s flame and charge attacks are strong. Just learn which attack to use against each enemy type and enemies will be no threat. There is some of challenge, mostly from jumping puzzles, if you want to complete all of the missions in the game, though, so that’s something. At first I thought the game would be a complete pushover, but some of the orb missions are tough. That’s in part because of the controls and stupid instant-death pits, though. Spyro doesn’t control nearly as well as top N64 3d platformers do! Part of that is the controller, I know, because the PS1/2/3 controller’s analog sticks are far too loose and imprecise, but the game doesn’t control as well as it should either. Sometimes the game barely even feels like you’re getting proper proportional analog movement controls, which is annoying and causes some of the challenge. I know this game had to work on a d-pad too, but it needs better controls, and all three PS1 Spryo games are like this. Landing jumps, or perhaps collision detection, sometimes is a bit weird, I miss platforms I thought I’d landed on. Also, like usual on the PS1, the game doesn’t use the right stick; you rotate tht camera with the L and R buttons, not the right stick. L and R work, but since that stick is there it’d be great to support it, it’d be better. Cameras in 3d platformers are often an issue, I know, but it is an issue here, made worse by the sometimes-iffy controls. The game does have an awesome option to put a map of the area on screen. Use it, it’s really helpful!

In Spyro 2, Spyro has been pulled into a new world because the villain Ripto was brought there, and has decided to take over the place. Naturally you’ll need to save the day, everyone else is helpless. The game has several areas, each with a hub, six levels, and then a boss. Each level has a main, stupidly easy mission for a talisman, and three side missions for orbs, those two items being the standard Mario 64 star style collectables you need to save this world with. There are also 400 gems to collect in each stage. You’ll need these to buy upgrades. Some of the orb missions require powers you won’t initially have, so you’ll need to backtrack to get everything. Fortunately the game DOES save what gems and orbs you’ve gotten when you leave a level, which is nice, though enemies and obstacles reset. However, as in the first game, there is far too much boring story in this game, almost all of it voice acted. Why did the people who made the Spyro games think that every single NPC you save needs to talk to you with overlong, boring dialog? It’s like if after getting every star in Mario 64 you had to sit through a bunch of annoying dialog before you could continue! This was a problem in the first game, and it’s just as bad here, just with new characters for Spyro to talk to, including a scientist animal, a faun girl, and a humanoid cat-man. Each world has its own characters as well. There’s solid variety here, including water levels, regular levels, and more. Levels aren’t huge, but are decent-sized. You probably couldn’t expect more from the PS1’s very limited amount of RAM. As in the first game, Spyro 2 looks quite nice. This is definitely a top-tier series, graphically, for the PS1. The gameplay never matches up to the graphics, though. I’m only through the first world so far, but I guess this game is okay; my first impression was bad, but it gets a little better as you get into it. I know that this is a generally easy series, though, so don’t expect a real challenge here. Overall, the game, and series, show the PS1’s limitations off; the PS1 just isn’t quite able to match the N64 in 3d platformers. Still, for the PS1 this game is alright, and I did get a bit hooked once I hit some slightly harder parts, even if some of that was because of the not-great controls.


Spyro: Year of the Dragon

1 player, saves (1 block), Analog Gamepad supported. This third Spyro game is more of the same. There are a few minor new features, most notably that you can play as other characters in some limited parts of the game, but for the most part, this game is Spyro again. I’m sure series fans are happy that three similar games were released on the platform, but I find this one about as bland as its predecessors. Sadly enough, though, for the somewhat weak field of PS1 3d platformers, this game is one of the better ones on the platform. This might be the best Spyro game; it’s a slightly improved version of the previous games, mostly. This time a villainous Sorceress from the other side of the world has stolen all of the dragon eggs, right after the Dragon Festival where the eggs just… appear. This is all G-rated stuff after all. In the series-standard overly-frequent cutscenes, we learn that there used to be dragons on the other side of the world, but ever since they left a thousand years ago magic has slowly been fading. So yeah, the sorceress is just trying to save magic in her realm, though through villainous means. She also has an underling, a young witch who you’ll see often. So, Spyro has to save the day (and beat up the innocents as much as you want along the way with no reprisal, that IS a weird thing about this series), and of course the 150 eggs are this games’ main collectable, along with gems (money). Each level has 6 missions for eggs, and 400 gems. Also as usual, the game starts out far too easy, and only slowly goes up, and not in good ways; the annoying jumping puzzles return. I like jumping puzzles in 3d platformers, but these games just don’t control as well as they should, and why are there so many instant-death pits in these childrens’ games? While dying is a minor punishment, game over DOES punish yout a bit. And why does the game STILL feel like the controls are often barely analog? Of course, the PS1 analog stick is awful (why did Sony copy the idea of analog, without putting in the effort to actually put a decent one on their controller?), but PS2 games don’t control quite as bad as this, while PS1 games often seem to. I blame the need for d-pad support, probably. Ah well. So, Spyro controls just like before. The four new characters, though, each play a bit differently, and I like the addition, it mixes things up a bit. The first one is a kangaroo; she has a great double-jump and high jump, but her kick attack is much harder to hit enemies with than Spyro’s overpowered-as-always flame and charge attacks. The added variety is nice. Spyro: Year of the Dragon also looks great; this game looks about as good as PS1 games get. Impressive work was done to cover over a lot of the texture warping, though there is some of course. I wish that they’d ditched the constant cutscenes though, why did they think those were a good ideaa? Yeah, they try to make them funny, but there doesn’t need to be so many of them, and they aren’t always funny.

The game has issues, of course. First, the game is still mostly easy, apart for those issues with the controls, jumping, and bottomless pits. Also, the map is gone; there’s no map in this game, sadly! Why in the world would they do that, it’s a horrible change! Yeah, this game isn’t hard to learn, but maps make games better, period. Also, you can only play as the new characters in certain areas designed for them. It’d have been cool if the game let you explore more with each one, as you can with, say, the transformations in Banjo-Kazooie. In addition, this game also has some vehicles you can use… including skateboarding, of course. Almost every game around this time had to have skateboarding in it, and this one is no exception. There are others as well, but really, Spyro skateboarding is kind of stupid. He can fly (kind of), why would you need to do that? And the game is still very bland and simplistic, as well. Insomniac’s Spyro games are very basic games, clearly designed for a young audience. I don’t like the storytelling style of the PS1 Spyro games, and as usual some of the characters are annoying. The PS1 Spyro games do not have the depth, challenge, great level designs, or great gameplay of Nintendo or Rare’s 3d platformers of the era, it’s not even close. Still, this is an alright game, above average for its platform for sure. Flawed, but okay I guess.


Starwinder: The Ultimate Space Race


1 player, saves (1 block). Starwinder is a subpar futuristic action/racing game. As the name suggests this game is set in space, with spaceships, instead of on a track. You have to follow a narrow railed path anyway, though, so no wandering is allowed here. There is a red power strip going along each course, you see, called a Rail, and if you stick close to it you go faster. You QUICKLY lose speed if you get away from the rail. Argh! In a flight racing game, I’d much rather actually fly around, not just stick to the red strip. This game isn’t much fun. The many lengthy CG cutscenes are pretty amusing (“50 minutes of CG animation!” says the box), but the gameplay is poor at best. Oddly, this is a first-person game only. I’d rather have a third-person view. The environments and enemy ships are very basic low-polygon affairs; this is an ugly game. Combat is important here, of course. Shooting is almost as important as flying, in Starwinder. There are both obstacles and opponents to blow away, and you’ve got lasers to shoot stuff with. That’s the basic gameplay. It’s simple, but does get tricky eventually, thanks to all the obstacles and the curving courses. At least you CAN fly around in space, though, unlike CyberSpeed (PS1). I’d rather play Starwinder than that game, at least. The ridiculous, comedic cutscenes make the game worth a look too. I don’t know if it’s actually worth PLAYING, though; maybe just watch the cutscenes on Youtube… actually playing this game alternates between boring and frustrating. Starwainder isn’t completely awful, it can be kind of amusing in short bursts, but it is a mediocre game at best for sure. The numerous absurd cutscenes are by far the best thing here.


Steel Reign

2 player simultaneous, saves (1 block), Analog Gamepad support. Steel Reign is a great tank action game published by Sony. This game is a very good game that somehow is mostly forgotten, and doesn’t seem to have made much of an impact when it released either. I really like this game, though! It’s probably the best tank action game I’ve played on PS1, above games like Tiny Tank or the PS1 version of BattleTanx: Global Assault. It’s not quite the equal of the N64 Battletanx games, or PC and Dreamcast games like Recoil or Red Dog, but for the PS1, Steel Reign is about as good as it gets! I first played this game on that one PS1 demo disc I have, which I mentioned in the original PS1 Game Opinion Summaries thread, so as soon as I saw the full game, I knew I had to get it and did, and it did not disappoint! The game starts with a live-action video cutscene. It’s pretty amusing in that ’90s live-action-video FMV way. Basically, evil forces are attacking, and only one guy in his tank can save the world, and you’re him. The intro is presented as more of a news broadcast than just generic action-movie intro, though, which is nice, makes it a bit more interesting. This game’s mostly gameplay though, not story.

So, this is a tank action game. You can move the tank with the analog stick, and also control the turret independently if you want. Getting used to the controls can be a little tricky, but the basics are simple enough: point at enemies and shoot them. Do watch your ammo, though; most guns have limited ammo. Exploring levels is worth it, in order to find more ammo and health. You’ve got a nice variety of weapons to use. Targeting takes some getting used to, though, as was common on the PS1. You can try either auto, partial-auto, or manual targeting, and there are multiple control options as well. Hitting helicopters, particularly, with manual targeting can be tricky, but might be worth the effort, because you aren’t allowed to move the turret around in full-auto mode, and this can be a problem sometimes. In this kind of game I want full control over my tank, which means learning the manual targeting controls. You can switch during play, though, which is great; you’re not stuck with just one. Levels in this game are good-sized, open levels with plenty of hills and valleys. There’s no flat terrain like Battletanx here! Environments aren’t as destructible as in that game, but still, there are lots of enemies to shoot, and the rolling terrain is great. The game looks nice, good graphics and level designs for a midlife PS1 game. This is a tough game; it will take a while to learn each level, figure out what you should do, and how to approach each area. You’ve got a variety of objectives to complete in each level, almost always about various things you have to destroy. There is a helpful map on the pause menu, use it. If you just charge around you’ll get killed for sure. I think this is a good thing, and like the thought involved here. Figuring out each stage is a fun challenge, and you can save between levels. The game gets off to a great start, I love the first level. It stays good after that, too. Just be careful and take things slowly, and with practice you’ll be okay. Taking enemies out from a distance is great, when you can manage it. There are ten levels, which is plenty for a game as challenging as this one. There are also multiple tanks to unlock as you play through the game, for some variety; though the default tank is pretty cool, the alternate ones do have different weapons. There’s also a two player versus mode. A co-op campaign mode would have been better, but this is nice to see as well, even if the two player limit (and lack of co-op!) makes it nowhere near as great as N64 BattleTanx. Overall, I love this game. Steel Reign is one of the PS1’s best tank games, and it’s a real surprise; I never heard of this game back around when it came out, but I wish I had, because it’s a great fun game with good levels, variety, action, and plenty of fun. This game is much more of an arcade game than it is a sim, but it has enough depth to be interesting. Steel Reign is a great game, play it! Highly recommended.


Street Fighter Collection 2

2 player simultaneous, saves (1 block). Street Fighter Collection 2 is a collection of the first three arcade versions of SFII, ported over to the Playstation. Specifically, this includes Street Fighter II, Street Fighter II’: Champion Edition, and Street Fighter II Turbo. The collection was popular at the time of its release, but honestly, I’d much rather have the first one; it has Super SFII, Super SFII Turbo, and SF Alpha 2 Gold, three newer games than these. I know many SF fans prefer Turbo, but I’ve always liked Super more, myself. It’s weird that the second collection goes back to older games, instead of releasing these first. Still, for what it is, the games are solid, for the platform. Of course, “for the platform” is an important qualifier here; as always, the game has long load times, reduced animation when compared to the arcade games, and such. Otherwise they’re fine versions of several great classic Street Fighter II versions. Arcade ports also on many other platforms.


Summon Night (J)

1 player, saves (1 block per file), Analog Gamepad supported. Summon Night 1 is the first game in what would be Flight-Plan’s longest-running and most popular series of anime-styled RPG and strategy games. Indeed, even though developer Flight-Plan has shut down, the series is still alive. My first experience with the franchise was with the fantastic spinoff Summon Night: Swordcraft Story action-RPGs for the Game Boy Advance, but the main series that started with this game is a tactical strategy (“SRPG” as many [wrongly] call them) game series. The GBA games are some of my favorite games on that platform, but this main series probably isn’t on that level, not least because it’s not in a language I can understand much of; story and humor are always central to Summon Night games. Still, even as it is, it’s a good game. Basically, Summon Night is a somewhat simpler, anime-styled variant on games like Final Fantasy Tactics. It’s still plenty tough most of the time, though. Summon Night also looks good, sounds great, and plays fairly well. The game is entirely 2d, and the graphics are very good for the PS1; PS1 tactical strategy doesn’t look much better than this. However, it isn’t as deep or complex as a Tactics Ogre or FFT, in either gameplay or plot. I like this game quite a bit, but those who want their tactical strategy games FFT-dark might like it less. I much prefer Summon Night’s 2d over the ugly 3d in FFT, though!

While most games in the franchise are set exclusively in the Summon Night fantasy world, in this first game you play as one of four Japanese high school students. First, you choose your character, either one of two girls or boys. All of the Summon Night games have multiple characters to play as or control, always of both genders, which is great. Then, the long intro cutscene begins. The game starts on Earth, and the choices you make in the Earth section determine which which familiar summon you get; if you know a bit of Japanese the GameFAQs guide will help you choose the one you want, otherwise just guess and get one. This is one of those game with lots of “visual novel-ish” cutscenes, that is, scenes with images of two characters on screen with a background as the characters talk to eachother. It’s cheaper than fully-animated cutscene, important for a game with as much story as this one has. Think GBA Fire Emblem and such, here, except with a map where you can choose which people to talk to during the non-battle sections of the game instead of it all just being a long cutscene. Helpfully, all characters EXCEPT for your character are fully voiced. Knowing Japanese would be a huge help, of course, but with the voice acting for the other characters and the fairly straightforward tactical strategy gameplay, I haven’t run into any major issues yet playing the game. The only challenge is that I have no idea what I’m saying in the times when I have to choose one of several dialog options, but oh well. Just go everywhere and wait through every conversation, and the game will show you where to go next. Battleas at the Event spots. Fortunately, there’s a fair amount of English text on some menus and stats and the like, and also images of weapons. It’s easy to figure out.

Also, even if it’s not too complex, the game presents a challenge. The game may have a somewhat cute anime theme, but there’s plenty of tough battles to be fought here. This is a standard isometric tactical strategy game, with characters that level up and the usual Tactics Ogre-inspired gameplay. Maps are 2d, not ugly 3d like FFT, which is nice. It’s not my favorite kind of strategy game, but they’re alright, and this is a fun one; I’ve never cared for Final Fantasy Tactics, but simpler ones like this or Vandal Hearts are fun. You can attack, use magic or skills, and use items, as usual. You can also switch between Defend (reduce damage when attacked) and Counter (counter-attack, but take more damage); this is the bottom option in each character’s menu during battle. Unlike the later Summon Night games, it takes a while until you are given your summon companion and the ability to summon things, but you do eventually get both. I do prefer the later style of having a summon ally from the start, but this is the first game, they improved over time. As usual in the genre, you start out with only a few characters, but your party grows. Overall, Summon Night 1 is a good game. The game has a very good soundtrack, great 2d and 2d-isometric graphics, plenty of anime-style story and amusement to experience, and solid gameplay. It’s well worth playing, great fun stuff! I only wish it was translated, I’m sure I’d like the story quite a bit. Someone needs to get to this series sometime! Also on Nintendo DS, ported there years later.


Summon Night 2 (J)

1 player, saves (1 block per file), Analog Gamepad supported. Summon Night 2 is very much like the first game, except with new characters and a new story. Otherwise, it’s a sequel that doesn’t stray far at all from the first games’ formula, and I’m fine with that, it’s based on a very good predecessor after all. Summon Night 2 has two playable characters, male or female; this would be how all subsequent games in the franchise go, only the first one has four. As in most of the Tales series, every Summon Night game has an entirely different cast; none bring back the same characters. The characters are also both from the fantasty world, not ‘real’ Japan, again something repeated in all following games. This is a two-disc game, so it’s longer than the first game. Be prepared to wait through a lot of long conversations if you play this game! I expected that though, Summon Night games always have plenty of story. My first impression is that it’s better than the first game. Summon Night 2 is very similar to its predecessor, but the formula is a bit refined and graphics and sound are even better. This really is a great-looking PS1 game; the PS1 Summon Night games look fantastic, about as good as most of those N1 tactical strategy games on the PS2 apart for not having 3d rotateable cameras. Of course N1’s games (Disgaea, etc.) barely looked 6th gen, but still, this game looks nice, every thing is well drawn. I like the art style too; all Summon Night games have characters drawn by the same person, and it’s a good anime art style. The anime video in the intro is high-quality, as well. I love the music too, this game sounds great!

As for the gameplay, it’s pretty much the same, just with new characters, and that now you have your summon companion from right at the beginning of the game. You choose which of the four summon helpers you want in a choice early in the game; for those like me who can’t read much of the text look at the manual to decide which you want, the first character of each name in the ingame list matches the one by their character portrait. In the first game which one you get is pretty much random if you can’t read the text, so it’s nice they made it simpler this time. Your summon companion will be your helper throughout the game, and a party member from the start as well. The four summons in each game always have very different personalities, so choose the one you want. This time there’s a robot, a very quiet bunny-girl in a kimono, a little beast-boy? (not sure on the gender here?), and a brash demon boy. As before, all speech except for your characters’ is fully voiced. Your character is a magician, and your first companion is a guy from the same school or whatever. As for the gameplay, it really is just like the previous game, except with two characters from the first battle and magic from the beginning as well. Those are two nice improvements, though I found I needed to use the magic well from the start, your characters are a bit fragile. I almost always prefer the mage characters in games, so I like this design. Overall, Summon Night 2 seems like a pretty good game. This later Playstation release, from 2001, shows what the PS1 can do with 2d graphics, and the gameplay is pretty good as well. It’s not the most complex game, but there’s enough here to keep me interested, for sure. The only real flaw with this game is that the whole, very long, script is all in Japanese. I want to play this game in English… please. It’s playable in Japanese, but it’d be better for sure if I knew what they were saying. I quite like this franchise, and it’s sad that only three of the games (two for GBA and one for DS) got localized, none of them tactical strategy games. The only English-language-release Flight-Plan tactical strategy game is Eternal Poison for the PS2, which I have not played. I would like to, though; it’s not Summon Night, but looks interesting. Also available on the Nintendo DS, where it was ported years later.


Syphon Filter 2

2 player simultaneous, saves (3 blocks per file), Analog Gamepad supported. Syphon Filter 2 is the second game in this third-person shooter/stealth franchise from Sony. There are six main Syphon Filter games, three on PS1, one on PS2, and two on PS2 and PSP. This game has a main story mode and also two player versus play, though I’ve only tried it so far in single player. Syphon Filter 2 is an okay game, but it’s a clumsy and flawed stealth game and is only okay as a shooter. The story is also convoluted and implausible. The game starts out assuming that the player has finished the first game; there’s no real explanation for why what’s going on is happening. I have the first game, but haven’t gotten anywhere near the end. There should have been some backstory here. Apparently the Agency that Gabe and Lian were a part of in the first game is actually evil, created the Syphon Filter virus, and are willing to sell it to terrorists. It’s up to you to stop them, because apparently no one else who knows about its existence believes that this secret government agency with its own private army that is trying to sell dangerous viruses to terrorists is actually a threat. Yeah, this is bad action movie plot stuff, for sure. This is a two-CD game because of all the prerendered cutscenes, but they don’t look great. The voice acting is mostly awful, too. Sony’s English voice acting in PS1 games is often bad, and this game is no exception. Gabe doesn’t sound like he cares much about what’s going on, or that it’s a dangerous situation at all, even though this game is all about constant tension and fighting. You mostly play as Gabe, as in the first game, but play as Lian for some mostly stealth-focused segments. As a shooter, this game doesn’t do a great job of telling you what you should be doing or where you should go. I got stuck repeatedly in the first level because of lacking instructions. The areas aren’t too huge, but the game can be confusing anyway. Climbing on things, with Triangle by default, is important. Also don’t always try to kill all the enemies, because in some areas they respawn seemingly infinitely, annoyingly. I hate that stuff.

The controls are okay, but could be a lot better. Targeting is automatic, which is good. One button switches targets. Switching weapons could be better, though; hitting Select changes weapons, or holding it opens a weapon wheel (switch with L2/R2). It takes longer than it should. Trying to hit enemies with melee-range weapons is one of the worst things about the controls in this game, as the attacks frequently aren’t quite on target, and you’ll probably die before you’re able to try to attack again because it doesn’t take many shots to take you down in this game. And as for stealth, there are no indications of where guards can see, unlike, say, Metal Gear Solid, so figuring out when you are visible and when you aren’t is difficult, and this is one of the bad kinds of stealth games that has levels where if you are seen once by anyone you fail instantly, go back to the last checkpoint. Stealth in this game is pretty much trial and error, as is figuring out what to do in the shooting-focused rest of the game. Fortunately, checkpoints are fairly frequent, which is nice. This game would be very annoying without the frequent checkpoints, for sure, but it has them. There is an area map in the pause menu, which tells you where you are and objective markers. It’s invaluable! I wish there was in ingame minimap too, that’d be great, but at least you can pause and see it. There is an ingame radar, but I find those somewhat useless compared to a map. Maps are awesome. Visually, Syphon Filter 2 looks fairly nice for the PS1. This is a later PS1 game, and it shows. There’s some nice variety in the level settings as well. That voice acting should have been a lot better, though. Overall, Syphon Filter 2 is an okay third-person shooter with some confusing level designs and poor stealth, with required stealth segments. It’s probably about as good as the first game, I guess.


Team Losi RC Racer


2 player simultaneous, saves (1 block), Analog Gamepad supported. Team Losi RC Racer is a sort of kart-ish RC car racing game. It’s fairly average, but amusing for a little while. The game has okay graphics, varied course designs, weapons, and a hub world. It’s also very easy and simplistic, but is fun for a little while anyway. The handling is arcadey, but the cars feel very light, like they should. Driving in this game is easy, though. It’s probably good for the younger audience that this game was designed for. You choose an RC car, and then drive around the hub, choosing which challenges you want to face. It’s a simple hub world of cooridors and portals, but it’s nice that it’s there. You can save in the hub as well, and also change modes. In addition to the main mode, the game also has multiplayer (two player only, unfortunately) and a time-trial mode. There’s also an unlockable second, harder race mode, if you beat the first one. Timetrial mode is just for fun, though — you won’t unlock anything there. Too bad, time-trial challenges in racing games can be interesting and tough. The game starts out pretty easy, though. This game is licensed by an RC car company, and the game clearly was aimed at getting kids interested in their cars. As a result it’s not surprising that the game is easy, but it is; don’t expect much challenge from this game most of the time. You don’t need to win races to move on, either; top three finishes are okay. You get powerups in this game by going through gates which litter the courses. Fitting with the over-simplified theme, you don’t actually have to activate most of these; you get a powerup such as a speed boost, shield, etc. by going through a gate, and then it’s swapped out with a different power when you go through another gate. So yeah, this is a simple game. The graphics can be decently nice for the PS1 sometimes, though. The game is usually smooth, but larger open surface areas can have some issues. Overall, Team Losi RC Racer is an insubstantial game, but it’s not that bad. It’s simple and average, and I don’t know how many people today would actually find it all that interesting, but not actually bad. Zipping through a few races was kind of fun for a while.


Tiny Bullets (J)

1 player, saves (1 block per file). Tiny Bullets is an anime-style 3d action-adventure-platformer, in the vein of Tomb Raider and the like. It’s from Sony, but sadly only released in Japan. Fortunately it’s fairly import-friendly. This is a reasonably good game with a lot going for it, if you like this kind of game that is, but it is a product of its time. On the good side, the game is fun, looks reasonably nice, has some good puzzles, and is interesting to explore. On the bad side, it has no analog support for some bizarre reason (this was a 2000 release! There is no excuse!) and the camera is … not good. Oh, and yes, of course you have tank controls. Yes, the controls and camera take getting used to, but that is true for most games like this in the 5th generation. Try to get used to it. In the game, you play as a boy with a sci-fi-anime styled outfit on who is out for adventure and treasure, but finds a lot more than he bargained for. So far the story is fairly conventional, but that’s okay. I haven’t finished the game, but I’m sure by the end he will save the day from the forces of evil… with nothing but his slingshot and various non-weapon items you pick up along the way. Yes, a slingshot is your ONLY weapon in this game. The “Tiny Bullets” in the title refers to slingstones, which you will collect various types of as you progress.

This is a linear game, but you’ll need to do some exploring along the way. Areas are not large, but they feel bigger than they are thanks to the games’ slow movement controls and complex multi-tier environments. A coup0le of hours into the game, I’ve already spent quite a bit of time trying to figure out where to go next. The level designs are clever, and you’ll really need to use all of your moves in order to make your way forward. Fortunately, a controls card that comes with the game shows how to do all 16 move types. Use this as a reference, it’s very helpful! It’s got pictures of the action, and the buttons are listed below. You can jump, slide sideways, grab on to ledges (hold O while jumping), swing on poles, roll, slam the ground, and more. The controls aren’t too complex once you learn them, though. The main issue I have is with attacking — while holding R2, the “use slingshot’ button, you CANNOT move, at all. While the enemies come right for you. Yes, attacking quickly and then moving out of the way is key in this game. Hold R2+L2 for first-person with the slingshot, because aiming without first-person is near-impossible, press X to attack (or O to change bullet type), let go and run. That’s how you fight. It works, but is a bit clumsy. The exploration and puzzle solving are more fun than the combat for sure. Fortunately, they are better. As I said, the controls are slow and somewhat clumsy, but I had quite a bit of fun exploring the environments despite this. You get used to the handling, and environments are varied and look nice for the platform. Of course there’s texture warping, but that’s in every PS1 game.

I like the puzzles, too. One particularly clever one so far involved collecting four panels, then moving a spotlight in a side room to reveal what order the panels would have to put into their places on a pillar they go on. Remember your inventory, items like bombs and keys will need to be activated from the inventory. Not being able to read Japanese makes the game a little trickier, but it’s not hard to figure out, and there’s a great video playthrough of the game on Youtube if you get stuck. So far none of the puzzles involve language, though, so that’s just for the impatient. Overall, Tiny Bullets is a solid game for the PS1. The game has definite control issues, but despite this is a solid, quality title well worth trying. It’s too bad Sony didn’t release it in the West.


Tiny Tank: Up Your Arsenal

1 player, saves (1 block), Analog Gamepad supported. Tiny Tank is a third-person vehicular tank combat game. Of the PS1 games in this genre that I have, I’d say that this game is better than Grudge Warriors, but worse than Steel Reign; BattleTanx Global Assault is somewhere in the middle there too (though the N64 BattleTanx games beat all of these). Tiny Tank has a humorous theme that reminds me quite a bit of the later 6th gen title Metal Arms. As in that game, you play as a machine in a humorously violent world. Your titular tiny tank moves quickly and is loaded with heavy weapons. You’ll blow up a lot of enemies, but the world is loaded with silly video clips and voiced dialog as well. It’s the future, and evil robots have, of course, taken over the world! You play as Tiny Tank, Earth’s only hope… and the one who helped cause this whole mess. In 2098, Tiny Tank, an irreverent and cute little tank, was created as a PR device, to help convince humans to vote to allow Sentrex Corporation to build an army of robots. The idea sounded good, save human lives, but of course they decided to destroy their makers. Tiny Tank was no fan of the evil robots, though, and after being buried by them for 100 years, he’s back to save the world, with the help of a robot satellite with a female voice that tells him what to do. The enemy robot tank wants to destroy the atmosphere, you see! All that oxygen rusts away at their hardware. Heh. The backstory cutscenes showing outtakes from Tiny Tank’s PR videos promoting the robotic tank army are often funny, too. There is far more dialog during missions than in most games of this kind, but a lot of it is funny stuff. Tiny Tank’s voice lines get repetitive sometimes, but it’s great that they put in the effort to make this game funny.

The humor might actually be the best part of this game, but the gameplay’s not too bad either. You’ve got an objective in each level, generally to destroy something. Levels vary in size and length. The first level took a while to get through, but the second is actually quite short. It’s a bit odd, but the level designs are solid. The game presents a fair amount of challenge as well, which is good. Learning each mission might take a little while, but the good controls help. Tiny Tank controls great. You can zoom around quickly, and Tiny can flip sideways as well. Yes, this tank can sidestep! Tiny has a central cannon and two weapon-pod spots on the left and right of his tank. You can pick up different weapons on each side, and fire each of the three weapons separately. The game has good graphics and art design for the PS1 as well. The game is kind of simple, though; Tiny Tank doesn’t have the depth of Steel Reign. I think the developers focused on comedy and blowing stuff up over a high challenge and more technical and complex levels. That’s okay, and this is a godo game, but I do like Steel Reign even more. Still, Tiny Tank is definitely worth playing! It’s fun stuff.


Turbo Prop Racing

2 player simultaneous, saves (1 block), Analog Gamepad supported. Turbo Prop Racing is an awful boat-racing game from Sony. The game seems to have gotten some okay reviews, but honestly I have no clue why, this is right down there in the very bottom tier of PS1 racing games that I own! Turbo Prop Racing is a really hard and average-looking game with suffocatingly narrow tracks which you’ll pretty much need to memorize in order to do decently at at all and poor controls as well. It’s nearly impossible to avoid hitting the walls constantly, and this game punishes you for it! It’s ridiculous, and no fun. Analog doesn’t help, either. The game has okay but mediocre graphics; environments are narrow and confining, but at least the game does actually does have waves instead of the flat water of many other PS1 water-racing games, but PS1 graphics can look a lot better than this, too. There are also only six courses. Overall, I quickly got frustrated at losing badly in this game, and don’t think I want to put in the significant effort that getting better at the game would require. The mediocre graphics, average controls, and limited amount of content certainly don’t make me want to actually play this game much, either. Awful. Avoid.


Tyco R/C: Assault With A Battery

2 player simultaneous, saves (1 block), Analog Gamepad support. Tyco R/C is another kart-styled racing game for the PS1. This is a decently fun but fairly average racing game. Tyco is a division of the big toymaker Mattel who make RC cars, among other things, so as expected this game is, sort of like Team Losi RC Racer, clearly aimed at kids in both their simple designs and in a definite lack of challenge. This game is perhaps a bit more fun than that one, though. Tyco RC isn’t anything special, but it is amusing if you like arcadey kart combat racing games. Each track in the game has a unique setting, and the track designs are decent. They are quite simple, narrow tracks, but at least there are some obstacles to avoid, weapons or turbos to pick up, and such. The tracks often split into two close-by branches to go around obstacles and the like. The game has a solid sense of speed, which is nice. There isn’t much to this game, though. It’s just a basic, simple little arcadey racing game. Drive forward, avoid the obstacles, shoot at the baddies, and win. Winning won’t be much of a challenge at all, but the game is somewhat fun to play anyway. The game has decent graphics with some nice Playstation visual effects and okay gameplay. This game is not too bad, maybe consider it if it’s quite cheap.


The Unholy War

2 player simultaneous, saves (1 block), Analog Gamepad compatible. The Unholy War is a 3d fighting/strategy game from some of the developers of Archon, a classic ’80s game with a similar concept but in 2d. Archon and its clones are great games, so I was interested to try this more modern update. The Unholy War may not be quite as great as Archon, but it is a fun, if imperfect, game. As in Archon, the game has a hex-based strategy map, but instead of watching a little animation, when two units fight, they actually fight in a battle arena, action game style. It’s an interesting mix of action and strategy, and the concept works. The game has two modes, a battle mode where you just fight two teams against eachother without a strategy map, or the main strategy/action game. This is a fantasy/sci-fi game, with a mostly Technos machine race of what seems to be humanity invading an alien world. You can play as either side, either the Arcane aliens, who have lizardman priests, fire spirits, and the like, or the robots (and a few humans). The character designs are varied and unique, and are mostly pretty good even if the polygon graphics are jittery and pixelated. There are seven different unit types per side, and each one controls completely differently in battle.

The first major hurdle with this game is learning the characters, because it will take a while to get good with each one. Some can fly, others can only walk and jump. Each of the 14 characters has three different attacks as well. You jump with X, and attack with the other three face buttons. Each attack uses a bit of power in a meter which refills when you’re standing still on the ground. The stronger abilities use more meter than the more basic ones, of course, but each character is different. There is definite overlap between characters, but each is distinct enough to not be quite the same as any other. All have some kind of ranged attack, but how far they can attack varies widely. The units are not entirely balanced — some are stronger than others. Archon was inspired by chess, but with fighting, and this still has some of that concept. Some units are definitely a lot better against others, such as using flying units against that quite strong rhino-like monster on the Arcane side. There are also a bunch of different battle arenas, and which one you fight on depends on the tile that the defending unit is standing on. The more intricate stages can be frustrating with some units, but this encourages you to use the best unit in each situation. The controls aren’t the best, though. The game controls okay, but compared to Custom Robo, a somewhat similar game in battle, The Unholy War controls worse and isn’t as fun to play. Combat here isn’t nearly as polished as it is in that game, though it can be fun.

Unlike Archon, The Unholy War has a resource-gathering component. Certain tiles on the map will give you AUN, the games’ magical resource. You can then use it to buy units at your base tile. You can then place units on the six hexes surrounding your base. You win when all enemy units are destroyed, or vice versa. In the main campaign mode you don’t get the ability to buy units until the third of the 12 levels in the campaign, but from that point on holding those control points is vital. Still, only basic strategy is actually needed in this game; don’t expect Advance Wars here, or something, you won’t find it. Also, so far the AI seems better at fighting in battles than strategizing on the map, but I’m sure it gets harder later, and there is also a Hard difficulty I haven’t tried. Also, the AI really can be tough in battles, and it’s easy to lose units. Victory is never guaranteed. Overall, I like the gameplay, combat, and art design, but the control issues, basic strategy, occasionally questionable AI, and mediocre graphics hold it back some. Still, it’s more good than bad for sure. I like The Unholy War. It’s definitely a good game, and an interesting update to a classic.


Van-Gale: The War of Neo-Century (J)

2 player simultaneous, saves (1 block). Vangale is a quite unique 3d … fighting rail shooter game, I guess? Basically, this game is a 1-on-1 versus fighter, except it controls a lot more like a rail shooter or perhaps somewhat Virtual-On-inspired thing than it does a traditional fighting game. You can move all over the screen in this game, you see, while you shoot at the opponents’ giant robot. First, choose one of the eight giant robots available. Each one has a pilot, or by holding Triangle you can use the alternate pilot that you’d normally only see when one robot fights itself. Seven of teh eight base pilots are male, but both alternate ones are female. As the name suggests the pilots are broken up into two teams, so in a single-player game you can switch characters, but only between the four robots on your “side”, and can only use your “side”‘s alternate pilot. For whatever reason you fight all eight in each game anyway, though, maybe just to pad things out to a full game length. Oddly, you can only switch characters at the main menu, so if you want to change, you have to NOT continue after getting a game over. The game will then autosave and then quit. Choose to load game, then choose a pilot (from the current side only), and you’re back to the round you were at. It’s a bit unintuitive, but it does work.

Once the game begins, you can move around the screen with the d-pad, as in any rail shooter or flying game. You can’t actually move forwards or back, really, though; this isn’t a flight game, just a hovering game, basically. When you move it moves both your ship and targeting cursor together; you can’t control the two separately, so control can be tricky. The Dodge button (default R1) will move you around your opponent to the sides, but you can’t move forward or back, while your opponent sometimes will charge you. I wish I could do that too, unless you can and I couldn’t figure out how. Ah well. On the face buttons, You have two attack buttons and a shield. One attack button fires your main gun; this fires at the targeting cursor’s location. The other attack button fires a homing attack at the enemy, if you locked on by passing the cursor over the enemy’s mech. The shield blocks, of course. Its use is limited by a meter at the bottom of the screen. While it starts out easy, Vangale on the default setting (3 out of 4) is a very difficult game. It’s also a bit frustrating, though. I REALLY wish that this game had analog control support, because aiming in 3d with dpad-only controls is not great. I often thought I was going to hit the enemy, but then it missed. Some way to lock movement and move the cursor without moving your ship, or something like that, would also have been nice. Also, perhaps an internal camera option? It can be very difficult sometimes to see what I’m aiming at, because my mech is often in the way! Vangale plays from a fixed perspective behind your mech. As for the multiplayer, it is, as it has to be, splitscreen. It works. Still though, this is a fun game, and I like it. Vangale is quite obscure, but this is another one of those obscure Playstation games that is definitely worth checking out. There are only eight characters, and the controls could have used some improvement, but the beginnings of a good games are here. I like rail shooters and fighting games, and this game is an interesting mix of both. Check it out.


VMX Racing

2 player, saves (1 block), Analog Gamepad support. VMX is an amusingly awful dirtbike motorcycle racing game which got absolutely atrocious scores back when it released in 1996. I can see why, but this game was easily worth the dollar I paid for it anyway. This is one of those games that I find entertainingly bad. First, the graphics are AWFUL, but they are at least fast and mostly smooth! Sure, this game is comically badly pixelated and ugly, but the sense of speed is great. I like how fast the game feels. VMX Racing has simple, decent arcade racing game control and handling, and is simple and easy to play — that “ultra realistic gameplay” line on the back of the case is a complete lie. What the game is, however, is near-impossibly difficult thanks to a few key serious design flaws. VMX Racing has six tracks, plus three bonus courses you can unlock if you’re good enough. You can play a single track, play pairs of two tracks of similar theme, or play all six tracks in a points championship. There are two difficulty levels, called “125cc” and “250cc” even though your speed is the same either way; cc means engine size, you should have just called them Easy and Hard since actually the engines are the same speed in either one! Anyway, 250 is way too hard to be worth bothering with unless you REALLY want to obsessively memorize this game. Why? Because while the first two tracks, in large stadiums, are doable, the other four tracks are an absolute NIGHTMARE of constant crashing. The key design flaw here is that if your bike so much as TOUCHES any land off of the actual dirt of the track or its sidebar, you crash, instantly. Yes, one blade of grass sends you into an instant crash; it’s not like dirtbikes can travel through grass or anything, right? And the tracks are narrow in this game, too! Each track is a long, narrow winding minefield, essentially. If you go off the track you are instantly reset onto it, and will be up to full speed in an instant because this is a quite arcadey game, but crashes often come in twos or fours, and I quickly fell behind on most of the tracks, though a few are easier. Memorization will be absolutely essential here, if you actually want to try to master the game. The game kind of reminds me of a linescroll-style racing game in its simplicity of design and absolute focus on turns and not going off the track. But most linescroll racers aren’t quite THIS hard. It’s such a crazy-unfair game, I wonder how it actually shipped like this. Oh, as for the controls, even though there’s no Analog Gamepad logo on the back the analog stick works in the game, so I used it. I’m not sure how analog it actually is, but the PS1 isn’t the Saturn, games never use analog sticks on PS1 unless they were designed for them. It seems maybe slightly better than playing with the d-pad. Overall, this is a pretty bad game, but might be fun for a laugh for an hour sometime, so if you see it for a dollar as I did and like racing games, sure, pick it up.


VR Sports Powerboat Racing


2 player simultaneous, saves (1 block), neGcon supported. Interplay’s VR Sports Powerboat Racing is another terrible boat racing game on the PS1. Between this and Turbo Prop Racing I’m not sure which is worse, but both are quite abysmal. However, I think this is slightly less broken than the PC version of VR Sports Powerboat Racing, so there is that. Powerboat Racing is a speedboat racing game. The game has 9 tracks about about as many boats. The tracks are all frustratingly narrow; it will take practice to not bounce off of the walls far too often. Environments are all small and constricted by nearby walls, of course. A lot of early PS1/Saturn racing games do these things, probably because of memory limitation problems from developers who didn’t know how to really program for 5th gen consoles (yet). I do like that most tracks have a shortcut, and the track settings do vary, but there isn’t much else good to say about the course designs. The tracks curve around blandly, and are of average length, about a minute per lap. The game is full of jumps, but this is more bad than good — it’s hard to not go underwater after jumps, and this slows you down, annoyingly. Try to learn how to avoid this, but it’s frustrating. This game doesn’t control very well, either. If you use analog controls, the overly precise controls are a pain to get right even if you use a wheel, and forget about the Interact Performance Gamepad — it works, but the handling is so touchy that a single tap of the stick sends you flying into the wall. In digital mode the boats are slightly more controllable, but only slightly. It’s still hard at times to make turns without turning too much or too little. Graphically, this looks like an early PS1 game, perhaps even more dated than its 1997 release date would suggest. One thing I do like is that the water-spray your boats kick up as they turn is transparent. On the PC the water-spray is solid blue, which makes it near-impossible to see while you’re turning in the third person camera. The PS1 version of the game is better for this reason alone! The small environments do the game no favors though, and the boats are small and angular and all look similar. The music is there, but forgettable. For content, the game has three cups, which you do in several difficulty levels. You start with monohull boats, and eventually unlock twin-hulls if you finish in the top three in the first three circuits without quitting the game forever first. That second part will be the tougher challenge, honestly. This game is probably about average in challenge for a simple little arcadey racer like it is, but it’s bad, ugly, and gets boring fast. Overall, I got this game because I was interested in seeing how it compared to the terrible PC version of the game. Thanks to transparent water-spray this version is a little bit better than that one, but unfortunately it’s still an atrocious game no one should actually buy. I like Interplay, but this is one of their worst games I that own. At least it was only fifty cents… Also on PC.


Wild ARMs


1 player, saves (1 block per file). Wild Arms is a JRPG, and the first game in a series that would run for almost a decade. This game is a pretty good traditional Japanese RPG with beautiful, somewhat SNES-esque 2d maps and some somewhat ugly chibi-style 3d polygon battle screens. I love the town and dungeon graphics, this is a great-looking game. There are little animated elements all around, pushing the game beyond what the SNES could do. The way when you walk into a building the roof vanishes and most buildings are seamlessly part of the map is also really cool, it’s such a cool look! I wish the battles were also fought on the game world… ah well. The somewhat wild-west-styled music is fantastic in both battles and the main world, as well. It’s one of the standout features of this game. This is a good game, but the battles do hold it back; I like everything about this game except for the battles, which are extremely simplistic and look ugly. Of course, since this is an RPG you’ll be fighting a lot. Ah well. At least the game does have some variety, and a decent, if mostly cliche, story.

Wild Arms has a sci-fi fantasy/wild west anime setting, which is interesting. The game is set on a slowly dying world, a thousand years after a war with demons destroyed the planet’s ecosystem. The demons are returning, and it’s up to three heroes to save the world. Interestingly, at the beginning of the game, you play short intro sequences with each of the characters, before they meet together to begin the main adventure. The three intros are about equal in length, and you have to play through all three. Of course, the main character is a teenage boy with the special ability to use ARMs, powerful guns from the past, but this game, and the next two Wild Arms games as well, sort of de-emphasize the main character, since you also play intros with the other characters that are just as long as the main characters’ is, and you can switch between the three characters at any time. That’s great, I always like it when JRPGs let you do that. I like not having to play as generic JRPG protagonist guy all the time. The other two characters are a 20-something adventurer and the princess of the kingdom that inevitably gets attacked by demons early in the game (so they have a quest to do). She has special powers, of course. You name all three of them; this game has no voice acting. The setting is interesting, but the story so far is fairly predictable, as of course the demons attack, the heroes do some really stupid things that “unintentionally” help the demons, even though I as I was playing knew something bad would happen if we did these things, and they should have had at least some clues too. Yeah, that stuff is annoying, they should have known better. I know, some of it is the game meeting genre stereotypes, but still, it feels somewhat contrived at times. Despite that, the writing is decent, characters somewhat intresting, and I do like the world, so I found myself getting into this game even if the story is predictable so far. Cliche isn’t bad if it’s a well-done cliche, and this game accomplishes that. The world feels mostly like your standard Japanese fantasy setting, but with some Wild West touches here and there, and plenty of anime stylings. It’s kind of odd, but does work, even if the idea of big castles still being important in a world with guns is kind of nonsense.

As in most JRPGs, this game has an overworld map, towns or dungeons, and battles. The overworld is a mediocre-looking 2d overhead world, but the town and dungeon areas look great, as I said. As you explore the dungeons, the game does have some puzzles, which is great; it makes the game more interesting for sure. Characters also have special abilities that are used solely for puzzle solving. It’s always great to see puzzles in JRPG dungeons, they are sadly uncommon. There are no maps in towns or dungeons, though, and you don’t even have an overworld map at the beginning. As a result, navigating is frustrating; I really, really consider maps important in games with anything mazelike in them, but this game has some somewhat mazelike elements, but no maps. Why did it take JRPGs until the ’00s before maps FINALLY started becoming somewhat common? I wish it’d happened at least a decade earlier, they were needed! Argh, the absence of ingame maps really hurts a lot of JRPGs in this generation and earlier, for me. I highly doubt Skies of Arcadia would be my favorite JRPG ever if it hadn’t had ingame mapping. Of course, this game has mostly random battles, as well. The game starts out easy, but if that means less grinding, that’s not all bad. There isn’t much to fights here. This is one of those boring average JRPG battle systems where two lines of chracters take turns whacking on eachother; I prefer more interesting battle systems. Characters take turns based on their speed ratings within each turn. You can attack, use your characters’ magic for the adventurer and princess or ARMs for the other guy), defend, use items, or use special abilities each character has. These abilities rely on a meter that builds up during each battle. I like meter systems in RPGs, but each character only has 4 abilities max and start with only one, so there’s not as much variety here as in some games, and early on using these abilities isn’t needed too often. Magic, for the two characters that have it, is a compeltely standard magic points system, though the way you get spells and stat ups is a bit unique. Instead of just being given spells for the princess as you go, you will have to find items that allow you to make another spell to add to your repitoire at magic shops, and also items that give you stat ups. So, while the quest is linear, the game encourages exploration and puzzle-solving while you are playing, which is nice, though it’d be nicer if that didn’t mean more random battles. In magic shops, you can choose which of the games’ 32 spells, 16 each for Light and Dark, you want to have. You can choose any spell at any time, but at the beginning of the game can only have a couple of spells, so choose wisely. I like this strategic element, it adds to the game.

Overall, Wild ARMs is a good traditional RPG, well worth playing for anyone who likes a more SNES-style 5th-gen RPG. The battles may be 3d, but the rest of the game isn’t. I do like the 2d parts of the graphics, the great soundtrack, and the adventure, story, and puzzle elements a lot more than I do the combat, both in its ugly 3d graphics and bland gameplay, but despite this, occasional wandering because the game is not always clear enough about where you should be going, and the repetitive nature of dungeon-exploring in this kind of game, I definitely do like this game, and will play it more. Wild ARMs also has a remake on the PS2, Wild Arms: Alter Code F, which I haven’t played. I have played some of Wild Arms 3, which is okay to good, and 5, which seems not that great, on the PS2.


Witch of Salzburg, The (J)

1 player, saves (1 block). The Witch of Salzburg is a creepy horror adventure game from System Sacom, a studio who made many adventure games in the mid to late ’90s. They developed The Mansion of Hidden Souls games for Sega CD and Saturn and also Lunacy for Saturn. Those three games are all also horror-themed adventure games, except they had US releases, while this game is Japan-only and thus quite hard to figure out — there’s almost nothing online about this game in English. In this game, set in the then-present day of 1997, a group of Japanese people (seven men and a woman, I believe; not sure on if one is male or female) are visiting a creepy castle in Salzburg, Germany, where some awful things happened back in the 1500s. Back then, a beautiful but picked-on woman killed another woman who was supposedly a witch. She was locked up to be burned at the stake as a witch herself, but mysterious things apparently are still happening in the castle. Naturally, given the genre, the characters won’t all survive this adventure, that’s for sure. You play as a young guy, and will have to figure out what is going on. The Witch of Salzburg mostly uses a top-down perspective, with you moving around a somewhat ugly-looking polygon model of your character in CG-rendered environments, instead of those other games’ Myst-esque first-person, all-CG-rendered design styles. There are some first-person areas, and plenty of CG-rendered cutscenes just as in those other games, but most of the game is third person. As in Lunacy, there is a helpful map of the castle that the game takes place in in the manual, so refer to it if you forget where something is. Character control isn’t great; it’s too bad there is no analog support. This is NOT a survival horror game, though, so you have direct control, not tank controls, and there is no combat here, just exploration, conversations, more conversations, and some item puzzles. You’ll make choices during conversations sometimes, though I of course don’t know what I’m choosing. This game has absolutely no voice acting; it’s text-only, unfortunately. Yes, the biggest issue here is figuring out what you’re supposed to be doing if you can’t read the language. The castle is not hugely large, and what you can actually interact with is for the most part limited in a way that reminds me of those other System Sacom games, but still, constantly wandering around randomly gets old. Figuring out how to save your game is also tricky; I’m still not really sure how that works. And the polygon parts of the graphics, and also the controls, aren’t great either. Still, this is an interesting game. I love the artistic cover on the game manual, for one thing, and as always in their games this game has a great sense of atmosphere, something that was one of the top strengths of their US-released games I listed as well. And while actually playing the game is tedious, particularly if you can’t read the language, it’s not bad. The Witch of Salzburg is an okay game for sure, worth a look if you like this kind of game.


Wonder Trek (J)
[aka Wander Trek]

1 player, saves (1 block per file), Analog Gamepad supported. Wonder Trek is another extremely obscure title from Sony that I can find nothing about in English online. Yes, it’s another interesting title we should have seen that Sony published but left only in Japan for no good reason. So, what is Wonder Trek? It’s an isometric 3d action-adventure-platformer, essentially. You play as a young adventurer stranded in the jungle when your airplane went down. Along with your old man professor companion, you’re on a, um, wonderous trek through the jungle, I guess. I don’t know what the story is beyond that, it’s in Japanese and isn’t clear. Graphically Wonder Trek reminds me a bit of Grandia, as the game plays from an overhead-isometric perspective and has sprite-based characters in 3d worlds made up of both sprite and polygonal elements. It actually looks pretty nice, the style works well.

Wonder Trek has several basic elements, including combat, platforming, story, and exploration. I can’t say where this game goes because I’m still early in it, but you start out in a jungle, and all of the enemies are animals, bugs, and the like — no monsters so far, so I guess they’re going for a slightly “realistic” theme here. However, that only goes so far; that giant pirahna plant boss sure isn’t too realistic! Heh. Nor are the platform-jumping challenges, of course. So yes, it’s a videogame. in the game, you can go around, run or walk with R1 and R2 (the analog stick works, but not for speed control), and jump and attack with face buttons. Control responsiveness isn’t great, unfortunately. Hold down Jump while climbing onto things in order to climb up. Watch out, because you DO take fall damage, and platforming in isometric worlds such as this one is always difficult; as usual in isometric games, I found myself missing jumps sometimes because of the perspective. Ah well. Your guy attacks with a giant hammer. It looks like one of those silly squeeky-hammers, for a somewhat comedic touch. Defeated enemies stay gone, which is nice. This game definitely is trying to have some humor in it; I wish it was in English! That would help a lot for the gameplay, too, because this game is somewhat non-linear. From your starting base camp you can go in a bunch of different directions, and only with trial and error will you find your way through this game if, like me, you can’t figure out much of what’s being said. There’s no help I can find for this game in English online, either. Too bad.

At least the game is playable, though, if you don’t mind some annoying wandering. The actual gameplay is simple enough, and combat, exploration, platforming, and basic puzzles don’t require language. In the pause menu items have pictures as well as text, which is helpful. The Feather items are required to save, so saves are limited — this confused me at first, but you save by using feathers (Use being the default option, on the left, after you select an item). Each save uses the feather. The game does have save anywhere, and it really does save your location, which is great, but the limited saves could be a challenge later on. Oh, Using the sketchbook lets you load a game. Another thing to know is that you only have one life in this game. If you run out of health, or fall in a bottomless pit (in the waterfall-ride sequence, for example), you’re dead. Game over, load your last save. Combine this with the limited saves, and this game definitely can be a challenge, in a bad way. The game is reasonably fun to play, though. Wonder Trek is far from great, but it’s a good game. The game has an interesting world to explore, decent combat and platforming, nice graphics, and more. I do wish that the game had been released in English (particularly for telling me where I should be going next, I’m sure it does this in Japanese to at least some extent), had unlimited saves, and controlled better, but even so, Wonder Trek is a good game definitely worth checking out. This game shouldn’t be as obscure as it is.


WWF In Your House

4 player simultaneous (with multitap). WWF In Your House is a fighting game with digitized sprites. This game is essentially Acclaim’s attempt at a sequel to WWF: The Arcade Game, a popular Midway arcade game that Acclaim ported to home consoles in ’95. This game released a year later, and is very similar just with new characters (10 in total, ~3 of whom appear in the first game), slightly better graphics (apparently), new stage backgrounds, four player play, and much lower review scores. As in that game, this really is a fighting game, not a wrestling game. You win by draining your opponent’s health bar, and win two rounds to take the match. I have always disliked wrestling and know pretty much nothing about how to play wrestling games, but this one is easy to play; button mashing will get you far, and beyond that the game has some basic special moves, Street Fighter or Mortal Kombat-style. Yes, there are projectile attacks and the like. The game is isometric 3d, though, so unlike those games this one doesn’t play on a flat plane; instead, you will wander around the ring. I haven’t played WWF: The Arcade Game, but if it’s like this, it’d probably be amusing for a few minutes, I guess. This definitely isn’t a good game at all, but it could be mindlessly amusing. I don’t know why the game scores so much lower than the first one, but it does have issues. First, there is absolutely no music in this game! Supposedly the PC version has music, but on PS1 there’s nothing. There are (mediocre) sound effects, and occasional not-great-sounding voice samples, but no music at all ever. How odd! Graphically, the game is pixelated and pretty ugly looking. The game also doesn’t support saving, so there won’t be any scores, versus records, or anything recorded. The game is probably too simplistic, too. Fights are messy and feel kind of random, without the precision of the better fighting games. The ‘3d’ depth element probably adds to this. This is a simplistic game, and I highly doubt it’d have much staying power. And the digitized sprites don’t look great, either; it’s kind of hard to tell who the characters are, for those of these guys who I do actually recognize. This game is far too easy on the default setting, too, but it will at least provide a challenge on Hard. Still, the first time I played the game, playing on Normal, I beat the first championship without losing a match! That probably shouldn’t happen. There are three championships to choose from, each harder than the last, but still. Overall, this game is bad, but might be amusing for a group in four player mode. Also on PC and Saturn. The Saturn version is supposed to run worse than the PS1 one does. The PC might have music.


XS Junior League DodgeBall

2 player simultaneous, saves (1 block). XS Junior League Dodgeball is an anime-styled dodgeball game released very late in the PS1’s life. The gamplay here is, as usual in dodgeball games, copied straight out of that popular NES/etc. title Super Dodge Ball. I’ve never been a big fan of Super Dodgeball, but it’s decent fun I suppose. This game isn’t as good as the real thing, but it’s alright, kind of amusing for a little while. This is a 5-on-5 arcade-style dodgeball game. You try to throw the ball at the other plaers and hit them without them catching it. When on defense, you want to try to catch the ball as it’s thrown at you. Fail and the character hit takes damage; take enough and they get knocked out, though knocked-out players can still help from the sidelines. It’s a fun arcadey game with solid 2d sprite art for the characters. The game plays okay, but is quite content-light. There’s a basic tournament to play through where you choose a team and face all the other handful of teams, single matches, two player multiplayer, and that’s pretty much it. The game has very little replay value, unless you really like this kind of game. There is one odd thing about this game, though: this game was changed from its original Japanese release. The Japanese version is an all-girl dodgeball game, with no male characters. For the US version, however, half of the characters have been turned into guys (Too bad… ). Amusingly, even though everyone’s in Japanese school uniforms, they have American names and are supposedly “American”. Yeah, right. But hey, on the positive side, this is an XS Games PS1 localization release which they actually didn’t remove saving from, so hey, it’s not all bad! Overall this game is okay, but not that great. Genre fans probably will be amused, but I just don’t care as much for Super Dodgeball and its clones as some do.


Yu-Gi-Oh! Monster Capsule Breed & Battle (J)

2 player (alternating versus), saves (1 block). This is a weird one. This game is my only disc-only import PS1 game, and it’s not one I got on its own, but I ended up with a copy so I’ll cover it. This game, from 1998, is the first Yugioh game, but it’s not a card-battle game like I expected. Instead, this game is Capsule Monster Chess, a game from the Yugioh manga apparently, in videogame form, combined with a Tamagochi or Chao-style monster-raising game. So, there are two main parts to this game, monster raising, and fighting Capsule Monster Chess battles. You can raise six monsters, which is also the number you use in battle. You can play with a default team, or raise your own. With the default team I find winning nearly impossible; the first opponent’s monsters are better than mine, I can’t win. This is part-RPG, not only a strategy game unfortunately. As in chess, different monster types move in different ways, either diagonally only, horizontally or vertically only, only one space, chess knight L-shaped moves, and such. You don’t just take enemies by landing on them though, you have to fight. A monster can attack only enemies next to them in the four cardinal directions, so there are no diagonal attacks even though many units can move diagonally. You can also merge monsters during battle to try to create a new monster via monster fusion. You’ll have one less monster, but it will be stronger if you fuse the right ones. Monsters also each have a special ability, some innate and others you can use during battle. Each of the five+1 monsters on your team have a level and RPG-style hit points and attacks, so it’s not exactly chess, it’s a strategy-RPG with chess-based movement for the characters. I wish it was just a strategy game, that would be fun. In order to win, you need to hit the other players’ Golden Egg five times. The Egg can only move one space and cannot attack, so it is very vulnerable. At the beginning of battle, one of your team’s six monsters is randomly selected to be made into the egg; this is annoying, you can easily have a good monster sealed away useless. Five hits and the egg cracks and the other player wins. As in chess each player only gets one move per turn, so you have to choose carefully what to do each turn. Apart from the ridiculous difficulty with the default team (I got tired of trying after losing five or six times straight in the first match…), Capsule Monster Chess seems like it could be fun. However…

However, I don’t like monster-raising games at all. This kind of simple virtual-pet simulator just isn’t the kind of thing that has ever held my attention; I’ve never cared for The Sims, struggled to hold any interest in my Chaos in the Sonic Adventure games, and never was interested enough in Tamagochi to actually try one. I love some actual pets (cats are the best!), but these virtual things are not the same at all. Here you can put different objects in the arenas, try to match the egg type to the right arena type, give them food and toys, and such, to try to improve their stats and such. I presume that if I raise my team well enough I’ll be able to use those monsters in battle and actually win matches, but I find these games far too boring to want to try for long. There are apparently 103 total possible monsters you can raise, but you start with only a few. yugioh.wikia.com has a list of all the monsters in the game with translations for their special abilities, which is nice, but it doesn’t say how to create them via fusions, or any suggestions for monster raising, unfortunately. I can’t find anything else out there about this game in English. So yes, there is a definite language barrier here; battle is straightforward, but all options in the monser-raising mode are in Japanese, and while I did figure out the basics after a little while, I’m sure a translation would be helpful. I’m sure I’m missing some of the things the game explains. You can also look at the monsters you have unlocked, delete monsters from the six you’re raising, play a versus game, and change the (Japanese-language) options. As for the Yugioh element, Monster Capture Breed & Battle does have appearances by some of the Yugioh characters, and apparently does follow part of the story from early in the manga if you play the story mode and actually win battles, but otherwise is only loosely related to the card-game franchise most people know the series for. Overall, this game is only for pet (monster)-raising game fans who also want to play an okay strategy game with those same monsters. I find trying to raise the monsters too boring to want to build up a competent team for the potentially fun strategy game, so I don’t like this game much, unfortunately. That’s too bad, because the strategy game on its own is probably the most interesting thing in either PS1 Yugioh game, for me. But the rest of this really holds it back.


*Yu-Gi-Oh! Forbidden Memories

2 player (alternating), saves (1 block). Yugioh: Forbidden Memories is a digital card game based on the popular card game, manga, and anime franchise of the same name. This game released after the first anime series, but before the 2001 series that is the popular one that I (and most people) know. I got this game as one of my first PS1 games back in 2006 because it was cheap and I’d watched the first anime (dub) and found it entertaining at the time, but never have played this game all that much because it’s frustrating, obtuse, and not that great. While in the anime the constant ridiculous saves by Yugi just happening to get the exact right card at the exact right time which just happens to combine with other cards he has put down to make some awesome combo attack, in a game like this you’re pretty much at the mercy of the random-number generator and game guides, and it’s not nearly as fun. In addition, the game doesn’t tell you what most cards can do. In many digital card games, the cards describe all of their functions on the card. Not Yugioh. The game is also simplistic, probably too much so; Yugioh is not a deep game. Artificially increasing the challenge by not telling you vital things isn’t good. Combination attacks and card fusions are critical, and hidden; you need to know how the cards can combine or you’ll lose a lot. Before playing, go read some FAQs to learn that stuff. I hate this kind of “hide vital information from the player” game design! It’s terrible in any kind of game.

For gameplay, despite owning this game for so long, and watching most of the first anime series, I never tried to learn how to play the game. Looking at it though, it’s basic stuff. With luck, a good deck, and knowledge of cards’ secret abilities and combinations, you will win. This isn’t a movement-based card strategy/RPG game as Phantasy Star III (Gamecube) or End Sector (PS1) are; it’s simple stuff. You place cards on the five spaces you have to play cards on in the field, and then choose to attack with them, or fuse or combo-attack with them if you happen to have the correct card configuration played. Some cards will get attack/defense bonuses based on what type of card the other one is and perhaps also the card sign you chose, so learn that stuff too. You can play cards face-up or face-down, if you don’t want the opponent to know what card you have played. You can also play cards forewards or sideways, for offense or defense focus; when sideways you can’t attack with a card, but its Defense number will be used when cards attack it instead of Offense, useful for cards with higher Def than Attack. You can rotate cards during your turn. Each card has an attack and defense value on the card. There are also Magic cards wtih specific effects; these, thankfully, are explained on their cards. Naturally, you start the game with weaker cards, and will have to win or fuse better cards by beating opponents and reading a guide to learn what cards you need to combine to get better ones. I’ve never been a collectable card game fan, but do like the more strategy-game-style gameplay in PSO III. This isn’t like that, and I find it less interesting. It’s okay, but I don’t know if I’m interested enough to want to get past the learning curve.

Visually, the game is a mixture of 2d and 3d. Story scenes and cards are 2d, but the board and map are polygonal 3d. It looks average. Audio is average, and there’s no voice acting. The main mode here is a story mode going through part of the series’ story. It begins with a prequel chapter in ancient Egypt, telling the story of how the Pharaoh got stuck inside of the powerful magic item, the Millenium Puzzle. Then it continues to the present day, and Yugi’s journey towards becoming the luckiest card game player ever. Of course, here, card games are serious business! Along the way you can make choices, and what you choose will depend on who you fight. There are apparently 40 total matches, but you can skip lots of them if you want by choosing some of the options. Of course, this will get you fewer chances to get cards. Make sure to save between matches, if you lose it’s game over. The game can be unfair, and apparently enemies don’t always exactly follow the same rules as they should in the card game, so using a guide for suggestions about what cards you should use in battles is a good idea. In addition to story mode, there is also card trading and a bad versus mode. Here two people, each with a deck in a separate save file (the same save file cannot play against itself, for some reason), can play Yugioh, but with not much actually displayed on screen so you can’t see eachothers’ hands; it’s hard to play wnen you probably don’t know what your cards are! Last is the Option menu. “Option” here is singular because there is only one option here, Stereo or Mono sound. Yeah, that’s it. It’d have been nice to have more choices. Overall, I really wish this game actually told you how to play the game. Expecting players to know how to play before being able to get anywhere is bad design! And apparently the fusion stuff is exclusive to this game, and isn’t even in the card game, so a guide really is needed. This much memorization should not be required for a game like this. And even beyond that, this game really is probably a bit too simple; luck and your deck matter more than skill, it seems. This is an okay game, but flawed. Overall, even considering the language barrier, I find End Sector more fun, less obtuse, and more strategically interesting.


Zeiram Zone (J)

1 player. Zeiram Zone is an okay early beat ’em up based on the Iria / Zeiram franchise from the ’90s, which included several live-action movies and a 6-episode OVA anime series. I like the anime, but the movies aren’t as good. This game isn’t great either, unfortunately. It’s kind of fun, but can be frustrating and is bland, ugly, and dated as well. From what I’ve seen of it, the SNES Iria platformer is better than this game. Still, it’s not all bad. In this game, you play as Iria, as expected. Iria is a bounty hunter from space, and as usual she is hunting the near-invincible monster, Zeiram. Short CG cutscenes between each level tell the story as Iria and her computer helper Bob look for Zeiram. The Japanese voice acting in those cutscenes is the only Japanese in the game, so there’s no real language barrier here; the story is simple and gameplay straightforward once you figure it out. Before you get to Zeiram, though, you’ll need to beat your way through numerous weaker monsters. This game is a 2.5d beat ’em up, basically. You’re on a flat plane in a 3d environment, but can switch between two planes in order to fight enemies and dodge obstacles. There are only ever two in normal stages, but many boss fights open things up further, allowing you to rotate around the enemy by repeatedly switching planes. Iria has two punch and two kick attacks and also a block button, and some Street Fighter-style moves can also be done for added variety. That’s a nice touch, many beat ’em ups do not have them.

The game is fun for the first two levels, but then gets frustrating. The third level introduces some mazelike segments where you have to dodge large moving blocks by switching planes at the perfect times. The problem is, you will lose a LOT of health if you mess up and get hit, and this game has limited continues! Yes, you only get five tries before it’s back to the beginning, and there’s no saving in this game either. Iria has a health bar, and there are powerups that refill your health, but you only get one life per continue, and those blocks will drain it fast. The bosses in level 3 are hard as well; it’s easy to get to level 3 without losing much health, and then lose all your continues in that one level. Argh. As for the graphics and sound, this game definitely looks like the 1996 release it is. Environments are low-detail, and textures are not too good. Iria’s model is decent, though, and the monsters are varied and do resemble the weird foes of the anime. Still, the graphics aren’t great. The CG cutscenes also don’t look very good; is that really the best they could do at a CGI Iria model? She doesn’t look quite right. As for music, it’s decent. Not memorable, but it fits the game. Overall, Zeiram Zone is an okay but average beat ’em up. It’s worth playing for Iria or side-scrolling beat ’em up fans, probably, if you don’t expect too much from it.


Zoop

1 player. Zoop is a puzzle game that was released on a lot of platforms. I also have the SNES version of the game. This PS1 version is pretty much the same game, except with better graphics, as you might expect. This is an early PS1 game in one of those great longbox cases, and it is a good game, but I have one major complaint: why didn’t they include saving? This is a puzzle game, being able to save high scores is essential! But for some reason, they didn’t bother with it here. How odd. Based on what I’ve read, the only console version of this game with saving is, in fact, the Atari Jaguar version. If (when?) I ever get a Jaguar, I’ll have to get the game. But anyway, Zoop is a fast-paced and challenging puzzle game. As with many puzzle games, the game has an endless mode, where you play until you lose. There’s also a long 99-level level mode. The game plays on a top-view screen with a grid-like design. You move a shape around a square in the center of the screen, and have to match tiles which approach at you from paths on the four sides of the screen. Sort of like in Magical Drop, you can grab any tiles and then toss them into other paths, in order to set up matches. If a tile reaches the center, you lose, game over. At first the game may seem fun, but it gets very hard quickly, maybe too much for some people. Covering all four sides of the screen thoroughly takes concentration, and probably some luck as well. It’s a frenetic game where you have to constantly grab tiles and toss them where you think they should go. The graphics are kind of crazy, and are super ’90s. There are many different backgrounds which switch as you progress. It’s a good game, and the PS1 graphics are nice and sharp; it’s a good improvement over the 4th gen versions. But why no saving, still? Bah. Ah well. It also would be great if they had figured out a way to get a splitscreen mode working, because puzzle games are always more fun in multiplayer. The Game Boy version actually does have link cable support (though not the Game Gear version, it seems, oddly), but I don’t think any of the console versions have multiplayer. Still, if you see it cheap, pick Zoop up. It’s a tough game, but can be fun. Also on SNES, Genesis, Game Boy, Jaguar, Saturn, PC, Mac, and Game Gear.

Posted in Classic Games, Dual Impact Gamepad, Game Opinion Summaries, Lists, neGcon, PlayStation, Reviews | Tagged , , , , | Leave a comment

Game Opinion Summaries: Playstation (Part 1)

This is an improved version of a list I first posted on several forums back in late 2012. For some reason I never posted it here; not sure why. I’ve been working hard on a second PS1 list that will cover the hundred-plus games I’ve either gotten for the system since, or owned but hadn’t yet played when I made the first list. I thought about merging the two lists for the site, so it’d be one large alphabetical list, but for now, at least, I haven’t done it. It’s not just that it’d be a lot more work, but also these summaries in this post are generally shorter than the newer ones, so I may want to go back and redo this list someday anyway. That’s easier to do if the two are separate. I should finish part two within a few weeks.

The first PS1 list was the first time I used the “Game Opinion Summaries” series name that I came up with. I wanted to get away from using the term “review” in the main title because I only would use that for games I’ve beaten or at least played a LOT of. The old term I used, “Short Reviews”. still has that word in the title, and these really are not reviews. Maybe some people today review a game without finishing it, but I wouldn’t do that. I just haven’t played the PS1 as much as some other systems, so I’ve mostly only beaten fighting games, shmups, Threads of Fate, and Tenchu: Stealth Assassins, on this system. I’m a Nintendo fan and the N64 is my favorite console, and like Sega consoles too, but have never liked Sony or their consoles. Regardless, I know that there are many good games on Sony systems, which is why I got a PSone in early 2006, and why I’ve kept buying games for the system since then. I have more PS1 games than I do games for any other console except for the Genesis plus 32X and Sega CD all together. I have 250 PS1 games, now (Genesis+SCD+32X is at 274 games. Third place is the PS2, at 245.). I only have more games for the PC. Even so, do expect a somewhat different perspective from the one a Sony fan would give.

Note that all games covered in this first list are the US releases of the games.

Top 10 favorite PS1 games (from what I have) (this is just something I just put together, it’s nothing thought through too deeply. The order is sketchy, but these are all at least games I like a lot.)

1. Threads of Fate
2. Star Ocean: The Second Story
3. Rollcage
4. Strikers 1945
5. Croc: Legend of the Gobbos
6. Lunar: Silver Star Story Complete
7. Evil Zone
8. Grandia
9. Tempest X3
10. Tenchu: Stealth Assassins

Honorable Mentions: Mobile Light Force, Wipeout XL, Wipeout 3, Castlevania Chronicles, Bushido Blade 2, In the Hunt, DarkStalkers 3, WarHawk, Dead or Alive, Koudelka, Shooter: Starfighter Sanvein

Noteworthy lesser-known titles: Evil Zone (also above), Invasion from Beyond!, Sea-Doo HydroCross, maybe also Sanvein depending on whether you consider it lesser-known

Worst Games On This List (in no order): Psybadek, O.D.T., Yu-Gi-Oh!: Forbidden Memories, NHL FaceOff 98, Largo Winch, CyberSpeed, Moto Racer: World Tour, Motocross Mania

Summaries that need improvement / Are of games I have not played enough to say more about: I have written something about each of these games, included in the main text below, but I haven’t played them as much as other games here. Of course, a lot of the games on this list are games I’ve only played for a few hours, but some I have played more than that, and other games you can get a better sense of in a short time than others. The titles in this category are marked with [brackets] in the list below. I thought that I wanted to write something for every PS1 game I have and have played at least some of, even if I can’t say enough to actually give it a real review.

Games: Chrono Cross, Final Fantasy VII, Final Fantasy IX, Final Fantasy Tactics, King’s Field, Martian Gothic: Unification, Midway Presents Atari’s Greatest Arcade Hits Vol. 2, NHL FaceOff 98, and O.D.T.. Note that five games covered in this category in previous versions of this list, such as when I posted it on forums several years ago, have been removed because I went back to those games and entirely rewrote their summaries in new, much better forms. Of the remaining ones, I did go back and improve many of these, so they’re better than they were in the Dec. 2012 version, but I still haven’t played most of the games much. The five games that I’ve gone back to to re-cover, and will now be in the second list instead of this one, are: Dino Crisis, Fear Effect, Metal Gear Solid, Romance of the Three Kingdoms IV: Wall of Fire, SaGa Frontier, Yu-Gi-Oh!: Forbidden Memories.

I probably should have gone back to all of the games on the list above, but I just can’t bear the idea of having to play the Final Fantasy games particularly again, or I don’t know if playing it a little again will add anything to what I have to say about them. Still, I did add some to the NHL FaceOff 98, O.D.T., King’s Field, Midway Presents Atari’s Greatest Arcade Hits Vol. 2, and Martian Gothic summaries. These summaries are now better than they are in the 2012 web versions. In the 2012 list, the two Namco Museum volumes that I have were in this category as well, but I’ve played those games more, and improved the summaries enough to not need the brackets anymore. For these other games I did keep the brackets, but the summaries are better than they were before; they are staying in this post and not moving over to the second PS1 list because I didn’t entirely redo the summaries based on new playtime, I just added a bit to the old summaries. Of course, the old version of this wasn’t posted here, but I think keeping a changelog is important.

Table of Contents: Games Covered (brackets mean not-really-reviews as listed above) – 139 games covered total

Activision’s collection of 30 classic games for the Atari 2600
Alundra
Alundra 2
Ape Escape
Army Men Air Attack 2
Assault: Retribution
Atari Anniversary Edition Redux
Ball Breakers
Ballerburg: Castle Chaos
Battle Arena Toshinden 3
BattleTanx: Global Assault
Beyond the Beyond
Board Game: Top Shop
Bomberman Fantasy Race
Bomberman: Party Edition
Bomberman World
The Bombing Islands
Brave Fencer Musashi
Bravo Air Race
Bubsy 3D
Bushido Blade 2
Castlevania Chronicles
Chrono Cross
Circuit Breakers
Clock Tower
College Slam
[Colony Wars]
[Colony Wars: Vengeance]
Crash Bandicoot 2: Cortex Strikes Back
Crash Bandicoot 3: Warped
Critical Depth
Croc: Legend of the Gobbos
Croc 2
CTR: Crash Team Racing
CyberSpeed
Darkstalkers 3
Darkstone
Dead or Alive
Deathtrap Dungeon
Deception: Invitation to Darkness
Destruction Derby
Driver
Evil Zone
[Final Fantasy VII]
[Final Fantasy IX]
[Final Fantasy Tactics]
Gauntlet Legends
Gex: Enter the Gecko
Ghost in the Shell
Grandia
The Granstream Saga
Gubble
Heart of Darkness
In the Hunt
Interactive CD Sampler Disc Vol. 4
Invasion from Beyond
Jade Cocoon: Story of the Tamamayu
Jet Moto
Kartia: The Word of Fate
The King of Fighters ’99
[King’s Field]
Koudelka
Largo Winch: Commando SAR
Legend of Legaia
Lucky Luke
Lunar: Silver Star Story Complete (Four Disc Collector’s Edition)
[Martian Gothic: Unification]
MDK
Medal of Honor
MediEvil II
Mega Man X6
Midway Presents Atari’s Greatest Arcade Hits: The Midway Collection 2
Mobile Light Force
Mort the Chicken
Motocross Mania
Moto Racer: World Tour
N2O: Nitrous Oxide
Namco Museum Vol. 1
Namco Museum Vol. 3
Norse By Norsewest: The Return of the Lost Vikings
Novastorm
Oddworld: Abe’s Oddysee
O.D.T.: Escape… Or Die Trying
Off-World Interceptor Extreme
ONE
Pandemonium
Pac-Man World: 20th Anniversary
Persona 2: Eternal Punishment
Project: Horned Owl
Project Overkill
Psybadek
Punky Skunk
Putter Golf
R4: Ridge Racer Type 4
Ridge Racer Turbo Mode (R4 Bonus Disc)
RayCrisis: Series Termination
Rayman
Rival Schools: United by Fate
Road Rash 3D
Rollcage: Limited Edition
San Francisco Rush: Extreme Racing
Sea-Doo HydroCross
Sheep
ShipWreckers
Shooter: Space Shot
Shooter: Starfighter Sanvein
Sled Storm
Sol Divide
Soul Blade
Space Griffon VF-9
Space Hulk: Vengeance of the Blood Angels
Spin Jam
Spyro the Dragon
Star Ocean: The Second Story
Street Fighter EX Plus Alpha
Street Fighter EX2 Plus
Street Racer
Strikers 1945 (II)
Super Bubble Pop
Syphon Filter
Tales of Destiny
Tekken 3
Tempest X3: An Inter-Galactic Battle Zone
Tenchu: Stealth Assassins
Tenchu 2: Birth of the Stealth Assassins
Test Drive 4
Tetris Plus
Threads of Fate
TigerShark
Time Crisis
TNN Motorsports Hardcore 4×4
Total Eclipse Turbo
Tunnel B-1
UmJammer Lammy
Vandal Hearts
WarHawk
Wild 9
WipEout
WipEout XL
WipEout 3

Format: At the beginning of each summary I list the game genre, then then the number of players the game supports, whether it saves (and how many blocks of save space it uses in parenthesis), and what analog support it has. At the end of each summary I list any other platforms the game is available on. If there is nothing like that at the end, then the game is exclusive to the PS1 (not counting digital re-releases on the PS3/Vita/etc. and such, I rarely mention those).

For analog support, it’s important to know that the PS1 has seven different, entirely incompatible, analog control standards. First, there’s neGcon mode, also present in wheel controllers and the Performance Dual Impact Gamepad (in Wheel mode). This is usually used by racing games, but some paddle or flying games support it. Second, there’s Playstation Analog Joystick mode, also present in the Playstation Analog Gamepad (in green-light mode). It has a small library of titles that support it. Third, and most popularly by far, there’s Analog Gamepad mode, in the Playstation Analog Gamepad (in red-light mode) and the Dual Shock (in Analog mode). Next there’s the Jogcon, which is a unique controller only supported by a very few games. There is also a Playstation Mouse, though most Mouse games only released in Japan. And last, there are two different light gun standards, each incompatible with the other (apart from a few games that work with both): the Konami [Playstation, Green] Justifier, and the Namco Guncon (1). Most gun games support the Guncon, but a few require the Playstation Justifier. Unfortunately, figuring out which controllers a game supports is difficult, as apart from the Analog Gamepad and the light guns, none of the rest of these are usually mentioned in Western packaging. I will list what other controllers I know games to support, but I’m sure I’ll miss something.

Reviews


Activision’s collection of 30 classic games for the Atari 2600

Classic Collection. Two player, saves (1 block). This is a fine collection of 30 Activision games for the 2600. It does save, but only a game in progress — it’s just rom emulation here, no high-score saving here. Write them down yourself or something. That really is a problem with these games, most of which have no ending, you just play until you lose… I really don’t get why so many games back then had no endings. I much prefer it when games do have endings eventually. This whole “play until you lose” concept is kind of depressing when you think about it a bit… “save the world from the aliens!” But actually you can’t, you and the Earth are doomed every time. Ah well, at least the games are often fun. As score-competition titles, this collection definitely includes some pretty good games. However, that ties in to my other, and most important, complaint: In a modern collection of 2nd gen games, at least figure out how to save the scores. That’s the only thing most of these games have, score, so it’s important to save it somehow. I’d expect the collection to save my best efforts, but it doesn’t. Still, the games are classics, and the emulation is okay. The manual is nice and has a little blurb for each game, explaining the difficulty/game select options. (Again, you can save a game in progress, but that’s all.)


Alundra

Action-RPG(2d). One player, saves (1 block). Alundra is an action-RPG in the Zelda mold. The game is by some of the staff behind Landstalker, and while I definitely don’t think it’s as good as Landstalker, it is a pretty good game in its own right. This game does not really play much like Landstalker, with more Zelda or Mana-style stuff in it than that game. It also does not share Landstalker’s signature isometric viewpoint. It does have platform jumping and some similar art though, so there are a few similarities. The game is entirely top-down 2d, which is great. The visuals look very nice. This game is mostly set in and around this one town, where the dreamwalker Alundra has ended up. He has the ability to enter peoples’ dreams, and is here to stop a demon invading the real and dream worlds. The visuals and story are both dark and depressing; there’s not much happiness to be found in this town, or in this game. The game borders on being overly depressing, really — expect a high body count and little happiness. The gameplay is good though, with areas to explore, items to find, puzzles to solve, and monsters to fight. The game has some fairly difficult puzzles in it, and some equally challenging combat at times, so it won’t be easy, but it is always well designed. This game has a good reputation, and it deserves it.


Alundra 2

Action-RPG(3d). One player, saves, Analog Gamepad support. This is a bland and not that great 3d action-RPG. The game stars a new main character, and really has very little to do with the first Alundra apart from the name and genre. There’s nothing really special here, and the game is neither great or awful. Average stuff really. I haven’t gotten that far in this game… I know most Alundra 1 fans hate it, because it’s a somewhat cute anime-style game that’s a far cry from Alundra 1’s dark and depressing story and world, but gameplay-wise it’s not THAT bad. Seems average at least, for the genre and platform. And I don’t mind optimistic anime stuff, so the theme is fine with me. Plus it has airships, which are usually cool. But even so, this isn’t a great game, certainly. The 3d world isn’t as fun to explore as the first game’s 2d one, the controls aren’t too good, and there’s no lock-on either. I can see why the people who liked the first one don’t like this, but it is somewhat entertaining. I don’t mind light anime themes like this one, myself, and don’t really think it’s worse just because it’s light instead of dark and depressing. It’s worse because it isn’t quite as good of a game in either graphics or gameplay. But still, it’s not actually bad, just okay. Still, this probably is the least fun of the action-RPGs I have for PS1.


Ape Escape

Platformer(3d). Two player, saves (1 block), Analog Gamepad required. Ape Escape is a decently good 3d platformer game, and the first major title to require the dual analog controller, which obviously makes 3d platformer games much more fun than they are with d-pads. It’s not the greatest game ever, but it’s okay. The levels have a decent amount to do in them, and the platforming can be fun. I didn’t get that far into it before quitting, though. Ape Escape may be decent, but it’s also generic in gameplay and level designs. The graphics are okay for PSX 3d, but aren’t great. The gameplay’s no better. Overall this is an average game. It got attention at the time of its release because it was the only PS1 game that required an analog gamepad, but even the PS1 has 3d platformers better than this one. It might be worth a look, but is nothing too exciting.


Army Men Air Attack 2

Flight Action(2.5d). Two player, saves, Analog Gamepad support. Army Men Air Attack 2 is a solid sequel. Gameplay-wise it provides more of the same angled-overhead-view, 2d-plane-movement-only helicopter shooting game action from the first game, except with new levels and a lot more story this time. The game is a helicopter action game, somewhat in the Strike series mold but simpler. You fly around your attack helicopter, blowing up enemy tanks, soldiers, and vehicles and picking up stuff as you try to accomplish your mission objectives. Quite the opposite of the Strike games, but like the first Army Men Air Attack, the game’s easy. It’s probably too easy, really; this game may have 20+ missions, but few will challenge. Still, it is fun while it lasts, and the Strike games can be very hard, so having something similar but easier isn’t that bad. I like the gameplay in these games, they are simple but fun. The story is told through CG cutscenes, and they’re decently done; the plastic people are amusing looking, and I like the “plastic WWII” theme. Army Men was of course a heavily over-published franchise that generation, but the Air Combat games are probably the best games in the Army Men franchise overall, so it was great to see this sequel.

It is too bad that, unlike the first one, it didn’t come to N64 too, but the game does have some next-gen ports, as detailed below. And that is probably the biggest issue with this game — there are also PS2 and GC ports of the game, and they are better than this one. I haven’t played it on PS2, but I do have the GC version (it’s titled “Army Men Air Combat: The Elite Missions”, but it is a port of the PS2 version with 4-player multiplayer added and no other changes of note), and between the two, the helicopter controls are much better on the GC. Sure, controls are decent on the PS1, but after playing both, I could really tell the difference between the two; you simply have better, more accurate controls in that later release. The graphics are better there too, of course, though for the PS1 AMAA2 looks nice enough. Both releases have some slowdown, for whatever reason. I’m hoping it was intentional, particularly on the GC, with how bland it looks visually (for the GC)… The PS1 version does have one thing missing from the GC and PS2 though: for some reason, one of the five multiplayer modes was removed from the PS2 and GC releases. So yeah, there’s one PS1-exclusive multiplayer mode, though given that the GC is the only one with 3 or 4 player support, it’s the best multiplayer option overall even so. Still, even though better versions of this game are out there, the PS1 version’s decent fun. I would recommend getting the GC version if possible, but this one’s sure to be much cheaper and easier to find. Also on PlayStation II and Gamecube (titled “Army Men Air Combat: The Elite Missions” on the latter system; yes, that is a port of this game.)


Assault: Retribution

Run&Gun(3d). Two player, saves, Analog Gamepad support. Assault: Retribution is a 3d run-and-gun played from a somewhat isometric angle. As it’s a 3d game the camera moves around from area to area, but it has a side or overhead-style viewpoint. In the game, you run along narrow, but not entirely 2d, environments, defeating enemies and avoiding obstacles. There are several different weapons, two playable characters, and plenty of powerups to collect. It’s straightforward stuff and works well. The game was published (but not developed) by Midway in the US, and it’s a pretty good game. The developer, Candle Light Studio, didn’t make any games other than this one, so I guess it failed, unfortunately. Though jumping puzzles aside the game is easy on the default setting, the game is a decent challenge on higher difficulties, and is fun regardless. The graphics are only average, too, but they’re decent enough to do. Overall, I found myself actually having a lot of fun with this game. Recommended for any run & gun fans — this game is better than its reviews suggest. And yes, it has two player co-op, which is great. The PS1 Contra games don’t have that.


Atari Anniversary Edition Redux

Classic Collection. Four player (with multitap), saves (1 block), Analog Gamepad, neGcon, and Mouse support. This is a collection of 12 Atari arcade games. Yeah, arcade, not 2600. This collection does save your high scores, and includes some interesting games; in addition to the expected Pong, Missile Command, Centipede, Asteroids, Asteroids Deluxe, Super Breakout, Tempest, Battlezone, and Warlords, you also get Gravitar, Space Duel, and Black Widow. Each game can be played windowed with machine art on the sides of the screen, or full-screen. Unfortunately there is no tate mode for vertical-monitor games. That’s really too bad. The collection does include some promo art and video interviews with the original designers, so it’s not just a ROM dump collection, which is great. I also like that it does save your scores and settings, and that it’s got some fairly good presentation and full sets of options and settings for each game as well. The main problem I have with the collection is that many of these games are a little hard to read at the Playstation’s resolution, or something… the transition to the PS1 is not perfect, many of these games have small text and graphics which can be hard to make out. Still, it’s a solid collection, and is worth getting for cheap. Black Widow is a particularly interesting surprise; I hadn’t played it before, but it’s a pretty cool twin-stick shooter! I love those. The games all have good Analog Gamepad support, and paddle games like Pong, Super Breakout, and Warlords work with the neGcon as well. I assume the mouse works great for stuff like Centipede and Super Breakout, too. Atari Anniversary Edition Redux is a Playstation-exclusive remix of the PC/Dreamcast collection “Atari Anniversary Edition”. The original creator video interviews are all new and exclusive to this version, and Crystal Castles (from the original collection) was removed and replaced with Black Widow. However, I’ll bet that the screen’s easier to see in those versions… Still, some stuff is exclusive here.


Ball Breakers

Action/Racing. Two player, saves (1 block), Analog Gamepad support. Ball Breakers is a somewhat odd futuristic vehicular action/racing game. The game’s concept is that in the future, some hardened criminal androids are being allowed to fight in this competition for future television. If you win, you might get out. The characters don’t have legs, though; instead, for a lower body they have a ball, which explains the title, and driving-game-esque, or perhaps rolling-ball-game-esque (Marble Madness, etc.), controls. The game has solid rolling-ball physics for the characters, as well. The game has a mostly-overhead camera and 3d polygonal graphics. The game is made up of a variety of mission types, so different levels play differently. There are races, gauntlet stages where you have to get to the end without dying, shootouts, tag matches, and more — seven mission types in all. There are six playable characters, and ten areas full of missions. The game’s variety and concept are its strong points for sure, along with solid controls and gameplay… and it originally sold for $10! Sure, the game has some issues, such as some difficult and frustrating parts, and even though there’s a lot of variety in game styles they all have the same basic controls and the graphics, while nice, all look similar so it can get repetitive, but even so Ball Breakers is definitely a good game. In the US this was only released on PS1, but in Europe it also had PC and Dreamcast releases which surely are improved over this one, at least visually. In Europe the game is called “MoHo”.


Ballerburg: Castle Chaos

Strategy. Two player, saves (1 block), Analog Gamepad support. Ballerburg: Castle Chaos is a port of a PC game released under several different titles, including Ballerburg and Castle Siege Ballerburg. It’s a very late PS1 release from the last years of the system. Basically this is an artillery game, sort of Scorched Earth-style, crossed with some basic strategy game elements such as simple base-building. So, you spend some of your time tossing projectiles at the other castle, and the rest of your time building up your base. It’s a low-budget game and it shows, though, with mediocre at best graphics and sound. Also, importantly, the controls are frustrating — this game would be much better with a mouse! It’s not a particularly good game, but because I like the theme and concept I find it a little enjoyable. Shooting cannons and catapults at other castles, aiming to hit them taking wind into consideration, and building up your fortress are fun, even if not implemented here nearly as well as they could have been. Also on PC.


Battle Arena Toshinden 3

Fighting. Two player. This is the third Toshinden game, and it’s the last one that got a release in the US; the fourth PS1 game, and the more recent Wii title, were both Japan only. The first Toshinden was one of the most significant PS1 titles of 1995 in the US, though, so it’s interesting that the series had such a hard fall. However, looking at this game, I can see why: Toshinden 3 is a mediocre game even for Toshinden, and was a worse game than either of its predecessors. Yes, Toshinden 1 is a far better game than this. There are lots of characters in Toshinden 3, and you can choose 30 or 60 frames per second modes (with limited graphics in 60 fps mode), but regardless of the framerate, the gameplay is just far too slow and not very fun. Play a better fighting game instead of this one.


BattleTanx: Global Assault

Vehicular action. Two player, saves (one block), Analog Gamepad support. Overall, this is a mediocre PSX remake of the N64 classic of the same name. The N64 version is a favorite of mine, I’ve played many hours over the years and really love it. This one just isn’t the same, though. First, the campaign. There are more levels in the single player campaign in this version, but they are shorter and smaller, so the overall length isn’t that different. The PSX version may be slightly longer, but the levels are more boring and less fun because of their reduced size and complexity, so overall the N64 version is definitely superior. Cutscenes are fully voiced FMV now, instead of pictures with text; it’s really not an improvement, they made the story even stupider. I mean, the intro before the first level… they made it so that now Cassandra personally attacks Madison and the baby, and Griffin shows up to save her, but instead of shooting Cassandra, who is just standing there right in front of him, he just leaves, “never actually defeat the bad guy” style. Um, no, that’s not what happened in the original… on the N64 Cassandra never has a face-to-face meeting with our heroes, it’s just that her army is attacking. The change was for the worse, that’s for sure. And then from there you go to the new, smaller, less interesting levels, and it may be hard to see why this game was so great on the N64. At least the graphics are decently good, for a PSX game. However, multiplayer was one of the great strengths of BattleTanx on the N64. The four player multiplayer, with numerous modes, and the two player campaign, were both fantastic. Well, the game is two player only here. Even though otherwise it’s not that different, some smaller map sizes aside, that limitation really hurts the game a lot. Again, the N64 game is much better.


Beyond the Beyond

RPG(2d). One player, saves. Beyond the Beyond is a fairly early (1996) RPG from Camelot. Camelot had started out on the Genesis, and did develop on Saturn, but made this game too along the way. The game looks like a Camelot game, and the text font is nearly identical to the one in Golden Sun, for instance. I liked Golden Sun, and Shining Force, so it’s interesting to see this in-between work. As I said it definitely looks like a Camelot game, and that’s great. The graphics are fairly simplistic, with barely-better-than-4th-gen visuals and not a whole lot of cutscenes or voice acting either, but I don’t mind that; I think the game looks fine. Gameplay is very standard, with an average JRPG menu-based battle system, random battles, and such. The characters are moderately interesting, and the story starts off generically, but well. Overall, I think I like this game. Its main problem is that it’s sure to eventually get frustrating or grindey, since the dungeons quickly start getting larger and there is of course no map. I hate when games have that stuff, and random battles too… oh well. Overall, this game doesn’t have the best reputation, but really, it’s a simple but solid early-5th-gen RPG. Repetition is the main issue here; apart from that, it seems good.


Board Game: Top Shop

Boardgame. Four player, saves (2 blocks). Board Game: Top Shop is a 2d side-view, and Monopoly-esque, board game. In the game, the players move around a three-story mall, buying stores as they land on them, stocking the stores, and forcing other players to buy stuff in their stores as they land on them. The twist that you don’t just get money whenever someone lands on your shops, but have to actually stock shops so that they will have something to buy, adds some challenge to the game. There are 40 different types of shops to open, and lots of goods, so this game has some nice variety. It’s also definitely got challenge, too; the computer AI can be tough. There are a decent number of anime-style characters to choose from, and the game has solid 2d visuals. As for the gameplay though, that depends on how much you like Monopoly variants. It’s certainly decent, at least. The main downside is that it’s somewhat slow paced, particularly against the computer. Games take quite a while.


Bomberman Fantasy Race

Racing. Two player, saves (1 block). This is an okay but not great 3d kart racing game with Bomberman characters. Poor graphics, mediocre options… don’t bother, I think. There are worse kart racing games out there, but there are also much better, even on PS1.


Bomberman: Party Edition

Action/Party(2d). Five player (with multitap), saves (1 block). This is a 2d, classic Bomberman game, with 5 player play. There’s nothing original here; this is just a fine, solid top-down-2d-style Bomberman game. The single player mode is actually a remake of the original NES Bomberman game, which is interesting. This means that single player mode levels scroll, unlike the single-screen battle arenas, as you have to blow up all the enemies in each stage. I don’t think that the first Bomberman game is one of the better ones in the series though, so I find the single player a little boring even for a Bomberman game. Still, it’s okay, and does have better visuals than the NES at least, and saving of course. Overall though, Bomberman Party Edition is average Bomberman, just like Bomberman usually is. It is nice to have one 2d Bomberman game on each system, though. It’s not too compelling in single player, but Bomberman is usually better in multiplayer anyway, so that isn’t a crippling flaw. The graphics are solid, and it’s a fine, traditional 2d Bomberman multiplayer game. This isn’t one of the best Bomberman games for sure, but it’s decent.


Bomberman World

Action/Party(2d). Five player (with multitap), saves (1 block). Bomberman World is the first PS1 Bomberman game, though it released after both Saturn titles and the first N64 game, and it’s decent. The game has a sort of isometric view of the action, as you see things from the side at a slight angle. The graphics are pre-rendered CG 2d, and look decent. The game has a traditional Bomberman single player mode where you go through a sequence of levels, killing all the enemies on each stage to progress, and the usual multiplayer mode full of options. I think I like this game a bit more than Party Edition in both graphics and gameplay; the game’s a bit more visually unique than that one is, and the single player’s more updated, as you’d expect from a new game (remembering that Party Edition’s single player is actually a remake of the original Bomberman). This game, like the title above, is not original and pushes no boundaries, unlike the N64 Bombermans, but at least the formula it uses is a solid one. I’ve rarely loved traditional Bomberman as a single-player series — I liked Bomberman GB for the Game Boy, but that’s about it really — but they are fun multiplayer games and decent single player games too, and this one has some decent graphics and solid level designs, too. Don’t expect anything original here, but do expect good, solid, classic Bomberman fun.


The Bombing Islands

Puzzle(3d). One player, saves. A puzzle game from Kemco, this got some bad reviews. It stars Kid Klown, but unfortunately it’s not nearly as good as his earlier platformers. The game’s not terrible, but it’s not that good either. You move around the field, trying to figure out where to move the bombs to so that they’ll destroy all the bombs in one blast; somehow if they all go off at once you’re safe, but if you fail to destroy them all you get blown up. Huh. It quickly gets hard and frustrating. Very mediocre 3d graphics too. This game has the same concept and basic game design as another Kemco game from that generation, Charlie Blast’s Territory for the N64. They aren’t exactly the same in content, but they are quite similar.


Brave Fencer Musashi

Action-RPG(3d). One player, saves. This is a game I really should play a lot more before reviewing. As far as I’ve gotten it seems pretty good, though the graphics aren’t great, but I got stuck not too far in and stopped. I think one problem I have is that I played Threads of Fate first, which sort of is like a sequel to this game, and has better graphics and gameplay, so going back to this one is tough. Still, it is a pretty good game. It has a simple but amusingly comical story, and fun 3d platform-RPG gameplay. It feels somewhat 2.5d, as you are often going right or left, but areas are 3d and you do move around in 3d. It’s a good mix and works well.


Bravo Air Race

Racing. Two player, saves. Bravo Air Race is a plane racing game. The game is dated, with a simple look, narrow tracks, and not much space to fly around in. All four tracks – and yes, there are only four – are in canyons of some kind or another, so there are no open areas. If you go too high or low, you will be brought back into the flying area, too. At first I didn’t like this game much, but after a few races I got used to it, and I do think that the core gameplay is fun. The controls work well, and the planes control quite well. Each plane handles differently, too, which is good. The main problem is that simply this game has almost no content. There are only four tracks, and you can play them in any order. Only one of the four tracks challenged me much, once I got used to the controls, too. Once you’ve finished in first in all four and get to see the credits, that’s pretty much it. There really is no replay value here at all, unless you want to play it in multiplayer, but even then, it won’t last long. Apparently the sequel, which sadly was only released in Japan, has more tracks and adds a much-needed circuit mode to add more play value, but this first one doesn’t have that, unfortunately. As it is, this game is some fun to play despite being badly dated, but expect your time with this game to be very short.


Bubsy 3D

Platformer(3d). One player, saves (one block). Bubsy 3D is widely despised as one of the worst 3d platformers ever, so my expectations were absolutely bottom of the barrel when I got it. Well, I was quite pleasantly surprised — Bubsy 3D really is not that bad. The controls are a challenge, for sure — this is a d-pad only game, as expected for an early PSX title, and the controls really suffer for it. It’s too bad that there wasn’t a version of this game released on some system with an analog controller, it’d make a huge difference. Also, the controls are slippery so landing on platforms can be tricky. Finally, for the graphics, at the time textures were the new big thing, so the fact that it has lots of shaded polygons instead, with only some that are textured, bothered people. Today this shouldn’t be too much of a problem though, it gives the game a different style. The graphics actually are reasonably good. The game has a sharp, clear look that I almost never see in Playstation games — it almost makes me think it’s running in hi-res or something. There are a good number of levels, and there are things to go back and find in them too, after you beat them the first time. Really, once I got used to the game’s eccentricities, I found this game to be both fun and quite challenging. It is frustrating and hard so it’s easy to give up when you die over and over trying to figure out your way through the complex, jumping-puzzles-between-lots-of-small-moving-platforms-over-bottomless-pits-filled levels. Still though, that kind of thing is both fun as well as frustrating, so it’s not all bad. Overall, it’s really not that bad. Yes, I can easily see why Mario 64 destroyed it in the press because Bubsy 3D is nothing like that and obviously is much simpler and inferior, but on its own, really, despite some definite flaws, it’s a decent game.


Bushido Blade 2

Fighting(3d). Two players, saves. This is a great, and original, 3d fighting game. The concept is a more “realistic” weapon-based fighting game, where a single hit can kill. The game is executed well, with a nice variety of characters, good controls, and compelling combat. The game’s theme, though, is very much anime-styled, so the “realism” is only in the combat system, really. It is funny seeing these anime-style characters killing eachother in one hit, that often doesn’t happen in anime… I like anime well enough, but a more realistic theme would have been cool too. The final boss is particularly anime/videogameey in design, and I don’t know if it really fits with the rest of the gameplay. Still, this is a very good game, unlike anything else except for the first one. The challenge and uniqueness of the system really makes it interesting, and fighting game fans should consider this a must play. It’s a lot of fun, and has good replay value as well. It’s too bad that the series did not continue, it should have!


Castlevania Chronicles

Platformer(2d). One player, saves (1 block). This is a port of the Sharp X68000 (a Japanese computer) game Akamajou Dracula, or Castlevania as we know it. This was the game’s first Western release, and it’s a great, but very difficult, classic-style Castlevania platformer. The game has good 16-bit graphics and sound, a good length, and lots of challenge. I haven’t finished it; it’s very difficult. Still, if you can find it cheap, buy this game — it’s very good. It’s great that we finally got this “lost” Castlevania game. It’s not quite Super Castlevania IV in quality, but it is a good game. I haven’t finished this though, mostly because it gets extremely hard, much harder than anything in SCIV or Rondo of Blood. Still, great game.


Chrono Cross

RPG. 1 player, saves, Analog Gamepad supported. Chrono Cross is the controversial sequel (of sorts) to the popular classic SNES RPG Chrono Trigger. I’ve only played a handful of hours of Trigger, but it did seem reasonably good for a SNES JRPG. JRPGs have never been my favorite kind of game, but I do like them more now than I did in the ’90s, certainly. Still, even though I have many of them, I haven’t played most of them all that much, this game included. The few hours I did play it seemed good, though. The graphics are pretty nice for PS1 3d, and the music is good. I like how it has visible enemies, like Trigger did; always very much appreciated! The main problem with the game is that I’ve spoiled large parts of the stories for both games for myself, and really dislike some of what this game does to Trigger’s story… seems to pretty much ruin it, in my opinion. This doesn’t really make me want to continue with the game, even if it’s good otherwise.


Circuit Breakers

Racing. Four player (with multitap), saves (1 block), Analog Gamepad support. Circuit Breakers is a racing game from Supersonic, the same developers as Micro Machines 2, V3, and V4, among others. This game feels like a Micro Machines game, except that instead of being from a top-down perspective, it’s sort of three quarters behind. The result is it’s not directly behind the car, and not overhead, but something in between. The most important difference between this and Micro Machines isn’t that, though, it’s that the tracks here do have walls; Circuit Breakers is not as free-roaming a game as Micro Machines is, so staying on the course isn’t quite as tough. There’s plenty of challenge elsewhere, though. The graphics are okay; definitely nothing special, but for the PSX it looks okay and has a decent style. The game uses some nice visual effects, particularly for the weapons. The gameplay is fun, anyone who likes Micro Machines as I do likely will like this game. It’s got a good challenge level, but isn’t impossible. Circuit Breakers is good.


Clock Tower

Adventure. One player, has saving. This is actually Clock Tower 2, the sequel to a Japan-only Super Famicom (also later remade for PSX, also Japan only) game called Clock Tower. The Clock Tower series is a horror series, but the first three games for the SFC and PSX are not the Resident Evil clones you might expect. Instead, they are classic style graphic adventure games with a horror theme. There are two main playable characters and several secondary ones you play as for short periods of time, and there are many paths through the game — like the first game, Clock Tower 2 has lots of endings, most of them bad endings where the characters get killed, as you’d expect from a horror game. Your goal is to survive the second appearance of the evil killer with the giant sissors who terrorized (and killed) his way through the first game. This is a direct sequel, set several years later; it must have been be a little confusing for US audiences, given that we never got either version of the original title. Still, it has its own story, and does stand on its own decently well enough that it works, and it’s great that we got the game — we didn’t get many graphic adventures on consoles! Talk to people, pick up items, solve puzzles, try to avoid the killer, and try to defeat him somehow… I’m early in the game of course, but it’s fun. Oh, it is slow paced — slow text speed, slow walking speed, only somewhat useful run. Oh well. The graphics have average prerendered/drawn backdrops (no Resident Evil quality stuff here) with mediocre 3d polygon characters. It’s obviously not a big budget production, but it’s fun and well made.


College Slam

Sports. Four player (with multitap), saves (1 block). This is a good port of this “NBA Jam TE with college players” game Acclaim made. And it really is NBA Jam T.E. with college players. College Slam uses the same engine and has an identical set of options to T.E., just with college teams instead of pro. That’s good, though, because T.E. is the best NBA Jam game, but this is not quite as good as the original. This is a hard game, but I usually have difficulty with NBA Jam-franchise titles, so that’s really no surprise. I like the games anyway, even if I’m not that good at them. But even if it isn’t as good as NBA Jam T.E. due to the fact that the clone is often not quite the same as the original, and that I find the pro teams more interesting than these college ones, College Slam is a fun game, and does have 4 player multitap support, which is nice. The 2d graphics also work well, and it’s got good scaling as you expect from the 5th gen systems. Visually it looks great. Also, it’s a longbox title! I love those. Also on Saturn. Other versions of the game were released in Arcades, SNES, Genesis, and Game Boy.


[Colony Wars]

Flight Action(3d). One player, has saving, has Playstation Analog Joystick and Analog Gamepad support. Colony Wars is a pretty, but flawed, space flight combat game. This game does work with the Playstation Analog Joystick, so if I ever get one I can play it with good controls… that’s cool. The Analog Gamepad support isn’t so good unfortunately — I highly recommend playing this game with the actual joystick if you can somehow find one. With the Dualshock and such, the controls are simply far too sensitive — it’s obvious that they were designed for a much larger stick with gr3eater sensitivity than a gamepad’s analog stick has. Also there’s no actual lockon in this game, so if your target gets off screen, reacuiring it can be a pain. Yeah, I don’t like this game that much. It’s okay, but not that great. I also dislike how you have to play through multiple missions between save points, and it is VERY easy to fail missions — sometimes it’s as easy as one accidental shot, if you blow up an ally with a stray shot — this is not allowed, and causes an instant game over. Ugh. That’s no fun. The story is only semi-comprehensible, too. There’s quite a bit of it here, enough to make this a two disc game, but the game doesn’t do a good job of introducing the plot at the start, and it never entirely makes sense. There is a branching mission tree, so that if you fail some missions you will keep playing in an alternate route, but that’s not enough to save this game. Really, this game needed some kind of lockon/targeting system, so that you could get things like a leading indicator to show you where to shoot to hit the enemies and such, and so you could keep an enemy highlighted as they fly around, instead of this game’s “it just highlights what flies in front of you” system that WILL lead to confusion. As it is, actually hitting them takes quite some practice, and I don’t find the game fun enough to be worth the effort. The graphics are nice, but as far as gameplay, even the Wing Commander games are better than this.


[Colony Wars: Vengeance]

Flight Action(3d). One player, has saving, has Analog Gamepad support. This is really Colony Wars 2, and it’s very similar to the first game. The analog gamepad controls are improved, fortunately (they better be, with how Analog Joystick mode is gone!), but otherwise it’s no better. And yes, it still has save points that are multiple missions apart, and missions that are very easy to fail. I played one mission of this game, a while ago. I thought that space combat games like this are no fun with a gamepad, but really should be played with a joystick, and quit and never came back. What it is, though, is a simple 3d space flight combat game. Fly around and shoot the baddies. It’s not much compared to an X-Wing or Wing Commander game, that’s for sure… not terrible, I guess, but nothing too interesting. They’re nowhere near the level of arcadey console flight combat games like Rogue Squadron, either. Bang! Gunship Elite (PC/DC) also blows this series away. So yeah, Colony Wars 2 is pretty much the same as the first one. I love space shooters, but these games just don’t interest me very much.


Crash Bandicoot 2: Cortex Strikes Back

Platformer(2.5d/3d-ish). One player, saves (1 block). Crash Bandicoot was about as close as the PS1 had to a mascot character, so like many good Nintendo fans, at the time I disliked him without ever actually playing his games (And no, I still haven’t played the first one.). It wasn’t until the last year or so that I actually played a Crash game for more than a minute, really. And indeed, I still don’t like Crash’s design. It really looks like they were trying way too hard to make him “cool”, but all they succeeded at is making him look kind of foolish… Mario or Sonic he is not! The collecting focus in this series is on boxes, too. Yes, boxes. It’s pretty much impossible to imagine a more boring collection-item focus than “get 100% by destroying all the boxes in each level!” But that’s how it is, for whatever reason. Anyway though, Crash 2 has polygonal graphics and two basic level types, into-the-screen running, or side-scrolling. The sidescrolling levels are fun and solidly designed. I like that part of the game. The into-the-screen running parts, though, just aren’t as good. This is supposed to be an answer to Mario 64, or something comparable to it, really? How? It’s basic, plays like something the SNES could have handled a simplified version of (I mean, the SNES does have some isometric-path platformers, like that Kid Klown game), and doesn’t give you anywhere near the feel that true 3d exploration does. Even just having you move around a linear sequence of 3d areas, such as Rayman 2, is far better than this. Still, the visuals are okay to good, and there certainly is plenty of challenge here. I do like that it mixes things up a bit with things like the parts where you have to run into the screen. But yeah, the sidescrolling parts of the game are the best. Overall Crash 2 is decent, but not great. It can be some fun.


Crash Bandicoot 3: Warped!

Platformer(2.5d/3d-ish). One player, saves (1 block), Analog Gamepad support. Crash 3, the final platformer Crash game on the PS1, is very similar to the first two. This makes sense since only one year separated the releases of each title, but it is very much like the others. If you like Crash, you’ll like it. Otherwise, it’s not any better. The main addition here is that there are some vehicle-based stages where you play as Crash’s sister instead of Crash himself, and some of them occur in slightly more dynamically 3d worlds than the straight paths of most of the game. They’re still completely linear on narrow paths, of course, but stuff like the jetski-style level is nice to see. The sidescrolling areas are the best part again, though. This is a solid platformer, mostly held back by the same issues it shares with the previous titles in the series. Due to being more varied it’s probably the better of these two Crash games, but it’s certainly still nothing that competes with the best polygonal platformers. And yeah, Crash’s design is still not so good, and it’s aged too – he looks very ’90s.


Critical Depth

Vehicular Combat. Two player, saves. Critical Depth is a 3d sub combat game from Singletrac. It’s an arena combat game, essentially, except in 3d (underwater) space. There are 12 subs to choose from, a story mode where you go through levels (it’s very hard, limited lives…), and more. The d-pad only controls are an issue though, this kind of game badly needs analog control… Graphics are okay for the system, but nothing special for sure. It looks grainy and pixelated as expected. Still, tolerable visuals and the gameplay can be fun, this game’s alright. Getting good enough to not die, though, might take a while. You need to not just kill the enemies, but also keep them from gathering all five of the item pieces, because in the main (story) mode if you do that you can win immediately, if no one shoots you before you get to the portal. It is tough to do that without killing everyone, but it is possible. There are several other game modes too, though all of course involve shooting. Two player, this is the kind of thing you wish you could play with four people… still, a decent effort for the system. It’s a good game, but would have been even better with four player support, analog controls, and improved graphics.


Croc: Legend of the Gobbos

Platformer(3d). One player, saves (1 block), Analog Gamepad Support. I’ve always liked Croc. It’s a 3d platformer game from 1997 that started development before the release of Mario 64, but came out the year after it. I first played the demo of the PC version of this Argonaut classic back in the ’90s and liked it, and it’s just as good on Playstation. The game is a 3d platformer made up of segmented levels that consist of a series of small rooms. Indeed, Croc does not have any huge areas to explore, but it does have some decent graphics and solid level designs. There’s plenty to collect in each level, too, as you need to hunt down the five crystals in each stage. The game’s main flaw is that it does take a while to get used to the jumping, because making jumps can be a challenge due to perspective issues (the camera is right behind Croc, so it can be hard to see exactly how far you’ll jump) and the controls take a little getting used to; Croc’s controls are somewhat tanklike, as he rotates instead of just running freely. The game does have good analog controls though, which is great for a game from ’97. You do eventually get used to it, though. The nice graphics, cute and fun characters, and good gameplay and level designs hold it up despite the tricky jumping. Croc is a very good game, in my opinion. It’s a favorite of mine, and my favorite 3d platformer on the Playstation. Croc is a ridiculously saccharine character, but I don’t mind, and the gameplay’s great. Also on Saturn and PC.


Croc 2

Platformer(3d). One player, saves (1 block), Analog Gamepad Support. Croc 2 has better graphics, better controls, and a bigger, contiguous world than the first game. However, despite that, I don’t think it’s that much better overall than the first one is. It’s not worse either though, which is good — it’s most just similar, with some things better and some things worse than the first one, but without the nostalgia value that I have for the first game. Croc 2 is, obviously, another 3d platformer, and Croc has another adventure to go on. The controls are definitely better this time, and the analog support is good. I like the overworld too, it’s better than the simple level-select system of the first game. The level designs aren’t as original as the first’s were, though; this game feels a bit more generic. Still, it’s a great game. It’s too bad that the Croc series didn’t continue and that Argonaut is out of business now, I’d love to see another Croc game. You can’t have too many cute, high quality 3d platformers starring adorable cartoon-style animals. 🙂 Also on PC.


CTR: Crash Team Racing

Racing(Kart). Four player (with multitap), saves (1 block), Analog Gamepad and neGcon support. CTR is a good 3d kart racing game, in the Mario Kart mold. Playstation fans like to say that this game is better than MK64 or DKR on the N64, but I definitely disagree. It’s an okay game, and for PSX 3d the graphics are decent, but in both gameplay and graphics this game gets blown away by any of the Rare or Nintendo N64 kart racing games, no question about it. The game mechanics don’t match up, first. Kart controls here just aren’t quite right, compared to the near-perfection of Mario Kart 64 or Diddy Kong Racing. The graphics of course aren’t even close, but I’d expect that. At least it looks good for the system. It does have 4 player splitscreen with a multitap, though, so at least there it is even. This is probably one of the more popular PS1 multitap titles, and I can see why, but it really is a clone that isn’t as good as the original. Few ideas in this game don’t originate from one of those two titles. But yes, it’s a decent game.


Cubix: Robots for Everyone: Race’n Robots

Racing(Topdown). Four player (with multitap), saves (1 block), Analog Gamepad support. Cubix for PS1 is a top-down 3d racing game based on a childrens’ TV show license. The game has simple, easy gameplay, a low difficulty level, and plenty of CG cutscenes in the style of the show I presume; I’ve never seen the show, myself. The cutscenes and story are bland cartoony stuff. There’s worse out there, but I’m not playing this for the story, certainly. Given that this is a racing game, having even less plot might have been a good thing… the cutscenes are a bit long. I got it because it’s a topdown racer in the style of RC Pro-Am and such, and I like top-down racing games. In the story you play as generic hero boy, and race with your robot against the other kids and their robots. You also defeat the villain eventually as well, also through races of course. The game has fairly good production values for a game like this, and has decently-done CG cutscenes at the beginning and between races. They’re mostly generic kids’ cartoon stuff, but are entertaining enough I guess.

Once you get into a race, the game plays decently. As I said, this is a simple overhead racing game. The game has average graphics, decent controls, and a solid variety of tracks to drive on. The controls are very simple; turn left or right, use powerups, and that’s about it. Don’t expect anything challenging at all here, but it’s a decent amusement with okay top-down-racing gameplay and conventional but fine track layouts. There are nine tracks, but they’re short, so you will see all of them quickly and it doesn’t add up to much content. The tracks do have speed/slowdown strips and obstacles on them, and weapons powerups too. You can upgrade your robot between races as well.

There are obstacles to avoid on the tracks, and several weapon pickups also. You can buy upgrades for your robot between races. The opposition won’t put up too much of a fight if you’re any good at racing games at all, but it’s fun anyway. Zoom around, learn the tracks, and blow away the opposition! I like topdown racing games, and this game exceeded my low expectations. For a licensed PS1 racing game for kids, a maybe slightly above average game like this is about the most I could hope for. Cubix is simplistic but fun stuff, particularly for topdown racing game fans. I’d never call this game good, but it’s okay, particularly for top-down racing fans. The short length and lack of challenge are the main drawbacks, but it’s fun while it lasts. There is also a GBC game with the same title, but it is of course a different game.


CyberSpeed

Racing(Futuristic). One player, saves. CyberSpeed is a futuristic racing game with a twist. A bad twist. While futuristic racing games are one of my favorite kinds of games, this one is one of the few of them which really isn’t very good at all. CyberSpeed is a racing game on a rail, essentially — and literally. You see, while the tracks look like tracks, you cannot actually fly around them. Instead, all you can do is spin around a wire. You cannot detach from the wire; the entire game is just about spinning around that wire while adjusting your speed and firing weapon pickups when opponents are in range. This makes it feel like a tube racing game, but the problem is, this game isn’t anywhere near as good as good tube-racing games like Ballistic (PC), the tube parts of F-Zero X or GX, or Tube Slider. Here it more feels limiting than anything else. There is some skill required, as learning where to be on each turn does matter, and the game is actually fairly challenging, but still, this game really isn’t that good. The lack of any multiplayer is unfortunate as well. Expect little from the graphics too — this game is an early release and looks it. At least that longbox box looks cool…


Darkstalkers 3

Fighting(2d). Two player, has saving. Darkstalkers 3 is a great 2d fighting game. This version isn’t the best version of Darkstalkers 3 (Vampire Savior in Japan) graphics or load times-wise, but it makes up for it with an unbeatable in the series lineup of extras. Saturn Vampire Savior may have shorter load times and better graphics and animation, but the PSX version is the only one with multiple hidden extra options menus, modes to play the game with the “Vampire Hunter 2” and “Vampire Savior 2” rulesets instead of the basic original “Vampire Savior” one, music options so you can play with any version of the soundtrack from the original game up to Darkstalkers 3, the Original mode where you color-edit a character and then build up their level in fights from 1 to 99, and more. It’s a great package, and any Darkstalkers, or 2d fighting, game fan should get this. The Darkstalkers series isn’t as well known as Street Fighter, but it’s a great series of simple but fun fighting games. Darkstalkers characters are unique and really cool looking monsters with simple, straightforward movesets full of basic quarter circles and stuff — this is not a hyper-technical fighter, but one designed to be easy to play and fun. It works, the game is fun and the characters are just awesome. Have the manual though, as with most fighting games of this era, that’s where the moves are listed, there’s no ingame movelist. Based on the arcade games. A better-playing, but less feature-rich, version is available for the Japanese Saturn.


Darkstone

Action-RPG(3d). One player, has saaving (6 blocks), has Analog Gamepad support. This is a port of the PC Diablo clone dungeon crawler action-RPG of the same name. It’s a decent game with solid gameplay and large dungeons to explore. The PSX version is a little cut down from the PC original, losing things such as the voice acting in towns (on the PC townsfolk all talk, here it’s just text) and more, though, and the game requires a full six blocks of memory card space to save, but it’s a decent Diablo clone, and fans of clickfest action-RPGs should give it a try. It’s not too bad, flaws aside, and while the graphics are quite simple and low detail top-down 3d, they work and look decently good. Also on PC.


Dead or Alive

Fighting(2.5/3d). Two player, saves (1 block). DoA for the Playstation is the most feature-complete version of this classic 2.5d fighting game, and going against general opinion, it is my favorite version of the game as well. Like Virtua Fighter, Dead or Alive is a Sega Model 2 arcade game with polygonal graphics, but no real 3d movement — the 3d is mostly for show. It is a fun game, though, surprisingly so — I wasn’t expecting to like this game that much when I got it as I do not like Virtua Fighter very much, but I got hooked and played it a lot. The game has its own style and isn’t that much like Virtua Fighter, aside from the hardware and superficial basics. It’s a fast, fluid fighting game with a decently varied character list and a good amount of stuff to do. You have a punch button, a kick button, and an “avoid” button that sort of is 3d movement, but not really, and takes some time to learn how to use. Simple, but it works. Arenas are squares, but instead of VF-style automatic loss when pushed out of the arena, the outer area has an explosive floor and if knocked down there, the hit player takes damage and gets blown into the air. It’s a cool effect, and makes for some different gameplay. While graphically the PSX version is even with or slightly below the Japan-only Saturn version of the game, some opinion is involved because the two have different looks to them, though most do seem to prefer the Saturn’s visuals. Features-wise though the Playstation blows the Saturn away — it has one new character, Ayane, who in my opinion is the best one in the game, and increases the costume count from two to four costumes each to three to twenty. The female characters in this version have 20 costumes each, and the male ones 3-8 or so each. You unlock one costume each time you beat the game with the character, so you’ll need to beat it a lot of times to get them all, which I did, eventually, because it was fun. Other than arcade mode costume unlocking there’s not a lot here, but it’s a fighting game so what do you expect? It’s got some odd “30 battles” and “100 battles” where you fight that number of fights in a row and see at the end what your win percentage is, but you can’t unlock costumes (or anything else) there so it’s of limited use before you’ve gotten them all, and even then, 100 battles is a lot and gets boring played all in a row. Oh, yes, the breast bounce in this game is truly crazy, it’s by far the most in the series when on. It is optional, though, the game has a great options screen with all kinds of options for not just that but also arena size, making the whole floor explosive, etc. Overall, it’s a good game. DoA is simple, but fun. This is the best version — the many added costumes and Ayane more than make up for the perhaps slightly weaker graphics. Another version of the game is on Saturn and Xbox.


Deathtrap Dungeon

Action-Adventure(3d). One player, has saving. I’m only a few levels into it, but so far I actually like this game. It’s a little bit like a fantasy Tomb Raider, but it’s also enough different that it’s its own thing. It’s a fantasy medieval dungeon crawling game where you choose to play as a male or female character braving the dungeon. You explore dungeons, kill monsters (most die in just a hit or two, which is different, bosses excepted), solve puzzles, find switches, jump between platforms, and more. The digital-only controls are frustrating though, I really wish it had analog. The graphics are similarly iffy, it’s not awful looking for its time and platform but, well, most 3d Playstation games haven’t aged well, and this isn’t one of the best looking ones. Still the good art direction does shine through, and the game has a good sense of atmosphere. I can see it potentially getting frustrating, as even in the early levels the puzzles can be tricky, but it seems pretty good really, I’m surprised. Also on PC.


Deception: Invitation to Darkness

Strategy-Action. One player, saves (9 blocks). Deception 1 is the first of four Deception games on the PS1 and PS2. This series, set in a fantasy world, is about people in trouble who go to this mansion to hide from their enemies. Instead, what they find is a demonic power. The core gameplay of all four titles is about setting up traps in that game’s mansion in order to kill everyone who enters. This game, unlike the sequels, plays entirely from a first person perspective; you’re some prince (the only male lead in any of the four games), but he’s never seen. As usual in these games, you start out apparently as a victim, a decent person forced out of your position by enemies, but once he gets the power of the mansion, he (and you) become cruel, killing or capturing everyone who sets foot inside. Considering how easily they turn to darkness when pressed, maybe these main characters (in the series) weren’t so good after all… Also, each enemy has a name and backstory, and while many are soldiers sent there to kill you, some are just random people who entered, or people angry about others who you killed earlier; regardless, all of them will need to be killed or captured. Some need to be killed; others will try to escape, but you won’t get money if you let them go. Kills get some money, but captures get the most. Captured people can be killed, imprisoned and turned into monsters, or you can steal their souls for magic. Yeah, this franchise is like that. The gameplay is a strategy/action cross, as you strategically set up the traps, and then run around trying to lead the enemies into them and such once they attack. The system works fairly well; I don’t love the gameplay, but it is unique, and the game is good. The graphics are basic, early-PS1 stuff, and that save file is crazy-large, but overall, this is a good, and challenging, game.


Destruction Derby

Racing. One player (two player via system link cable only), saves (1 block), analog via neGcon only. A good, early Playstation racing game. It has the bad 3d graphics you expect from the early Playstation, and no multiplayer without a system link cable, and is only analog with a neGcon or wheel, but the gameplay is much better than the visuals. I remember playing the demo of Destruction Derby 2 for the PC back in the mid ’90s and really liking it, but while this game isn’t quite as good as the second one, it is still good. Destruction Derby is a racing game where car damage is central. Cars all have damage zones, so different areas take different damage, and you, or your opponents, will be eliminated if you or they take too much damage. The amount of damage you can take is not too high, so the first two Destruction Derby games really are quite challenging. Still, it’s pretty fun, and I definitely like the game. There are both racing series and crash arena modes, and both are fun. But yes, the graphics are pretty bad. It’s also too bad that the multiplayer is system link only. Still a game worth playing, though. Also on Saturn and PC.


Driver

Racing(Mission-based). One player, has saving, has Analog Gamepad support. Driver is a port of the PC game of the same name. I got the PC version of this game back in 2000 or so when it came out and loved it, with one major qualm — the game was insanely, “not fun anymore” hard. The first mission, in fact, is probably the hardest first level of any game I have ever played in my life. The “tutorial” level is a complete nightmare that will haunt your dreams… As for this PSX port, it’s the same thing as the PC game, but with the expected much worse graphics. The graphics are okay for the Playstation I guess, but Playstation 3d looks pretty bad compared to PC 3d of the same age, so that’s not saying much. At least you do get the same huge cities to drive around in and the same driving action, though. Driver 1 is by far the best game in its series, because it’s the only one with no guns and no killing — Driver is not Grand Theft Auto, but its own thing, entirely focused on driving missions where you get from point to point and evade the police along the way. You can’t run over pedestrians either, they’re there but always avoid your car. Instead of trying to be GTA like the series has tried to do since this one, Driver 1 is focused and great at what it does. It’s far too hard, but a great game — though play it on the PC if you can, the graphics there are far better. Also on PC.


Evil Zone

Fighting(3d). Two player, has saving (1 block). Evil Zone, or Eretzvaju in Japan, is a great, and quite original 3d fighting game from Yuke’s, who mostly makes wrestling games but made this as well. I don’t like wrestling games at all, but this is, in fact, my favorite PS1 3d fighting game. In the game, you control one of a variety of warriors who have traveled to Eretzvaju in order to stop Ihadurca, the “ultimate existence”. The game is both simple and complex, with many moves that have very basic, unified commands, and utterly unique gameplay. There is really nothing else out there like this game, and that’s too bad because it’s probably my favorite 3d fighting game on the Playstation. Evil Zone almost feels like a projectile-heavy 3d fighting game version of Super Smash Bros., in its simplicity — moves are all done with a single or double tap of a direction arrow and then a button press, no complex button moves (not even quarter-circles) here — and there are only two buttons, an attack button and a block button. That’s all. Despite that, there are over 12 moves at your disposal, including different moves for single and double taps of a direction followed by a press of the button, plus several moves that change depending on how far you are from the other character, and a few that change depending on how you press attack — the long-distance grab for example has two attack patterns, and you switch by pressing attack again after you start the move. Once I learned how to do all of the moves, I realized how much depth this game has. Yes, there is a learning curve, bu it really is quite well designed. Once learned, the action is fast, fluid, unique, and rewarding. The game’s mixture of simple action and a fascinating variety of original move types sets Evil Zone apart from, and above, most PS1 3d fighting games. The characters and story are heavily anime styled, and all characters are based on an anime stereotype. In fact, the Story mode for each character is designed like an anime series, with different, and character type appropriate, plots, “episode intros”, and “next episode previews” before and after each fight. Story mode fights are one round matches, so the game moves quickly and you only need to win once to move on. There aren’t a huge number of characters, but there are enough and they are varied enough; the base moves are similar for all characters, but each one has their own twist on things. There is also an ingame history section where you can read text descriptions of all the characters, and about the strange world, the “Evil Zone”, that they’re fighting in. My only real complaint is that episode endings are often vague, so sometimes I didn’t entirely know what had happened, or even whether they had killed their opponents at the end of the match or not — the game’s not clear on that. Annoying. That’s about the only flaw with this game that I can think of, though, story or otherwise. Otherwise, it’s fantastic!

But returning to the gameplay, it’s very difficult to describe Evil Zone to someone who hasn’t played it, really — it just plays so differently. You need to learn all the different kinds of moves to get good. While the controls are simple, the great variety of moves available means that the game is by no means simple or easy. The moves include a long-distance grab (that can be avoided by moving outside of the target circle or attacking the other player), normal projectile attacks (done just by hitting attack from a distance), stronger projectiles, a jumping attack, a move where you fly towards the opponent fast and try to repeatedly hit them, the charge move (hold the button) which charges a meter in your health bar, so that the less health you have, the faster you charge up meter levels — a great and balancing mechanic that gives the player who is behind a chance, the super attack (a projectile which uses a level of charge power) which does huge damage if it successfully hits the enemy (plus there’s a special animation for each character if you finish someone with the super attack, sort of the “fatality” move of the game), melee attacks, and more. It may sound confusing, but using the moves is simple and you learn them with time. Great game, lots of fun.

Oh, one last thing — Titus, the Western publisher, did censor the game. They changed all characters under age 21 to be listed as “21”, and censored Erel’s (one of the female characters) outfit as well, to cover more skin through a texture color change. It’s kind of lame, but oh well. Comically, they did not change her character art, only her polygon model. Yeah. Oh yes, and the voice acting is kind of bad, but it fits with the game perfectly — perfect bad English voice acting for the somewhat lame, stereotypical anime knockoff stories the various characters have. It’s good stuff. 🙂


[Final Fantasy VII]

RPG(2-3d). One player, saves (1 block). I first played FF7 when the demo of the PC version first released. I remember thinking that the story seemed interesting, but the battles were boring. Yeah, I was not a JRPG fan in the ’90s to say the least. Well, I have more of an appreciation for JRPG combat now than I did then; higher tolerance for boredom or something maybe, I don’t know, but I do; but still, I’ve only played an early part of this game. And indeed, the story’s somewhat interesting, but the battles aren’t so much, and I’ve never liked Square’s menu design styles either; somehow they always turn me off versus the menu styles used in other peoples’ games. Square games usually use similar design and font choices which I think are kind of bland. I also prefer RPGs which either have strategic combat (that is, where you can move around), or at least where the characters appear to be in a field, instead of Square’s preference for two straight lines of characters who jump out and hit eachother. Yeah, FF12 is probably my favorite game in the franchise. But still, this games’ battle system does work, and the game seems fun enough what little I’ve played. I can see why this game made such a big impact back in ’97. Of course the actual polygonal elements look bad, but they try to cover for that by making all of the backgrounds 2d. It helps, a lot, but it is true that the actual polygon graphics (and battles) are ugly.


[Final Fantasy IX]

RPG(2-3d). One player, saves (1 block), has Analog Gamepad support. FFIX is an okay game. It’s got very nice backdrops, but those Playstation 3d polygon models… they tried, but there’s only so much you can do wih PSX 3d. Yeah, the bad polygon visuals definitely stand out on the nice CG backdrops, and battle mode looks worse. I also always have disliked that Final Fantasy style of “two lines of characters jump forward and hit eachother” battles, and the amount of grind always required in this game. Still, it seems okay. Nice graphics, okay story, some decent gameplay, through the first few hours. I don’t know how much I’ll actually play it though. I’m not exactly a series fan, as I said above…


[Final Fantasy Tactics]

Strategy. One player, saves. This classic is an isometric-3d square-based strategy game with RPG elements, much like Tactics Ogre. Because I am a strategy game fan you might think I’d love this, but … eh. This was one of the first Playstation games I bought, but I’ve barely touched it in all that time, and I didn’t get past a couple of missions into the game before quitting. It’s okay, but not great. The 3d visuals are not so good looking, the story is quite depressing, the camera can be a real pain… I love strategy games, and this IS a good one, but I’d rather play something else. Also remade on PSP.


Gauntlet Legends

Action-RPG. Two players, saves (1 block per character), Analog Gamepad support. Gauntlet Legends, a multiplayer-focused action-RPG with levels to explore, enemies to shoot, secrets to find, and monster generators to destroy, is an old favorite of mine from both the arcades and the N64. I love the sequel, Gauntlet: Dark Legacy, as well. See my Gauntlet Legends/Dark Legacy thread for the full details of how each version differs — almost every one has something different in it, it’s pretty interesting. I won’t list all the details here (see that thread), but PS1 Gauntlet Legends is both good, and bad. On the good side, this version has an exclusive level that does not appear in any other version of the game. It is one of four levels unlocked at the very end, after you beat the game. Two of those levels are from the Dark Legacy arcade game, and the other new one was added to the Dark Legacy console ports, but one is exclusive to PS1 Legends only, unfortunately. It’s really too bad that it was left out, but it does give a reason to play this game. Other than those unlockable ones, the rest of the level set is the same as the earlier N64 version. The base gameplay is exactly as you expect it to be, too; this game plays well. However, on the bad side, this is a limited game. First, there are absolutely no difficulty levels here. Don’t expect to be able to change your difficulty level; you can’t do it. This is the only version with only one difficulty setting, and it’s both unfortunate, and way too easy. Disappointing! Also, this is the only version with only two maximum players; all others support the full four. And the graphics are worse here than in any other versions, as you’d expect. At least this game does have full item storage (can save your items, instead of having them just time out like the arcade game) and does let you buy health in the store, unlike the later Dreamcast version. Overall though, thanks to the removal of difficulty levels (and that the one setting it has is kind of easy) and the lack of 3-4 player play, this version is not recommended except for hardcore Gauntlet Legends fans like me who want to see every level in the series.


Gex: Enter the Gecko

Platformer(3d). One player, saves (1 block), Analog Gamepad support. The first Gex, which I have for Saturn and was also on 3DO and PC, was a good 2d platformer. This sequel, released several years later, has gone 3d. Yes, this is a 3d platformer. Expect to do the usual running, jumping, and item collecting. I like 3d platformers, but unfortunately, it’s not a particularly good one; this is average or below average across the board. As with the first game, you play as Gex the TV-obsessed gecko. Each world is themed after some television or movie. It’s a decent concept and it works well enough. However, the camera here really isn’t very good. I’m fairly tolerant to mediocre 3d platformer cameras (Epic Mickey doesn’t bother me, for instance), but this one really is annoying; it really is Sonic Team levels of bad and will kill you. The controls aren’t great either; it works, but but not as well as other 3d platformers. The thoroughly average level designs don’t help at all either, certainly. The graphics are also completely average. There are some nice platforming parts and scenes, and worlds are good sized, but have low expectations for this one: the game is playably average, but nothing above that. Gex 2 was considered decently good when it released, but it wouldn’t be anymore. Also on N64 and PC.


Ghost in the Shell

Vehicular Combat. One player, saves (1 block). Ghost in the Shell is a 3d vehicular action game. Yeah, they decided to make a GitS game, and decided… to have you drive around one of those little sentient tank things, here called a Fuchikoma. Yeah, it’s an odd design choice. The cutscenes between levels look quite GitS-like, but the actual gameplay’s not too much like the show. Fortunately, though, the game is actually good! Yeah, it may be strangely designed, but it IS in fact a good tank action game. It’s unfortunate that the game does not have analog controls, but even so, you have good, quick control of your tank. In this game you can drive along almost any surface, so you can drive on walls and ceilings, which is pretty cool. The game’s challenging but well designed, with missions that are long but not too long, and good enemy designs and layouts too. As for the visuals, though, they’re earlyish Playstation stuff. Don’t expect much. The draw-in is pretty close as well, and can be annoying. Still, GitS is good thanks to the good controls and fun, high quality action-heavy tank combat that makes up the game. Recommended.


Grandia

RPG(2-3d). One player, saves (1 block), Analog Gamepad Support. Grandia is a fantasic RPG! This is one of the best RPGs of the generation, no question. I’m pretty far into it, maybe 30 hours (that’s almost halfway, this is a long game — I’m near the end of disc 1…), and it’s one that I keep going back to now and then to get farther in. The characters, music, world design, and artwork are fantastic. It’s an upbeat, uplifting game most of the time, which I like in RPGs — among JRPGs, after Skies of Arcadia, Game Arts’ Lunar and Grandia games are my favorites. It’s such a great counterpoint to your usual depressing Final Fantasy grindfests. The negatives are few, but important — the game is fairly easy, so most of the time there is little challenge. As a result, even though the battle system is great and actually has some pretty interesting depth, annoyingly, you are rarely actually required to learn it — you’ll barely have to even think about learning the depth of the battle system through most of the game, because it’s so easy that just setting everyone to basic attack will work 95% of the time. It’s unfortunate, really. I mean, I would not want grind, I hate that far more than the game just being a little easy, but I’d like if it was challenging enough that you did have to think and use the depth of the system. I prefer thought in my RPGs, JRPGs are just too mindless and repetitive for me to find them fun way too much of the time. Grandia does not escape that. The game also has a horrible, horrible dub job; it’s not even funny bad, it’s just painful. Also, though the art design is fantastic, the game has 3d polygon environments, and they are technically iffy, due to the limitations of the platform. The characters, which are 2d sprites, look better. The rough graphics are distracting, but not everything is perfect, and overall, Grandia is a very, very good game. Justin, Feena, and the others are great, likable characters, the story is good, and the game has a sense of adventure and exploration matched by very few other JRPGs. It’s a great game that I’d highly recommend to anyone interested in JRPGs at all. The Saturn version is slightly better, but it’s not in English, so this is the one to get.


The Granstream Saga

Action-RPG(3d). One player, saves (1 block). This game is an action-RPG from some of the people behind SoulBlazer, Illusion of Gaia, and Terranigma. It’s not quite as good as any of those three games, but it is good. The 3d graphics are somewhat simple, and some people complained that the people’s polygon models do not have faces, but it’s really not so bad, and the game is fun and has a solid anime-style story. My main complaint would be that it’s too easy to get lost in the dungeons, and you do not have a decent map, as you really do need. It can be frustrating and made me want to stop playing several times, due to the irritation factor of the dungeon designs. Still, it’s a pretty solid game, probably a little under-rated. There’s plenty of good gameplay here to be found, if you can manage to navigate the dungeons.


Gubble

Arcade Action. One player, Analog Gamepad support. Gubble is an arcade game in the early-80s mold. The game is okay, but has one critical flaw. The game is isometric 2d, and is a static-screen game where you have to get all the stuff in each maze before moving on to the next screen. You move around the screen as this weird purple alien, and use some kind of tool to remove the items from the screen. At first you have a screwdriver attachment and have to remove screws from the field, for instance. It’s odd stuff, but that makes things more interesting. There are also minigames occasionally. The isometric look is fine, and the graphics are basic but decent. The music is okay but odd. The concept is a fine, classic one too; it’s obviously inspired by games out of the Pac-Man mold, but why not make a new game in the style of classics? That’s a fine idea, and the game works fairly well. Gubble isn’t great, but it is decent to good.

However, as I said earlier, this game has a critical flaw, and it isn’t about the gameplay. It’s about the fact that the idiots who published this in the US removed the save system. Now, this is a Western-developed title, first released on the PC, but if you want to play this sanely, you’ll need an import-capable Playstation, because you’ll need to get the Japanese version if you want to save. And no, it wasn’t a later release there; actually, the PS1 version released in Japan several years before it did in the US. I don’t know what kind of total idiot would remove all saving — and not just memory card support, there are no passwords either — from this game, but it was a very, very bad decision. As a result, if you want to play through this game, and it’s not short, you’ll need to just leave on the system until you’re done. I know that’s how a lot of 8 and 16 bit games worked, and I like many of those games, but I really like being able to save in games, and there’s absolutely no excuse for this. I don’t know what they were thinking, but they were wrong. The actual gameplay, though, is fun enough maze-game stuff. Also on PC and iOS, and also remade in Gubble HD on iPad and PC (www.gubble.com). Play the import or one of the other versions if you want to play this game; it’s worth trying if you like classic arcade games.


Heart of Darkness

Platformer(2d). One player, saves (1 block). This game was long in the making, and released on PSX and PC in 1998 after many years. It was made by Eric Chahi, the developer of Out of this World, and has quite similar gameplay to that classic platform-puzzle game. Like in Out of this World, the graphics are beautiful, though hand-drawn here instead of polygon style, and the game is a sidescroller where you need to figure out the right action at each moment or you die. Once you figure out what to do it’s easy, but before that point it’s quite hard. The game has a fun, cartoony story and some nice cartoon-style character designs and cutscenes, as it tells a story of a boy trying to save his dog from monstrous shadow creatures which kidnapped the dog and took it to the heart of the world of shadow. It’s a two disc game because of the cutscenes. Good stuff. Play it. 🙂


In the Hunt

Shmuplike(2d). Two player, saves (1 block). In the Hunt is a submarine-themed Irem non-autoscrolling shmuplike with fantastic, Metal Slug style 2d artwork. The game has great gameplay, good level designs, lots of stuff to destroy, and more. The shooting action is frenetic and extremely well designed, with lots of variety and challenge. Some of the boss fights are particularly interesting. It’s an all-around great game; the only blemish is that once you’ve learned the game, it is a little easy, particularly compared to Metal Slug titles. Yes, this game is actually beatable on Normal with the default 5 credits per player setting. Still, it’s very good and is a must play, and it’s not easy; it just isn’t Metal Slug hard. This is the best version of the game out there, too. The Playstation version is by far the superior version, versus the Saturn one — that version has only the original arcade PCM (chiptune) soundtrack, while on Saturn the game saves your high scores, has a Playstation-exclusive CD audio soundtrack option as well as an option for the original PCM music. Unlike the PS1 the Saturn version also has no saving for scores or anything else, and a LOT of slowdown. The PS1 version does have a little bit of slowdown, but not much. Essentially the PS1 version has the least slowdown, the arcade original is in the middle, and the Saturn port has the most. Not good for the Saturn there, for sure; it’s really too bad. At least this port is good, though! In the Hunt is one of the last games that the people who would later leave to form Nazca and make the Metal Slug series made for Irem before leaving the company, and it really does play sort of like “Metal Slug: Submarine Edition”. The art design is the same, and has that same extremely detailed and amazing looking style. This game is kind of hard to find (I was lucky to find a cheap copy), but is highly recommended! Anyone who likes shmups or Metal Slug must play In the Hunt. Also in arcades and Saturn, but best on PS1.


Interactive CD Sampler Disc Vol. 4

Demo Disc. One player, menu requires digital control, while some demos have Analog Gamepad support. Yes, you’ll have to switch your gamepad to digital mode for the menus, and then back to analog mode for the demos with analog support such as Ferrarri, Steel Reign, and others. It’s quite annoying. Apart from that though this is a good, demo-filled demo disc. The disc has demos of Porsche Challenge, Steel Reign, Intelligent Qube, Ace Combat 2, Armored Core, Parappa the Rapper, and CART World Series, and maybe more. I particularly liked Intelligent Qube and Steel Reign; I’d like to get both of those games. Steel Reign is a tank action game with nice graphics, fun gameplay, and plenty to destroy. Feels like a late ’90s PC game; indeed, it might have done better there, with how this seems to have been the studio’s only game. Regardless, it’s good stuff.


Invasion from Beyond

Flight Action(2.5d). One player, saves (1 block), has Analog Gamepad support. Invasion from Beyond is an obscure and somewhat strange game. As the title suggests, the game has a ’50s sci-fi alien UFO invasion movie theme, and it’s appropriately silly and not at all serious. The game is sort of like Defender gone third-person and topdown but with additional missions, so maybe Defender crossed with Desert Strike? In the game you control a plane from behind it, but can’t actually fly up and down — you can only fly in a 2d plane in this game. Levels wrap around on all four sides, so even though they are small, you can fly from one side to the other easily. As you play you are given mission objectives, and have to go there and kill those enemies, rescue those survivors, or what have you. The missions usually make sense, but sometimes it might take a few tries to figure out what to do. Make sure to read the mission objectives screen, as you do in Strike series titles, but this game is more straightforward than those games, which is good. Still, the game has a good challenge. The game does also allow you to use a targeting cursor to aim better than you could with just “fire forward” or something. It also has strafe controls, thankfully. Overall, Invasion from Beyond is a reasonably interesting game that most people probably haven’t heard of, but should consider checking out if you like this kind of game at all. It won’t be easy, but it is worth playing.


Jade Cocoon: Story of the Tamamayu

RPG(2-3d). One player, saves (1 block). This is an RPG I knew little about before playing. I haven’t gotten far, but based on impressions from playing for a few hours, it’s actually pretty good. The story is fairly generic JRPG stuff, your usual story about a boy who has to save his home village from the threatening evil, but it is told well, better than many certainly. The background art is prerendered CG, and looks fantastic — this is a good looking game. As always the polygon characters look awful in comparison, but oh well. The gameplay is simple JRPG fare with a Pokemon monster-collecting theme, but it works well enough. This is a somewhat darker game than Pokemon, though; don’t expect all light-hearted fun, it has a somewhat serious plot. Still, it’s not incredibly deep or complex, but it’s a decently good game. Worth playing.


Jet Moto

Racing(Futuristic). Two player, saves (1 block). Jet Moto is an early Playstation game from Singletrac. It’s a futuristic hover-ski racing game. The game has an interesting concept and is some fun, but the early release date does show. The horrific early Playstation graphics hold the game back for sure, and do impact fun. The bad controls do not help much either — this game needs analog gamepad support! Really, this game isn’t that great. Maybe if you don’t mind the visuals and can get used to the controls it could eventually be fun, but I didn’t have that much patience… it’s this kind of thing that is why I disliked the Playstation back in the day, really. I had a little hope for this game, but it’s not that good. The PC version is much improved all around, with much better visuals and analog support too. Play that version. Both versions have the same generic soundtrack, though; it’s quite unexciting.


Kartia: The Word of Fate

Strategy. One player, saves (1 block). Kartia is a somewhat little known strategy-RPG, but it’s good, I think. One of the game’s top claims to fame is that it has art from Amano, the same guy who did the art for the early Final Fantasy games, and does all FF logo images too. I only got a few missions into it, but the story’s somewhat interesting anime style stuff, and the gameplay is fun enough for a Tactics Ogre/FFT-style game. It seems pretty good. As usual for JRPG fantasy worlds the world makes no sense though, the mixture of stuff from different ages is so bizarre… I know Japanese fantasy settings almost always do stupid stuff like this one does (random coffee cups and Victorian elements in “medieval” fantasy!), but it’s always inexplicable. Still though, as far as the actual game goes, Kartia is a good game. Not the greatest, but good. This game is fairly standard for its genre, but at least it’s on the good side of standard.


The King of Fighters ’99

Fighting(2d). Two player, saves (one block). KOF’99 is the second and last KOF game released on the PS1 in the US. KOF ’99 is the sixth King of Fighters game, and is the first of the three Nests Saga titles (’99 to ’01). It’s much better than the other US PS1 KOF game, but still, while KOF’99 on the PSX has some nice added features, like color edit mode, it still has load times that are just too long. I love the KOF series, and SNK fighting games in general, so this was one of the first PSX games I got when I got the system in early 2006, but while it is still good, the loading is very annoying and makes it so the game just isn’t that fun. You wait too long. And supposedly KOF’95 (the other US PSX KOF release) has even worse loading… I do not want to even try it. Play this on a platform where you don’t have to deal with all the loading — KOF ’99 is a fantastic game, great fighting game all around. This game doesn’t have any of the Dreamcast version’s (still exclusive) extras, either, like the two new strikers, the 3d polygonal stage backgrounds, and more. Get the Dreamcast release, KOF ’99 Evolution. That version is much, much better, even better than the Neo-Geo original in some ways. You can find the Neo-Geo version of KOF’99 on the PS2, Wii, etc. in collections/download services, but if you want the best version, play it on Dreamcast.


[King’s Field]

Action-RPG(3d). One player, saves. I bought this game a while ago, but never have really played it for more than a few minutes… it’s a first-person action-RPG. Doesn’t look incredibly intresting, but I haven’t played it for long either. This is a very hard and punishing game which rewards patience and exploration. The graphics are poor early-PS1 stuff. This is actually the second game in the series, the first one was Japan-only (and also was on Playstation). Today this series is perhaps better thought of as the predecessor to the Dark Souls series, becuase it is somewhat similar and is from the same developer, From Software. I don’t like Dark Souls much either, though, so that doesn’t make me like this game more.


Koudelka

RPG. One player, saves (1 block). Actually the first game in the Shadow Hearts series, this four disc game stars the female character Koudelka, who is also on the cover. It’s kind of a horror RPG, and that’s the problem — it’s half survival horror game, half random-battles JRPG, and the battles ruin the pacing and tension of the survival horror side of the game. Still, it is a good game. The story’s interesting survival horror style stuff, I like the characters, and the battle system is a pretty good, strategic combat system with a grid your characters move around on, but the issue between the contrast between battles and survival horror style tension really is an issue that hurts the game. It’s also somewhat short, despite being on four discs. Still, it’s not bad, and overall I like the game. Koudelka herself is kind of cool and a good lead. It’s really too bad that none of the Shadow Hearts games have a female main character, and drop Koudelka’s great strategic battle system for much more generic menu-only JRPG combat too. Despite its flaws, I actually like this more than Shadow Hearts for those two reasons. Good game.


Largo Winch: Commando SAR

Third-Person Stealth Action. One player, saves (1 block), Analog Gamepad support. This complete disaster of a stealth game shouldn’t be played by anyone except the absolute most desperate stealth game fans who have played everything else and simply must play all of them. Even they should consider passing on this waste of time, though. The game is based on a French comic book series that is obscure everywhere else; I’ve never heard of it, for sure. You play as Largo Winch, super-rich billionaire and spy extordinaire. In this game’s short seven level campaign, you play through a story where Largo has to resist evil terrorist groups, stop villains from doing their dastardly deeds, etc. The usual. The game has extremely bland and dated graphics with low-poly environments and a short draw distance. Note: this is a 2002 release! Your character couldn’t look more generic, either; James Bond Largo Winch is not. The controls are extremely sluggish and slow too; Largo moves at a very slow pace most of the time. The controls are bad, with awkward, no-fun fighting controls, annoying jumping, and more. Cameras and guards are hard to avoid too, as there are no on-screen indicators of where they can see; you just have to figure it out by trial and error, pretty much. Have fun (you won’t). Overall, this game is awful. There were various other Largo Winch titles in Europe (on the PC, PS2, Xbox, GC…), but only this one released in the US. It’s probably too bad that it was…


Legend of Legaia

RPG(3d). One player, saves (1 block), Analog Gamepad support. Legend of Legaia is a fairly average 3d JRPG. The game is good and playable, but isn’t something special. Still though, the game is fun enough for its genre. The story of this game is that in the game’s world there has been an apocalypse, essentially; killer fog, and monsters in the fog, have spead across the land. Your character, the boy who will save the world naturally, lives in a small town surrounded by a wall that holds back the fog. As usual in RPGs, things go badly, and then you’re off on a journey to see the various kingdoms of the world and save them from the fog. It’s a slight variant on the usual RPG story. The battle system works well — at its core it’s pretty much a menu-based system, but instead of normal menus, each button is mapped to an action, so you can get through rounds quickly, which is nice. The game has a “fighting” theme, so moves are done through fighting game-esque inputs, and the longer the input string required the stronger the move, but underneath that it is a conventional turnbased JRPG. You have a decent cast of anime-style characters to help you too. The fully polygonal graphics are average at best, but the art design is good. Even though I wasn’t really expecting to, I moderately liked what I played of the game.


Lucky Luke

Platformer(2.5d). One player, saves (1 block). Lucky Luke is another game based on a European comic book series, but the comparisons to Largo Winch (above) end there; this one is a 2.5d platformer, and a decent one too. Lucky Luke is not a great, or particularly memorable, game, but it is a decent, sometimes fun platformer experience. You play as Luke, an Old West cowboy, and have to stop the bad guys. The Wild West theme is a fun one, and the level designs are okay. The game does have some minor puzzle elements, so you don’t just walk right and shoot the baddies; you do have to figure out how to progress at times. It works reasonably well. There are also some minigame-esque elements between levels. Overall this game is average. Don’t expect too much, but it might be worth a look for cheap, if you like platformers. It’s okay, and I think I like it more than the GBC Lucky Luke game.


Lunar: Silver Star Story Complete (four disc collector’s edition ver.)

RPG(2d). One player, saves (1 block), has Analog Gamepad support. Lunar SSSC is an anime-style RPG with a simple plot, some romance, and plenty of good design. Ah, Lunar 1, a true classic and one of the best RPGs of the 16-bit console generation… this 32-bit remake is arguably the best version of the game. Some people prefer the Sega CD original, but while that version has some advantages over this one, I like the PSX version more overall, I think. Some of the changes, like making Luna playable for many hours instead of not at all, was definitely for the better. Making the enemies visible instead of having random battles is also fantastic, that’s a great change that makes the game a lot less annoying. The redone visuals are also great looking — the game’s 2d and looks fantastic. The battle system is the same as in the original version, and is just as great here as it was on the Sega CD. The music is outstanding, too — I really love the Lunar game soundtracks. The characters and story are great, too. The story is a classic by now of course, but it’s a good one, sweet and romantic with lots of optimism and a human focus. It’s really too bad that the game’s a little expensive, because it’s a very good game; any JRPG fan should definitely try out Lunar and Lunar 2 for the Sega CD or Playstation (or Saturn, if you know Japanese)!

Compared to the original Sega CD version, Lunar SSSC’s biggest changes are to the story, where some controversial changes were made that series fans are divided over, and to the character lineup, where one major change was made, which I mentioned above: while on the Sega CD Luna was never in your party, in this remake she does join you through the first quarter of the game or so until she gets kidnapped. I think this is worth empathising because it’s the single best change in this version of the game, both making that first part of the game much more fun (that sewer level is so hard on the SCD, where you have no healer!), and makes the main pair’s relationship deeper and closer, too. On the SCD you barely ever saw Luna, so it was harder to tell why he liked her so much. This version fixes that. The visible enemies and little puzzles that have been added to some dungeons are good stuff too; I like that it’s at least got a little bit to the dungeons other than just mazes and monsters. It’s not much, but it’s something. This is my favorite version of Lunar 1. I like Lunar 2 even more than Lunar 1 (and I do like that one best on SCD, not PS1), but the first is still a pretty good game. It’s simple and straightforward, but it’s good. Other versions of Lunar 1 are on Sega CD, Saturn, Game Boy Advance, PSP, and iPhone, but apart from the PS1 and Saturn ports, which are the same, all of the others each have some differences between them. Again, this and the SCD original are still the best ones.


[Martian Gothic: Unification]

Survival Horror Adventure. One player, has saving (1 block), has Analog Gamepad support. Martian Gothic is a Resident Evil or Alone in the Dark-inspired third-person, cinematic-camera-angles adventure game set on a Mars base. Apart from the setting, really the only unique thing here is that you control three characters at once which you will have to switch between. That’s an interesting mechanic, as you can unlock things with one character that then allows you to progress with another. That makes things more complex, and this game is supposed to be hard, but that is potentially interesting. Otherwise, this is a standard puzzle-heavy survival horror game.


MDK

Third-Person Action. One player, has saving (1 block), has Analog Gamepad support. A port of Shiny’s PC game of the same name, this is a 3d, third-person shooter with some platforming elements, essentially. The game is an action-heavy title where you play as Kurt, a guy in a super suit who has to kill the aliens which are wiping out humanity at a rapid pace. The graphics aren’t as good as the PC version of course, and definitely are questionable, and gamepad controls are not as good as mouse and keyboard, but still, it’s pretty good, as it’s a competent version of a good game. MDK has good art design, lots of fun and varied shooting action, jumping, puzzles, and more. I like MDK2 better than the first game, as the first one isn’t nearly as funny as the second and it has less variety too. I really like what Bioware did with the series in that game, and it’s really a shame that it didn’t continue from there. This game would benefit from having more humor like that game, and some of its variety too. Shiny was known for humor thanks to Earthworm Jim, but while this game has some, it’s nothing compared to the sequel. Still, while too much of it is serious, or just focused on the action, there are some silly moments at least. The game’s a bit short, but is good while it lasts. This first MDK game still holds up. Also on PC.


Medal of Honor

FPS. One player, has saving (1 block), has Analog Gamepad support. Medal of Honor is a WWII FPS, and was a quite popular game when it released, and I can sort of see why. While the game has aged very badly and really isn’t all that great, for a Playstation FPS, it is ambitious — it’s got nice graphics, good dual-analog controls, a cinematic design, and more. Unfortunately, it also has horribly close pop-in, completely linear level designs, and formulaic shooting. The game is quite playable, and is even fun at times, but I can really see the limits of the system when I play this game. The level designs are somewhat bland because of how linear they are, for one, and that popup is distracting, and makes the game harder too. I do like the video clips — the presentation is pretty good — but the actual gameplay isn’t on that level. And while this is completely genre-standard, it is silly how you’re this secret agent supposedly sneaking around… while you slaughter hundreds and hundreds of Nazis. Yeah, that makes sense. Also, while you theoretically are helping some French Resistance fighters, don’t expect to ever see actual allies, or civilians for that matter; only Nazis to shoot. Still, for its platform this is a decent game. It’s nowhere remotely as good as most any N64 FPS, but for the Playstation it’s decent, and as I said, can be fun in bursts. And yes, the dual-analog controls do work well, for people who like that control style.


MediEvil II

Third-Person Action. One player, has saving (1 block), has Analog Gamepad support. I’ve owned this one for a long time, but quit early on and never have gone back. I didn’t like it that much at the beginning, and didn’t keep going. The graphics are your usual PSX 3d bad, and the gameplay’s average to subpar. I also dislike that this game drops the original’s medieval theme for a modern setting; it’s called MediEvil, darnit, not “ModernEvil”! Sure, you still control the medieval knight Dan, but the scene change is unfortunate. More unfortunate is the gameplay, which is the same mediocre, poorly-controlling mess that was the first game. First game, second game, or PSP remake of the first game, this series has bad targeting controls, small levels, and subpar gameplay. I’m not quite sure why this series was popular. People who didn’t own PCs or N64s, perhaps? But there are much better 3d action games on PS1 than this… oh well. Average at best, probably below that.


Mega Man X6

Platformer(2d). One player, has saving (1 block). I like Mega Man and the various Mega Man platform-action series a lot, and got both X4 and X5 for the PC back when they originally released. I loved X4 and liked X5, but had to wait a long time, until I got a PS1, before I could finally play X6. I wasn’t sure what to expect, with how I’d heard that it was by far the worst of the three, and indeed, it is by far the worst of the three, unfortunately. As a series fan I had to get it, and I don’t regret that as the game has some interesting stage designs, but it’s quite flawed. Mega Man X6 is also far too hard. That is the main thing I get from the game, it’s too hard. The game was clearly a rushed production, releasing less than a year after X5 and late in the Playstation’s life. The story is the worst of any Mega Man X game up to that point, and the difficulty level was jacked up again; X5 was hard enough, but this goes too far. Only Mega Man 9, the Mega Man Zero series (Zero 1 particularly), and Mega Man & Bass compare to X6 in difficulty, as far as Mega Man games go. The levels are varied and interesting though, and really are the best thing about this game. The gimmicks in the various stages are unique and different. There’s some pretty cool stuff here, and it’s great to see another 2d Playstation game because it actually has good graphics, unlike so many 3d games on the platform. It’s just too hard. I haven’t even gotten to the Sigma levels. Also on PS2 and GC in the Mega Man X Collection.


Midway Presents Atari’s Greatest Arcade Hits: The Midway Collection 2

Collection. Two player, has saving (1 block), has Analog Gamepad support. The Midway Collection 2 includes seven games: Root Beer Tapper, Moon Patrol, BurgerTime, Blaster, Splat!, Joust 2, and Spy Hunter. The emulation is about as good as you’ll find on the PS1, which is nice. There is also some bonus material including developer interview videos for some games. There’s even a trivia game exclusive to this release that you will have to beat in order to see the videos. The actual videos, art, etc. are mostly also available in Midway Arcade Treasures 1, which also has five of these seven games in it, but still, it’s a nice inclusion. But those other two games bear special mention. While many of these titles have re-appeared in other Midway collections, two have not; you won’t find Burgertime in any more recent Midway collection since that Data East original that Midway had rights to for a while reverted to Data East liscencing years ago and thus now is in Data East collections, and Moon Patrol similarly is a game that Midway had rights to for some time, but somewhere around 2001 lost the rights to. Moon Patrol is also in the second Dreamcast Midway collection, but that was the last time that the game has been re-released anywhere, I believe. There must be some rights issue, because it hasn’t been released on any videogame console since the DC. There was a 2005 cell-phone release called Moon Patrol EX, but that’s it for anything after that DC collection. So for Moon Patrol in particular, this PS1 collection is actually interesting; this is one of the very few accurate home console releases of the game. The other five titles, though, are also available in better forms in the first Midway Arcade Treasures collection for GC, Xbox, and PS2. Also on PC.


Mobile Light Force

Shmup. Two player. “Mobile Light Force” is actually Gunbird, a good 2d top-down bullet-hell shmup from Psikyo. Gunbird has a somewhat silly, cute theme, and is a hard but entertaining game. The game has seven difficulty levels and you need to play through two loops before it ends and you can input your name, though of course it won’t save it unless you write down the score or something, because the port was was butchered in localization and is much worse than the Japanese Playstation or Saturn versions. Still, the core game is still here and is fun. All of the levels are intact, and it’s still a good game. Still, the major alterations, most notably the removal tate mode, the cutting of the entire story, the removal of high score saving (and any other saving too), hurt the game a lot. They even changed the names of several of the characters for no good reason. Really, import the Saturn version, or play the English-language version of the arcade game, if you want to understand the endings. If you just want to play the core game though, this is there in the US PS1 release. The levels themselves, at least, haven’t been changed, and the actual game is great Psikyo (a company founded by the Sonic Wings/Aero Fighters series creators) shooting action. It’s hard but great fun as you try (and fail) to dodge the screens full of bullets. I like 16-bit style shmups better than this bullet-hell-ish stuff, but still, Psikyo shmups are great, even if I’m pretty bad at them. Arcade port also on Saturn (Japan only) as Gunbird.


Mort the Chicken

Platformer(3d). One player, has saving (1 block), has Analog Gamepad support. Mort the Chicken is a short, easy, and low-budget 3d platformer. In the game you play as a chicken in an alternate world where chickens are sentient. Specifically, you are Mort the Chicken, a childrens’ TV show host, and evil cubes have invaded and kidnapped all the chicks. Obviously you can’t have a show without them, so you’re off to rescue them all from the evil cube menace. Yes, really, that’s the plot. The story is told through CG-rendered cutscenes between levels, and they’re one of the highlighs of the game, as they can be silly and amusing at times. Yes, expect a lot of chicken jokes, but at least they’re sometimes funny. This game was clearly a budget title. Still, though it’s got a lot of problems, the core platforming is actually okay, and during the (very short) time that this game lasted, I did in fact enjoy it. The graphics are good for the system, and the levels are laid out well and it will take some thought to collect everything. It’s hard to actually die, but collecting all of the required and optional pickups successfully will be more difficult. However, each level is small, and there aren’t very many of them in the game, so this really is a game that will only last a couple of hours at most. Don’t pay more than a few dollars for this one. I can understand why it got low scores. Still, I was entertained enough that I don’t regret playing this game; it’s short, easy, and small, but it’s fun in its low-budget, simplistic way. I guess I like this in the same way that I enjoyed games like Rock & Roll Adventures or Anubis II on the Wii, except here there are moderately silly CG videos as well as low-budget 3d platforming.


Motocross Mania

Racing. Two players, has saving (1 block), has Analog Gamepad support. Motocross Mania is a bad, low budget dirt-bike racing game. As the name suggests, in this game you race on motocross circuits. The graphics are poor, controls are not that great, and track designs largely uninteresting. While it is a later PS1 game, this game looks older than it is. Overall this game is not at all worth playing. There’s nothing here to interest much of anyone, I think. Despite that this game was apparently successful, because it has several sequels that I have not played.


Moto Racer: World Tour

Racing. Two players, has saving (1 block), has Analog Gamepad support. While this game is theoretically the third game in the Moto Racer series, really it has nothing at all to do with the first two. While Moto Racers 1 and 2 are outstanding arcade-style motorcycle racing games that I very highly recommend, particularly on the PC (MR2 is one of my favorite PC racing games of the ’90s!), World Tour ditches that entirely for a more realistic (and less interesting) design style and arcade/sim hybrid controls. It also drops the videogame-style tracks from the first two games in favor of boring real-world style tracks. The game does still have both motocross and superbike modes, so you can race both racetracks and superbike dirt courses. Neither type are interesting compared to the fun videogame tracks from the first two games. The controls aren’t that interesting either; very average slightly-simmish stuff here. Again, it’s absolutely nothing like Moto Racer. Even though I went into this game expecting it to be not very good, I still was very disappointed simply because it was the first of the games that ruined what had previously been, in my opinion, the best motorcycle racing game franchise ever. I imagine there was some kind of audience for this game, but I’m not in it. But even sim-racer fans can surely find a much better PS1 motorcycle sim than this one; it’s not exactly a hardcore sim, but it’s no good as an arcade game either. Skip this and get the first two on GOG.com.


N2O: Nitrous Oxide

Tube shooter. Two player, has saving (1 block), has Analog Gamepad support. N2O is a tube shooter. It was somewhat inspired by Tempest 2000, but it’s nowhere near as good as that classic. I was hoping for this game to be good, but I just don’t like it very much. I haven’t played this game as much as maybe I should, but I find it somewhat boring and not as fun as it seems it should be. The game’s speed is somewhat slow, so you don’t feel like you’re going really fast. On the other hand, once your speed does increase, as it will gradually (very gradually…), it is sometimes too fast, because the enemies can zip past you and kill you without you ever being able to see them. The balance just isn’t that great. Honestly, a static setup like Tempest 2000 probably would have been a better idea. I do like the graphics though, the game has a great, moving “psychedelic” look to it, obviously T2k inspired. There’s two player multiplayer too. It’s just… not fun enough, and feels slow. Play T2k (or Tempest X3) instead.


Namco Museum Vol. 1

Classic Collection. 1 player, saves (1 block). Namco Museum volume 1 was Namco’s first collection of some of its classic games. There are only six (sort of seven) games in this collection. Unfortunately, most 5th gen classic collections only include two to six games, very rarely more. This collection includes Pac-Man, Rally-X and New Rally-X, Galaga, Bosconian, Toy Pop, and Pole Position, so seven games technically, but the two versions of Rally-X are very similar. Toy Pop is obscure and I hadn’t heard of it, but the other ones are more popular. The ports are mostly good, but games that originally had vertical monitors, like Pac-Man, aren’t quite as good looking here as they are in the arcade, or in newer, higher-resolution releases. That’s really the main issue with this collection; while it was pretty cool back when it first released, now all of these games are avaialbe in newer collections with more control options, more accurate ports of the arcade games, and more features. The game does save your best scores at least, which is nice. However, there is one thing that makes the PS1 Namco Museum collections interesting, and that is the “Museum” element. Each Namco Museum game has a 3d museum you can wander around, full of objects related to the games in the collection. Many classic collections include a gallery of images of artwork, posters, etc. related to the games, but not all of them do; even many Namco Museum collections omit the content present in the PS1 versions, and the 3d museums themselves are PS1-only, for better and worse. Is it good, though? Eh, it mostly just makes accessing things slower, if you choose to go to them through the museum. The graphics are extremely basic, too. Still, it’s nice to have stuff related to the games to look at, and the museum aspect itself was a new idea at the time, at least, which makes it interesting for that. But as an actual classic collection? These versions of the games are okay, they play fine, but there’s absolutely no reason to play them here over the sixth and seventh gen collections which these games are in, and all of these games are available in newer Namco collections. This game is very common, as Namco Museums 1 and 3 were re-released. The original-label releases are uncommon, but the re-releases, which I and most people have, are everywhere. I wish I could find 2, 4, and particularly 5, but you never see them, Ah well.


Namco Museum Vol. 3

Classic Collection. 1 player, saves (1 block), neGcon supported. Namco Museum 3 is pretty much the same thing as the first volume, or any of the six original-series Namco Museum entries on PS1, except with different games. This time, you get Ms. Pac-Man, Phozon, Pole Position II, Dig-Dug, The Tower of Druaga, and Galaxian. As before, the game has a 3d museum with “artifacts” related to the games, such as posters, ads, art, and such, and the games, and saves your scores and options. Namco did nothing new here, it’s just the same kind of collection with new games. And once again, these are all games available in newer collections on newer hardware more able to emulate the look of the arcade screen and controls. At least Pole Position II does have neGcon support for analog turning, so get out your neGcon-compatible controller for that one! It’s MUCH more fun in analog than with a d-pad. Beyond that though, once again, this is a fine collection that doesn’t have much of a reason to be played today because of the many newer Namco Museum collections. The only essential US-released PS1 Namco Museum game is the fifth one, because Legend of the Valkyrie, a great game, has not appeared in any Namco Museum collections since. Sadly it’s uncommon. I have the first and third ones because they’re cheap, but there isn’t much reason to play them much today.


[NHL FaceOff ’98]

2 player simultaneous, saves (1 block), Analog Gamepad supported. NHL FaceOff was Sony’s hockey franchise. It seems to be pretty bad. I admit that I didn’t try very hard at the game, but it didn’t seem at all worth it. The game has okay graphics, but I can’t figure out how to play it; the controls are so ridiculously complicated that since I don’t have the manual, and there is no ingame control listing, I can’t make any sense of them. Maybe if I can ever find instructions online (I haven’t seen any) or something this game will be playable, but as it is, it seems overly complex to an annoying degree. Seriously, do you REALLY have to use pretty much every single button for a hockey game? Why did sports games need to move past their simple 4th-gen 1 to 3 or so button setups, they were so much better that way! Beyond the confusing controls, this game has all the teams and players, and the usual season and single game modes, as expected at the time. The graphics are fully polygonal, unlike some games of the time. But really, there’s no reason to play this game. It isn’t simple and approachable, so it doesn’t have that classic sports game simplicity that makes some older sports games still fun, but as a simulation it has surely been surpassed many times over by just about any newer hockey game, I would imagine. Don’t bother with it.


Norse By Norsewest: The Return of the Lost Vikings

Platformer(2d). Two players, has saving (1 block). Now, the original The Lost Vikings, Blizzard’s first original title, is a great classic. I highly recommend playing it, whether it’s on PC, SNES, or Genesis. The game is a puzzle-platformer with three very different characters, each with a single specialization, who must work together to succeed, and survive. The interplay (hah) between the three characters is really what made the game great. I love how each character has a defined role, with almost no overlap. It really makes each one matter. The game’s funny writing, good graphics, and general great game design all helped as well. Only the Amiga and Genesis versions have multiplayer (for up to the full three players, on Genesis!), and the Genesis version has four exclusive levels added in as well, but the PC and SNES have the best graphics. Still, because of all that added stuff, the Genesis version is worth having. But that’s the first game, not this one.

Well, Norse By Norsewest is a PC/PSX/Saturn port of the game’s sequel, Blizzard’s The Lost Vikings 2 for the SNES. Unlike the ports of The Lost Vikings to the PC, Genesis, etc., Blizzard didn’t make the ports of the second game internally, unfortunately; the only did the SNES original. The base The Lost Vikings 2 game was not nearly as good as the original TLV, though, and that is where the core of the problems lie, but the external port added some more, such as the sometimes iffy quality of the now CG-rendered graphics; on the SNES, the game is all drawn sprites, just like the first game. At least the console ports do not have some of the flaws of the PC version (that version had no gamepad support, ridiculously, and a few other problems), but still, somehow it’s just not the same. At least this time all versions do have co-op multiplayer, which is great, though the lack of a 3-player mode is somewhat unfortunate. But again, TLV2 itself is the core of the problem. The Lost Vikings 2 simply is not as good as the first Lost Vikings. The humor is still here, and it’s as funny as ever, but the gameplay and level designs aren’t even close. Most importantly, I don’t like how the characters are given too many overlapping powers now. In the first game, the whole point of the game was that the three characters each had different, and complimentary, abilities, and that you’d have to use all three heavily in order to get through. In the second game though, everyone has some kind of jump or swing move, most characters can attack (Olaf is the only one who can’t), Baleog’s jump/swing move is a has an annoying, hard-to-use grappling hook that sadly replaces the first games’ quite nice bow, and more. The two new characters, a worlfman and a small dragon, are the worst offenders, as both can both jump and attack and are so versatile that really the only reason to use the Vikings is for the sections which require them. There are many such areas, but still, this game just does not feel right, and the three orignals, as I said, were changed far too much too. TLV2 is just not anywhere near as good as the first game. The pure puzzle nature of the original game is heavily watered down with a lot of generic platforming action thanks to the added moves and characters. The game’s not terrible though; it is a decent to good 2d platformer with some puzzles and character switching, and it is fun. The humor is back too, and is even funnier in the CD release thanks to all the reasonably good voice acting in Norse by Norsewest that the SNES didn’t have — some of the jokes in this game are pretty good. “That said ‘Do Not Touch’, not ‘Doughnuts’!” 😆 Also on SNES, PC, and Saturn.


Novastorm

Rail shooter. One player, no saving. Novastorm is a rail shooter where you control a ship on screen while flying over FMV backdrops. The game’s an enhanced port of a game previously released on the Sega CD, PC, and 3DO. The PS1 version is better than any previous versions, though — it has higher quality video and runs at full screen. As a result is on two discs instead of just one like the previous versions. This game is also a longbox-only release — it didn’t get re-released in a jewelcase. As a result, it’s not all that common, but it’s not expensive. As a game, Novastorm is okay. This is defintiely not a great game, but it manages to be decent, anyway, and I do like the good video quality. The game has no saving, so you’ll need to play it in one sitting, which is annoying — while it starts off easy, the game gets harder as you go in, and it can be frustrating. It’s often hard to avoid taking damage, and this kind of “shoot at enemies over video” game has limited interaction. They can be fun — I do like Starblade, and that one doesn’t even let you move around like Novastorm does, you just control a cursor — but because of the video backgrounds they’re limited compared to games like Star Fox. I didn’t have the patience to keep playing Novastorm until I was good enough to get to disc two. Still, the PS1 is a system with a surprisingly weak rail shooter library, so if you want an okay rail shooter for your PS1, maybe look up Novastorm. It’s not great, but it is an okay sci-fi themed rail shooter with some decently interesting environments, and it is the best version of the game by far. Also on Sega CD, PC, and 3DO.


Oddworld: Abe’s Oddysee

Platform-Puzzle(2d). One player, has saving (1 block). Oddworld is another 2d platformer on the Playstation, but it’s a different one from most of the others. It’s from the Out of this World, Flashback, or Blackthorne school of platformers, but it’s somewhat different from any of those games. Oddworld is a bit more open-ended, and much more (often dark) comedy-centric, than any of those. The concept, of Abe the Mudokon, a humanoid creature who needs to escape from villanous tycoons who are planning on killing his whole race in order to use them as flavoring for a soda. It’s good stuff, and Abe is a good character. In the game, you solve puzzles, avoid or defeat enemies in a very Flashback or Blackthorne manner, and rescue other Mudokons. The game uses a system called Gamespeak, where Abe can ‘talk’ to the other Mudokons to give them orders, ask them things, etc. I’ve never really liked Gamespeak, though; it’s got five or six commands and is kind of confusing, and I just never gave it the time that it’d take to really get used to using it. Overall, Oddworld is a good game, but be prepared to spend some time learning how to properly play it. Also on PC.


O.D.T.: Escape… Or Die Trying

Platformer (3d). 1 player, saves (1 block), Analog Gamepad supported. O.D.T. is a horrible atrocity of a 3d, third-person action-adventure platformer game from Psygnosis. There are four playable characters, and the game is set in a potentially interesting world with flying airships. However, the good stops the instant the game starts. I guess ODT is trying to be sort of like Tomb Raider and games like that, but with a pathetically short draw distance, subpar graphics, annoying controls, and uninteresting gameplay, this title turned me off immediately. The frustrating, no-fun-to-explore large mazelike level designs that you run into right from the start of the game finished off any remaining interest I had. Mazelike levels might work in a game that’s actually fun to play, but in one like this, it just makes a terrible game even worse. I regret buying this game. Psygnosis made O.D.T., and while they made some great racing and puzzle games, their attempts at 3d platform/action games on the PS1 mostly are quite awful, as O.D.T., Psybadek, Rascal, and Rosco McQueen all show (I don’t have those latter two, but they’re bad for sure.). It’s odd that a company which made great classics like Wipeout and Rollcage couldn’t manage to make, or even publish, a 3d platformer that generation that wasn’t a complete and total F-grade failure, but unless Kingsley’s Adventure is actually decent (haven’t played it), they couldn’t. If you want a playable Psygnosis platformer on the PS1, get The Adventures of Lomax, a pretty good-looking 2d platformer. I want it! It’s bascially a spiritual sequel to their quite good 4th-gen platformer Flink. But O.D.T., this game is AWFUL, a pretty much unplayable disaster. Also on PC.


Off-World Interceptor Extreme

Racing-Shooter(Futuristic). Two players, has saving (1 block). Off-World Interceptor was originally a 3DO game. It runs in the Total Eclipse engine (see my review of that game below), but plays differently — instead of being a rail shooter, this game is a sort of sci-fi racing/shooter. I’ve heard that the PS1 and Saturn ports (which add “Extreme” to the title) are a little different from the 3DO original, but I’ve never played that version, so I can’t say exactly how they changed things. As for this PS1 version, it’s okay to good. The graphics are dated; you can tell that this started out as a 3DO game. Still, it looks okay. The game has incredibly cheesy live-action-video FMV cutscenes. Apparently you’re a bounty hunter of sorts here to blow stuff up, but the military doesn’t like bounty hunters, and they mostly die anyway. Well, you at least won’t be doing that, at least not if you keep trying that is. The game actually has Mystery Science Theater 3000-style talking heads on the bottom of the screen commenting on how ridiculous the acting and story are, so it doesn’t take itself seriously at all. That’s nice to see, given that this game is from the era where everything had FMV and people apparently thought it actually was cool. As for the gameplay, it’s decent to good. Again the game has no analog support, annoyingly, but it is an early game, and a longbox title, so I guess that makes sense. Still, joystick support would have been cool. The game, again, is sort of a hybrid between a shmup and a racing game. In each level, the main goal is to reach the end of the level, alive, and before time runs out. Secondarily, you can try to blow up stuff, destroy the competition or enemies along the way, and such. You can buy weapons between levels. For a “racing” game it’s very action-heavy, but for a shooter, it’s got more of a driving component than you’d expect. The hybrid does actually work, though. The game starts out moderately challenging, but the bosses are much harder; expect to have to put some time into this one if you want to progress. It’s cool that it does have a two player splitscreen mode as well. Overall, this is a solid game. It’s not amazing, but is somewhat good. Also on Saturn and 3DO (slightly different on 3DO versus the other two).


ONE

Run&gun(3d). One player, saves (1 block), Analog Gamepad support. ONE is a run-and-gun shooter. The game’s levels are each on a narrow, but not flat, path, so you have some 3d space to run around in, but generally not full 3d environments — this game is heavily railed. It was obviously inspired by Contra, and Assault: Retribution is also a bit like this, but One’s levels, which do have a legitimate platform-jumping element as well as shooting, are a bit different from those games. Unfortunately, some of that jumping is a pain to get right, and you will find yourself frequently dying in jumps that you thought you’d make. Dying sends you back to the last checkpoint, too, and checkpoints are often far apart. Overall though it is in that category of games, and like most of them that generation, it’s got issues. The graphics are average, for one thing. The game does try to keep the tempo up with some exciting scenes, as you run away from pursuit or go to defeat your opponents, but the quality of the gameplay doesn’t quite match up to the tempo of the presentation; the music is exciting and explosions constant, but it doesn’t keep me coming back thanks to the actual gameplay. Essentially they were going for a sci-fi action-movie look, and got it, but it’s a lower-tier movie, not one of the top hits. Bosses are fought in arenas and can be challenging. Overall this game isn’t great, and could have been a lot better. The bland visuals, sometimes annoying level designs, lack of multiplayer, and decent but not great gameplay put this squarely in the middle ground overall.


Pac-Man World: 20th Anniversary

Platformer(3d isometric). One player, saves (1 block), Analog Gamepad support. Pac-Man World is an isometric 3d platformer. You view the whole game from the side, moving Pac-Man through various standard 2d and 3d platformer-style situations. Kill the enemies, collect the dots, jump between the platforms, etc. Graphics have decent style, but the usual awful Playstation 3d look that make them look not very good. The isometric perspective also can be tricky, some jumps are hard to determine thanks to the view. However, the game’s not bad. It’s definitely got some fun platforming, and eventually you get used to the perspective. I like the Pac-Man-esque touches like the areas where you stop and collect all the dots in a mazelike area, hunted by ghosts. It’s an alright game that is some fun, graphics and controls aside. Still, the second Pac-Man World game, for PS2/Xbox/GC, is probably better overall. This game is good, but the strict side-view-isometric camera, and level design, hold the game back. The not-so-great graphics don’t help either. 3d platformer fans should give this game a look, though.


Pandemonium

Platformer(2.5d). One player, saves by password only. Pandemonium is a 2.5d platformer, which means polygon graphics with 2d gameplay. It’s got nice graphics for early-gen Playstation 3d, good cartoonish art design, fun graphics, and a lot of challenging platforming. That last point is the game’s downside too, though, as Pandemonium is simply far too hard. I’ve never been able to get very far in Pandemonium; I don’t know if I’ve even beaten the third or fourth level, actually. At the start of the game you only have two hit points before you die, and health-ups are quite rare. The levels are long and full of obstacles, enemies, traps, and tricky jumps, and the result is a ridiculous difficulty level. It’s too bad, because apart from the difficulty, I like this game a lot — the game looks nice, is fun to play, and has a decent soundtrack. I love how the levels, though entirely side-scrolling, twist around through a 3d environment. It’s a cool look and it works well. I just wish it was a little easier, Pandemonium is way too hard for me. I’d like to play the sequel. The password-only saving is kind of lame, too. Also on PC and Saturn.


Persona 2: Eternal Punishment

RPG(2-3d). One player, saves (3 blocks per file), Analog Gamepad support. Persona 2 is an Japanese RPG with a modern day theme. Specifically, it’s a grind-heavy game with a dark story set in the Shin Megami Tensei universe, where demons frequently enter the human world causing havoc. It’s the sequel to Persona 2: Innocent Sin, a game not released outside of Japan (though now it does have a fan translation patch for the game, I believe), so part of the backstory is lost. The US did get Persona 1 (as Persona: Revelations for the PS1), but not the first part of Persona 2. As for this game though, it’s a little unique in starring a 20-something woman, not a teenage boy like usual for a JRPG. This is because it is a sequel, and in the first game the characters were teenagers (and you played as a boy, though this girl was a character in the game). That’s cool, it’s a little different from other JRPGs, Personas 3 and 4 included, where you play as high school students. The game has 3d environments with 2d sprite characters, and looks decently good. However, the game has some major problems that make it, for me, absolutely no fun at all. First, it’s a grind-focused game. In SMT games, you grind, and then you grind some more, and then you grind some more. I just do not find dozens of hours of repetitive, identical battles at all fun, and so I can’t enjoy this game. I want to be strong enough to fight the boss when I reach them, I don’t want to have to wander around levelling for an hour every time just because. That kind of thing gets me to quit playing games, and that’s exactly what happened here.

Also, I find the game a little disturbing. In the battle system, you have the choice of either talking to your demon enemies or fighting them. If you talk to them, you can, if you choose the right dialog options, convince the demons to leave and go home. Each type of monster says different things and requires different dialog options to convince. Honestly, this was my favorite thing about the game. Talking to the monsters and convincing them to leave was much more fun than the standard repetitive battles. However, you can’t do this much, because if you convince an enemy to leave, you get no XP. Needless to say, you need lots of that to deal with the mountain of grind, so you usually just have to fight the enemies. My problem was though, the characters never have any kind of moral issue about this. I mean, it’s normal in RPGs to kill all kinds of baddies, sure, and then have the characters return to being normal nieve 14 year olds afterwards… but you usually can’t convince enemies to leave like you can here. If I don’t have to fight them, why should I? They’re not all irredeemably evil… but no, the entire concept isn’t even mentioned. Oh well, I think this was just me. 🙂 Oh, I got this game (as one of my first PS1 games) because it’d just been re-released, and I thought that it’d be impossible to find in the future for anywhere near the $30 I paid. That is true. However, gameplay-wise, I think I’d have enjoyed that other game that had just been republished, Rhapsody, more… Also on PSP (Japan-only remake).


Project: Horned Owl

Light Gun Shooter. Two players, saves (1 block), digital or Konami Justifier (Playstation) control. Project: Horned Owl is a light-gun shooter from somewhat early in the Playstation’s life. This game is from the always-moving school of light-gun shooter design, as opposed to being a sequence of static screens. Your character is always moving, usually in a set direction such as forwards or sideways. There is a little camera movement, but not too much. It’s sort of like Starblade, except on land, and with sprite enemies. The game does not have dynamic 3d camera moves like you see in Virtua Cop or Time Crisis. It’s also mostly about moving — you’re not standing in place shooting all the enemies on a screen most of the time, which is nice. I like the changing environments, even if the polygonal 3d environments are quite basic. Those 2d sprite enemies do look nice enough though. Overall, apart from the polygons, the game barely feels 5th gen. But despite the dated design, Project Horned Owl is a fun game. The graphics may be average, and the game doesn’t push any new ideas, but what it does do it does well. The game has anime cutscenes between levels, too, which is cool. The English voice acting isn’t great, but is tolerable. There’s some radio chatter during the levels, too. This is a fun game and I like it; I’d rather play this than the other PS1 light-gun shooters I’ve tried, even if in absolute terms it’s probably not as good as some of them. Note that the Playstation Justifier, or a third-party gun compatible with it, is required if you want to use a gun, so you can’t use this with the Guncon. I don’t have a PS1 Justifier. I don’t really mind though, I’m so horrible at hitting anything with light guns that I do at least as well, or better, with the pad. So yeah, simple but good game.


Project Overkill

Action-Adventure(2d isometric). One player, saves (1 block). This game is a not too well known early Playstation game with isometric 2d graphics. The gameplay reminds me the most of the Crusader games, No Remorse or No Regret. You run around, collect ammo, solve simple puzzles, kill enemies, and die a lot from the high difficulty level. Ammo is quite limited, so don’t waste it! You really don’t want to run out, you’re a sitting duck if you do. This is a pretty good game, though. It doesn’t have the depth of the PC Crusader games, but nor did the console Crusader game, so it’s about even probably. The controls definitely do take some getting used to, as is common with isometric games, but once you get used to it it works. There are several playable characters and plenty of game to get through, too. This definitely isn’t the greatest game around, the graphics are decent but nothing amazing and the gameplay can be frustrating, but it’s interesting enough to probably be worth a look. The controls really will take a while to get used to though, they’re somewhat odd and clumsy. Stick with it and learn the game, conserve your ammo, and use the map! There is a good game here once you get used to it.


Psybadek

Racing-Platformer. One player, saves (1 block). Psybadek is, essentially, a quite bad 3d platformer/racing game on hoverboards. It really is a terrible game, and is one of the worst games I’ve ever played published by Psygnosis. Yeah, it’s right up there next to O.D.T. on that list. The controls are just abysmal; sure, since you’re on hoverboards all the time you might expect slippery controls, but even so, these are horrible! There’s no analog support, and slipperier controls would be hard to find. Sure, the graphics are nice enough for Playstation 3d (there’s pop-in, but overall it looks good), and there is some variety to the missions, including races, collection-focused stages, boss fights, and minigames, but none of it is even remotely fun. The races are an excercize in frustration thanks to the controls, and the other stages are even less playable — trying to collect items in this game is horribly unfun! The trick system is simplistic and not worth bothering with, either. The theme is odd too; the “cool skateboarders” theme doesn’t fit well with the cutesey environments. There are two playable characters, male or female, but they’re both equally bad. There’s no multiplayer to be found either. Don’t bother with this game, play something else (almost anything else) instead! A GameFAQs review called the game “Psybadreck”. Indeed.


Punky Skunk

Platformer(2d). One player, saves (1 block). Punky Skunk is a very SNES-ish 2d platformer with a garish early ’90s color scheme and an animal mascot hero with attitude. But wait, don’t leave, it’s actually decent. 🙂 The game does have saving on the map between levels, but other than that and the CD audio, it’d be easy to mistake this for a 16-bit game, from the not very next-gen 2d artwork — Punky Skunk is no competition for Rayman, graphically — to the Genesis-era Sonic-inspired “cool” anthropomorphic skunk hero. The game, though, is good. It’s not very long, and isn’t that hard either, but while it lasts the game is good, solid 2d platforming fun. In Japan the character was just supposed to be cute, not “tough” as the ‘Punky’ name suggests; they tried to make him cool by giving him the name Punky Skunk, but the saccharine cuteness of the actual game is unaltered. If you like cute, fun mascot platformers, though, this one’s probably worth looking up, because it’s a fun game. Punky has various costumes he puts on in different levels, so in one level he’s in a bright pink rollerblading costume, then in the next a neon green flight suit or something like that. Yes, this game is very early ’90s. It’s simple, but fun, and I like it.


Putter Golf

Sports. Four player (with multitap), saves (1 block). Putter Golf is a budget 3d minigolf game. Originally from the Simple 1500 line, it released in the US for even less, I believe. The game has a small number of holes, and I beat the game in a short amount of time. Do not expect length from this game; there’s a little bit of replay value, to try to do better on the holes, but not too much. It’s also too bad that the game is digital control only. Fortunately, however, while it lasts, the game is fun. Each hole has a different design, and some have some interesting, and somewhat challenging, obstacles to figure out. These include things like warp holes which will send the ball somewhere else in the hole, bounce-limiting walls to keep you from hitting over a barrier, and conveyor belts which will move the ball to the end of the belt if you land it on it. Sometimes these things are good, other times bad. I liked the challenge of figuring out how to get a passing score on each hole. It’s unfortunate that the experience is over so, so quickly, but still, for a very low budget, cheap game, this game isn’t that bad. The main problem is the very limited amount of content, but at least what’s there can be fun. This game was a pleasant surprise, I liked it.


R4: Ridge Racer Type 4

Racing. Two player, saves (1 block), has neGcon, Jogcon, and Analog Gamepad support. The fourth game in the Ridge Racer series, R4 is popular among Playstation fans, but I don’t think it’s that special. I don’t like its graphics as much as Ridge Racer 64’s, and the gameplay is classic Ridge Racer, which means extreme frustration as you try to catch up to that guy in first who you might, if you race nearly perfectly, catch on the last turn. This game has more content than the previous games in the series, with more tracks, more cars, a real campaign mode for the first time, and more, but the gameplay is what matters, and I just don’t like Ridge Racer’s style that much. R4’s new drifting controls are more controllable than RR64’s auto-drifting, but the controls are only slightly better overall. It’s still Ridge Racer, and though it’s okay, I still don’t find it that fun. There is 2 player splitscreen. Unfortunately the game doesn’t work in neGcon mode with the Performance Dual Impact gamepad; menus work, but ingame you can’t move. It will work fine in Analog Gamepad mode, though.


Ridge Racer Turbo Mode (R4 Bonus Disc)

Racing. One player, saves (1 block), neGcon only for analog. The Ridge Racer Turbo Disc is a bonus disc that came with the game that includes a demo of the original Ridge Racer for PSX, and a 60 fps version of it as well showing what they could do with the Playstation now. This really shows how ridiculously limited in content RR was, it’s got about 1 1/3 tracks and that’s all apart for mirror and reverse modes. This disc’s version is even more limited, because there is only one other car on the track; at least in the original release you had a full field of opponents. Maybe they couldn’t hold up the 60 fps with more than one other car? Whatever the reason, it’s kind of lame. Also, there’s still no multiplayer or Analog Gamepad support. Um, why didn’t they at least put in Analog Gamepad support? That would have been nice. And like R4, this disc doesn’t work with the Performance Dual Impact gamepad in neGcon mode, and there’s no dodge here; for analog you’ll need a wheel or real neGcon. Argh. The best thing on this disc was definitely the Klonoa demo. Heck, that was probably the best thing in the whole package, R4 included.


RayCrisis: Series Termination

Shmup(2.5d). One player, saves (1 block), Analog Gamepad supported. RayCrisis is the third and last game in a shmup series that also includes RayStorm (the second game; aka Layer Section II) and RayForce (the first game; aka Galactic Attack or Layer Section). The original game is a slightly gimmicky but great 2d shmup, but the other two are 2.5d, so the graphics don’t hold up nearly as well. RayCrisis is a decent to good game, but I don’t think it’s nearly the game that Galactic Attack is. The basic gameplay is similar, though — you fly along in a ship with both a gun and missiles. You can use the gun, but most of the time you’ll be using the missiles, which lock on to targets in the background. Many enemies start in the background before coming to the main plane, so if you’re good with the missiles, you won’t use the guns so much. If you fail to kill enemies, the game will actually put fewer on screen as you progress, so the game will make itself easier for people not as good, or harder for the reverse. The game has a cyber theme and which looks decent, as the entire game is supposed to take place inside a computer, but for that I’d probably rather play Star Soldier: Vanishing Earth for N64 (that game had a cyber-style level in it). Like that game, this one also has three ships to choose from, each with different weapons, and one is better than the other two. Also, the game is even shorter per playthrough than most shmups, as the arcade mode is only three stages long. You choose which three of the levels you play through each time before starting, essentially. There is an added mode where you play through all the levels, but it’s easy, as you have full weapon power there at all times. Still, with many paths to take and the challenge of trying to get through while killing more of the enemies and thus seeing the harder route there’s plenty to do here if you want to master the game, and it is a good shmup. Worth getting, but not for too much (I paid only a few dollars). The first in the series is the best. Also in arcades and on the PC.


Rayman

Platformer(2d). One player, saves (1 block). Ah, Rayman… Rayman 1 is a classic 2d platformer from the mid ’90s that was released on a variety of platforms. I got it for the PC back around 2000, and found it incredibly difficult and frustrating, but beautiful graphically and very well designed. It’s the same on Playstation as it was on PC, a very nice looking game with incredibly difficult and frustrating gameplay. The limited lives and continues are also a real pain, sure you can save but eventually you run low and have to beat levels with very few lives, increasing the difficulty even higher. I’ve never got anywhere near the end of Rayman, it’s just too hard. Band Land is particularly insane in challenge. That’s too bad too, because the concept, graphics, gameplay, and design are all great… they just went overboard with the challenge and frustration.


Rival Schools: United by Fate

Fighting(2.5d). Two player, saves (2 blocks, one each for each disc), digital only. Rival Schools is a 2.5d fighting game from Capcom. The game has a Japanese high school theme, as each group of characters comes from a different school, literally. As wtih most of Capcom’s polygonal fighting games that generation, it’s a side-view game, so there’s no real 3d environments here. I haven’t played it a huge amount, but from what I have, I think that it’s mediocre and not as good as I was hoping based on the pretty cool packaging. It’s not awful, but I just don’t find it that fun. The game’s kind of slow, the graphics are ugly, the gameplay thoroughly mediocre… games like this are why 2d fighting games were so, so much better that generation, really. For a polygonal fighting game that gen this isn’t THAT bad, I guess, but I don’t like this very much. The pacing, moves, speed, game flow… somehow it just doesn’t work, compared to, say, a 2d Street Fighter or Darkstalkers game. C-grade stuff, maybe. Why is this two discs with two different save files, again? They’re not that different… in the original Japanese version the second disc has an exclusive mode where you can train up a character, but because it had a lot of Japanese text in it, Capcom cut it out instead of bothering to translate the thing. Jerks. The result is that the two discs are so similar in content that it’s hard to tell why they needed two; the main differences are just in minor balance changes and pretty much nothing else of note. It’s the same unintersting game on either disc. This game’s sequel, Project Justice for the Dreamcast, is a true 3d fighting game, and is also a vast improvement over this one, and is a truly great game (though it too also has a cut, but interesting sounding Japanese-only text-heavy mode, annoyingly). Play that one, and skip this unless you really want to see Project Justice’s backstory.


Road Rash 3D

Racing. Two players, saves (1 block), Analog Gamepad support. Road Rash 3D is not a very popular game. The first of three polygonal Road Rash games on the PS1 and N64, this game is blamed for being the first of four straight poor Road Rash games that eventually would cause this once-popular series’ demise. The first 5th gen Road Rash, though, the 2d-sprites-in-3d-environments 3DO Road Rash game, is widely popular with the series’ fanbase, and is considered probably the best game in the franchise. However, while I think it is an okay game, I do not love Road Rash (3DO/etc.). It’s probably because I don’t like any of the Genesis games either; they’re just too flawed, in my opinion. The 3Do one may have much better framerates than the Genesis, but it still has the annoyingly cruel crashes where if you crash near the end of a race you’re doomed, which is annoying with races as long as it has. I don’t find the fighting all that exciting either. I have 3DO Road Rash for the PC, and it’s decent, but has never interested me enough to hold me for more than a couple of races.

So, when I picked up a copy of this game for a dollar or so, my expectations were very low. Well, it exceeded them. Indeed, this is probably actually my favorite Road Rash game, oddly enough. Some of the reasons why I see this one criticized online are reasons why I like it, in fact, most notably that this is a game more focused on the racing, and less on the fighting, than better-reviewed games like Road Rash 64 or 3DO Road Rash are. Well, Road Rash 64 may have gotten better scores than this game, and it did, but I don’t think it’s very good, while I like this one. That this game focuses on the racing, while that one is much more about combat, is certainly part of why. Still, Road Rash 3D does have some downsides. First, the graphics aren’t very good. The 3d polygonal visuals have aged very badly, and like games like Test Drive 4, the game is highly pixelated. There’s no other version of this one to play, though, it’s PS1 exclusive. Also like Test Drive 4, this game has the absolutely insane design decision that in analog mode, acceleration and braking are done by the right stick ONLY. The buttons do nothing. It’s so, so horrible! I mostly play this with the d-pad. Still though, this is a decently fun motorcycle racing game. The tracks may be ugly, but they are fun to drive through and the game grabbed me right from the start in a way no other Road Rash game has. The course designs, which like the later Road Rash 64 are a network of roads that are sectioned off into segments you will drive on, a design also seen more recently in games like NFS High Stakes 2010, for instance, works well. There’s plenty of challenge here in both the course layouts and enemy AI. Overall Road Rash 3D has some problems, but while it may be a mediocre Road Rash game, it is a fun arcade-style racing game, and I, at least, much prefer the latter to the former.


Rollcage: Limited Edition

Racing(futuristic). Two players, saves (1 block), Analog Gamepad and neGcon support. Rollcage is a racing game from Psygnosis that was developed by ATD. It’s a fantastic game, maybe even better than Psygnosis’s great Wipeout series, and really is a series that I wish would come back. I first played the demo of Rollcage on the PC, and bought Rollcage Stage II for PC back when it came out, so I haven’t bought the second one on PSX, but I did get this one because I didn’t have it for PC. That was a good decision, as this game is great. Rollcage has great, challenging gameplay, great graphics, variety, style, music… Rollcage has it all. There really isn’t anything negative to say, except that the sequel is even better. One major change between the two is that in this first game, you only get championship points for your finishing position. In Stage II, however, you also get points for damage done to both other cars and buildings in the environment. That change makes Stage II a much more varied game; you can shoot at other cars in this one, and blow up buildings, but as you don’t get much back for it, it’s a much better strategy to try to stay on the road and win the race. And on that note, getting used to Rollcage’s handling takes time, because it’s very tricky and you spin out with barely a tap. You can drive on walls and ceilings as well, and will go flying in any imaginable direction on a regular basis. Don’t give up though, because it’s that handling that makes Rollcage what it is. I wouldn’t want it to be any different. It does make the games hard, but it also makes them great. Oh yeah, and the flashy weapons are fun, too. 🙂 This Limited Edition release comes packed with a soundtrack disc. Also on PC.


San Francisco Rush: Extreme Racing

Racing. Two player, saves, has Analog Gamepad and negCon support. San Francisco Rush for the Playstation is known for being a horrible port of this great arcade classic. Most reviews of the game completely tear it apart. Now, SF Rush for arcades is one of my favorite arcade racing games ever, and may indeed be my overall favorite arcade racing game. The N64 version is fantastic as well; sure it has blurry textures and is incredibly difficult, but otherwise it’s fantastic. The N64 version added three new tracks to the game too, which are also present in the second arcade version, SF Rush The Rock, too, for a total of eight (including one hidden track from the Rush the Rock arcade machine). This version… is not Rush the Rock, let’s just make that clear. Playstation SF Rush is a port of the original arcade game only. There is one new track added, but it’s nowhere near the quality of the three new tracks from the N64 game, so it’s not a big loss that it’s only available here. And why are the Rush the Rock tracks not here, when this version released some time after the N64 port? It’s obvious that Midway didn’t care about the PS1 as much as they did the N64. I’m fine with that, but it did result in some bad Playstation games. The graphics of this version are indeed poor, the popin much too close, and the gameplay nowhere near as good as the arcade or N64 versions of the game. However, it IS still Rush, so I do still enjoy it; even if it’s ugly and lacking, the core of SF Rush is intact. There’s no real reason to play this version, but even so, I’m happy that I have it. It’s actually a little better than I was expecting, compared to all the criticism I’ve seen of this game over the years. It is indeed poor compared to the other versions of the game, but on its own, and for the PS1, it’s not THAT bad. For the Playstation, it’s more just below average than anything. That is indeed disappointing, but this game is playable, and occasionally even a little fun. I would highly recommend playing a better version of the game instead, though. One odd note: while the game is supposed to have a purple disc with the word “RUSH” printed on it, mine is a misprint or something and it’s uncolored and has no logo at all. The only text on the disc is the ESRB rating and the copyright text. Yeah, it’s odd. The game itself plays fine, however. Other versions of the game are in arcades, N64, and in Midway Arcade Treasures 3 for the GC, Xbox, PS2, and PC.


Sea-Doo HydroCross

Racing. Two players, saves (1 block), has Analog Gamepad support. Sea-Doo HydroCross is effectively the sequel to the previous year’s Polaris SnoCross. While that game had a later N64 port, the N64 port of HydroCross was, sadly, cancelled. Screenshots exist, but not the game. This PS1 version was released, but probably thanks to its mid 2001 release date and the studio’s mixed history, it got very little coverage and even less attention. Polaris SnoCross is an okay game, and I do like it, but it didn’t exactly get great reviews. As for this one though, I can’t even find a single review on the web, or even a Youtube video of gameplay! So, before actually playing it, I was unsure about if we’d (N64 fans, that is) actually missed anything of note with this one, or not.

Well, now that I have played it, I’d say that we did: Sea-Doo HydroCross is good! The game has good graphics, music, level designs, and gameplay. It’s a bit short, but is a somewhat low budget, but well-designed, quality game. It has good visuals for the PS1, and the level designs show that. It does have popin, and doesn’t really have wave effects, so don’t expect anything that tries to match Wave Race 64’s unparallelled wave effects and physics. Even so though, for a flat-water water racing game, the physics are solid. Overall the graphics are pretty good, and the music is great as well. HydroCross has a good soundtrack that keeps the tempo up and fits the game well. The eight tracks are also good. Tracks like Venice and the Paris Sewers both look good and play well. I particularly like that some of the tracks do have shortcuts and multiple paths, as was also true in SnoCross. Some tracks are tough, but it’s good to have some challenge, and with practice you will get better; memorization helps! Each track looks completely different, too; it’s great that it has variety. As for the difficulty, sure, it’s not very hard to get through the first half of the game, but it does get more difficult once you get to the second circuit, so it’s not quite as short and easy as SnoCross was. Despite the challenge in the second half this game is still short overall, but at least it’s a solidly fun game while it lasts. The one real problem I noticed was that I had a lot of trouble pulling off the stunts with the analog stick; they seem to work fine on dpad, but almost never worked on analog. Oh well, stunts really aren’t necessary. Overall, this is a good game. You race around a nice variety of water courses on your jetski, trying to beat the competition and win the races. As with SnoCross, you can save between races, which is nice. Overall, good game. It’s not too long, but is fun. I don’t know if this game is quite a hidden gem, but does deserve better than to be completely overlooked and forgotten as it has been. This game may be unknown, but it shouldn’t be. This games’ limited budget does show, but even so it is one of the best water racing games on the PS1. Only Hydro Thunder compares.


Sheep

Puzzle. One player, saves (1 block), has Analog Gamepad support. Sheep is a puzzle game, port of the PC game of the same name. It’s a top-down 2d game where you, well, herd sheep. There are several characters to choose from, including a rocker version of Bo Peep, a sheepdog, and several more. The game has a silly sense of humor, which is nice. The plot is entertainingly odd, for instance — the sheep aren’t normal Earth sheep, you see. They are actually aliens who just look like sheep, but are stupid and easily misled, much like real Earth sheep, or more gameplay-appropriately, Lemmings. A top-down take on Lemmings was the obvious major inspiration here. That’s fine though, considering how great a game Lemmings is. Sheep isn’t quite up to Lemmings’ level of quality, as the budget just wasn’t there and the puzzles get frustrating sometimes due to how difficult herding your sheep in the correct way can sometimes be. It gets quite aggrivating when they kill themselves over and over while you’re trying to keep them away from those obstacles. Even so, overall it’s a good puzzle game with some amusing graphics and challenging and (usually 🙂 ) fun gameplay. Also on PC.


ShipWreckers

Vehicular Combat. Four player (with multitap), saves (1 block). ShipWreckers is a Psygnosis game also released for the PC. As such, it has the usual reasonably good graphics (as far as the PS1 can do anyway) Psygnosis PSX games usually have, which is nice. This one has good gameplay, too. It’s a 3d, top view pirate ship action game. You sail your little ship around, shooting at baddies, picking up weapons and powerups, and wiping out the enemies. You can fire left and right, with your left and right broadsides, each on a different button. The levels are large and get complex, and have plenty of exploration and stuff to find in them. There is a nice variety of weapons, too. The game’s challenging, as expected from them, but a lot of fun. This is a pretty good game. Sailing around the game’s levels, defeating enemies and finding the way forward, is fun and the game is well designed. I only wish it had analog support, the digital-only controls hold the game back versus the PC version. Also on PC.


Shooter: Space Shot

Shmup(2.5d). One player, saves (1 block). Space Shot is a very low budget shmup. The game has 2.5d graphics and anime-style prerendered CG cutscenes, in Japanese with English subtitles. The designers tried to put some depth in the game system, but it’s not needed to actually beat the game — just basic moving and shooting will do fine for that with minimal trouble. It’s only in the trial mode that some of that depth in the game system comes out. The graphics are budget, as you’d expect. The story is generic anime stuff told with prerendered, and dubbed, anime-esque CG cutscenes. The three characters are all male, I think, but with one of them I can’t quite tell (the manual says he’s male, but who knows). The story is not original, but it was decent enough that I did want to finish the game. Of course though, that did not take long. The shooting action is okay, but nothing great. So yeah, this isn’t a great game. It’s not that awful either, though, just a product of its budget. For something that I don’t think was over $10 new, it’s not that bad. It won’t hold your interest much longer than it takes to play through once, though. If you do really like it, the trial mode is probably where most of the depth lies. It’s quite strange that they put these interesting systems into the game and then made a game which doesn’t require you to use them at all, but that’s how it is.


Shooter: Starfighter Sanvein

Arena Shooter(2.5d). One player, saves (1 block). Shooter: Starfighter Sanvein, or simply Sanvein, is a pretty good and unique game. While also part of the same budget line as Space Shot above, this is a very different game, much higher quality and much more interesting. The game has good presentation and some cool looking menus. Very stylish stuff. Sanvein is an arena shooter, pretty much. You control a spaceship, as expected, flying through space. The game uses 2.5d polygonal graphics viewed from an overhead perspective. Except instead of just flying up or right, when starting you are presented with a hex grid. You start from one point, and the goal is to defeat all of the boss enemies, which are on specific hexes of the grid. The rest of the hexes have generic, weaker enemies in them. The battle on each hex, boss or regular, is a single-screen affair where you and the enemies fly around, trying to destroy eachother. The uniqueness comes from two things: first, you have a time limit which only increases when you beat bosses, so you do not get time back that you spend playing non-boss hexes. Second, however, your weapon power in any given hex depends on the number of adjacent hexes you have beaten, and bosses are tough enough that greater weapon power is often advisable. Also, you don’t get game over for dying, but lose time instead. So you need to deal with beating as many hexes around a boss as you can before your time runs out and you get game over. It’s an interesting system. The difficulty increases as you progress from level to level, too, as you would expect. The graphics are average at best, but I do like the menus and sense of style. Sanvein is an interesting game that’s worth checking out.


Sled Storm

Racing. Two players, saves (1 block), has Analog Gamepad support. Sled Storm, from EA, is one of the few snowmobile racing games ever made that is actually a pretty good game. With solid graphics, good course designs, and good controls, Sled Storm is the decently-budgeted snowmobile racing game that, other than here, has arguably never been made. Yeah, it’s hard to find a snowmobile racing game that isn’t low budget, but this one is just that. I was told that this game was good, and indeed, it is. This is not one of the PS1’s best racing games, but it is a good game. The game has a circuit-based design and gradually gets harder as you go. The tracks have some branches and shortcuts, so there’s some variety within each track. It’s not the longest game, but it’ll take a decent while to beat, longer than something like Polaris SnoCross for instance for certain. The good controls are nice to see, too; no issues here! There is a minor trick component in this game, but it’s mostly focused on the racing, just how I like it. I’ve heard that the game’s PS2 sequel is much more like SSX, so I don’t know if I’d like it as much as this one; I prefer a racing focus to a stunt focus in snow racing games. So yeah, Sled Storm is good.


Sol Divide

Shmup(2d). Two player. Sol Divide is a 2d, side-scrolling fantasy-themed shmup from Psikyo. It’s one of their less-regarded games, but as I love fantasy stuff, I do like the game. It’s frustrating and you randomly get hit a lot, but the game has good anime-style fantasy graphics and artwork, varied environments, characters, and enemies, and interesting (if a little flawed) game design, with various different spells to collect and use. There are three different playable characters, and the game has some home-exclusive content too, with both the original arcade game and a second, original mode where you have levels, items, and more going through a longer quest. Interesting stuff. Annoying sometimes, as the game is quite hard and isn’t the most predictable, pattern-based shmup around, but fun anyway. The base game is good.

However, XS Games completely failed in the localization process. Even though it gets much less attention for it, this game is every bit as horribly mangled as “Mobile Light Force”. Perhaps even worse, actually. In that case what was lost were the funny, entertaining stories and endings, some of the character names, high score saving, and the art galleries. Sol Divide is similar — saving and the story are gone. The endings are intact this time, but they are left in text-only, untranslated Japanese, which is no better, particularly with how all story before that point, with one line excepted (at a point where you can choose two different routes — the only such point in the arcade game), was cut out. All the items in Original mode do have their names and item descriptions translated, but that effort was utterly wasted with the game’s biggest flaw — the removal of saving. You see, in the Japanese PSX and Saturn versions, you can save in Original mode at the beginning or at regular checkpoints in the levels. When you die you get sent back to the start and lose all of your equipped items as in a roguelike, and the Original mode game is long and full of branching paths, so saving is absolutely essential. When you mess up, you can load your save and try that part again, without losing your stuff that will be hard to replace, and without having to start from the beginning of the game again. But… there’s no saving in the US version. None at all. This means that when you die, you always lose everything, and get sent back to the very beginning. It’s absurd that the game actually shipped like this, and that they’d actually do something so stupid as to remove saving… what in the world were they thinking? I mean, removing the story is one thing, but they utterly ruined a huge part of the game by getting rid of save support! Ridiculous. Don’t buy this — import a Japanese copy instead, maybe for Saturn because it’s easier to play imports there. You’ll have to figure out what items do just by memorization, but at least the game is playable.


Soul Blade

Fighting(3d). Two player, saves, digital only. SoulBlade is a 3d fighting game from Namco. It was pretty popular at the time, and is the first game in the long-running SoulCalibur series, but the first game isn’t very good, at least not anymore. The game is slow, has iffy graphics, and is just boring. I have beaten it with a couple of characters and maybe even beaten the adventure mode, but I didn’t like it very much, and this is not a game I ever go back and play. It’s bland, boring, and not much fun. Don’t bother with this unless you have strong nostalgia value for the game. Even then, this might be one best left to your memories… play Soul Calibur instead. Any Soul Calibur. They are all much, much better than this bad game.


Space Griffon VF-9

Mech FPS. One player, saves (9 blocks). This game is an early Playstation release, which means a longbox title. Cool, those cases are so much better looking than small jewelcases… As for the game, this is a mech first person shooter. The game’s about a team of people told to enter a colony that has lost contact with the outside world and find out what went wrong. The game has lots of story, as the characters talk to eachother as they explore the place. Fortunately the English dubbing isn’t too bad, and the story’s decent enough anime-ish stuff. There are only a few actual cutscenes, most is just in-engine with talking heads, but it works. The gameplay itself is slow and heavily maze-based, as you wander around the game shooting enemies and going to your next objective points, but it’s decently fun. There is an onscreen map, which is an extremely important part of why I find the game good — no getting lost in this game!this game’s draw distance isn’t too good, but that’s very common in 3d games from this time, and it’s enough to be playable. While the concept may sound similar to Robotica on the Saturn, in practice the two games are quite different because of different maze design styles, movement speeds, and area layouts. That game is about going from room to room, while this one is more about corridors. I’m not sure which one is better, though. Robotica probably has better graphics, but this one might be the better game. You can save your progress in this one too, unlike Robotica. Yeah, overall I kind of liked this game. It’s not bad, nothing amazing for sure but fine at what it does and fun to play. The story’s decent, and the game’s moderately fun. Overall, this is a good game. The worst thing about the game is the crazy amount of memory card space it requires. Otherwise though, while repetitive, I like it.


Space Hulk: Vengeance of the Blood Angels

Strategy-FPS. One player, saves. I’ve owned this game for years now, but never did play it much… this is definitely something that would be a lot more fun with a PC and a mouse, it’s complex and has a lot of buttons. The game is a first-person game, but it’s not just a shooter, it has a big strategy component too. This is a very hard game where you have to manage a squad of soldiers in this Warhammer 40,000-universe game, fighting off huge numbers of Genestealer aliens. Basically, think marines vs. Aliens, as in the movie Alien aliens. Your guys are powerful but die easily; the key is killing the enemies before they reach you, but they approach from all sides so repeat play and good strategy will be required to get anywhere in this game. You can control one character, but also give orders to the team, and this is essential. The game looks interesting, but playing it with a gamepad isn’t much fun at all thanks to the complex interface. Oh yeah, and don’t even bother without the manual. The game is complex and there is no tutorial. This game was originally released on the 3DO, but I suspect the PC version is probably best. Also on PC, 3DO, and Saturn.


Spin Jam

Puzzle. Spin Jam is a simple, low budget puzzle game that rips off Bust-A-Move, but with its own unique twist. In the game you shoot bubbles at a spinning wheel centerpoint. The bubbles will stick to that point, but then by shooting 2 or more bubbles they will pop. When they do this, bubbles on the other side of the spinning wheel will fly off, away from the circle. Your goal is to get bubbles into the colored “petals” surrounding the spinning wheel. As a result, what you try to do is shoot the other side of the wheel from where you want to shoot at, when the bubbles are lined up right to hit the outer edge (I haven’t played this in a few weeks so the details might be slightly off, but that’s about how it works). The game’s alright, but limited — that’s all you do in this game, and it just doesn’t have the depth of better puzzle games like, well, Bust-A-Move. The graphics are pretty average too, the art’s not exactly the best (it’s European “anime-style” art, and has the questionable quality you expect from such things). It’s a low budget puzzle game, though, so how much can be expected… this game does get repetitive, but it’s okay I guess.


Spyro the Dragon

Platformer(3d). One player, saves (1 block), Analog Gamepad supported. Spyro the Dragon is probably the Playstation’s other best-known platformer franchise, after Crash. Unlike that series though, the Spyro games are true 3d platformers. The levels may not be as large as N64 3d platformer stages, but for the system it is a pretty good effort. The controls are good, and you can hover, charge, and breathe fire too. You play as Spyro, a small dragon, who has to save all the other dragons from capture. The game has a very cute theme and was obviously aimed at a younger audience. The plot is that Spyro is the only dragon who did not turn to stone when the villain tried to turn all dragons to stone, and now he has to rescue them all. Saving dragons is this game’s version of Mario 64 stars, so you progress by figuring out how to rescue dragons and getting to them. The game has fairly good graphics for the PS1, and it does a nice job of making some of the areas moderately decent sized, though others are too small. I do like Croc better than this, but Spyro is a simple, fun 3d platformer. Probably thanks to the voice acting and conversations between Spyro and the dragons he rescues this feels even more cutesey than that game. Spyro is also much easier than either Croc title, unfortunately; this game is not very hard at almost any point, and is only average (or shorter) length too. That is an issue. Still though, even if it isn’t challenging, it is fun to play. Spyro is not N64 3d platformer quality, but it is light fun.


Star Ocean: The Second Story

RPG(2-3d). One player, saves (1 block), Analog Gamepad Supported. Star Ocean: The 2nd Story is one of my favorite Playstation games. I admittedly haven’t finished it, though I did get to the second disc (of two) so I got well into it compared to most other games on the system. Star Ocean 2 is an action-RPG. Developed by tri-ace, the game is a sequel to the Japan-only SNES original (now available in the US in its PSP remake), and comes from the same roots as the Tales series. The two series indeed have some strong similarities in style and combat, but have their differences as well, some good and some bad. On the good side, this game is better than most any Tales game. But on the bad, Star Ocean games never have multiplayer, unlike Tales. But again on the good side, this game has two main characters, male or female, and the two are actually different — if you like the game it’s worth replaying as the other one, because some parts will be different.

Star Ocean 2 has good sprite art and 2d dungeons and towns along with a 3d world map. The world map looks ugly, but fortunately you’re not on it all that much, and the drawn elements look good. In addition to the combat, the game also has a deep skill system. There are many skills and abilities to learn, including both combat abilities and non-combat ones like painting pictures or learing music. These abilities also often require items to work, like canvass for painting. Yeah, it’s a deep game, and I like that about it. The battle system is good, and you can control any party member while the others do their thing. Combat is in a 3d area, so you can move around, attack enemies, and cast spells freely. After battle you can cook various kinds of food to recover some health, if your characters have that skill and you have the right ingredients in your inventory. You can switch between characters during combat of course. In addition to the two main characters, who are always in the game, there are eight other possible characters who can join your party, of which you will have six in each game; some are missable, or either/or choices.

Like many Japanese RPGs the game is anime-styled. The game has a good anime-style story with many twists and turns along the way. It is mostly following a linear story, but you do make choices along the way, so the game will not play the same way every time, at least not in the details. There are little side scenes with the characters that add more to their characters, too. The ending will be made up of a large number of different elements, depending on what you did and which characters you’re closer to. That’s great to see. Overall the game is deep and complex, but not too hard to learn or understand either, the mark of a great game. I have heard that there is some extremely difficult optional content at the end of the game, but that the main game itself isn’t so bad. Star Ocean 2 is a great game, and my favorite action-RPG for the system. The game has a remake on the PSP that I have not played, but I dislike its redrawn artwork; the original character art is better. The female lead looks much younger in the new artwork, for instance. It doesn’t really work. Get this version. Also on PSP.


Street Fighter EX Plus Alpha

Fighting(2.5d). Two players, saves (1 block). The Street Fighter EX are 2.5d Street Fighter games. That is, side-view gameplay, but polygon character models. The games were actually outsourced to Arika, so Capcom did not make them internally. The EX games were not overly popular at the time and don’t seem to be overly well remembered, but they do have a few fans. I came into this with low expectations, but it is a decent game. The game isn’t as good as Capcom’s 2d fighting games from that generation, as polygon graphics generally just weren’t quite good enough that generation for fighting games on par with the best 3d fighters, but it is playable and runs at decent speed at least. The game has a good-sized character selection, including many Arika made and that are as a result exclusive to the EX series, as well as a few from the main franchise. The game also has some amusing CG FMV cutscenes when you beat it with each character. Despite being somewhat pleasantly surprised by the gameplay though, it might not really have been worth getting, considering that I got the second game (below) at the same time and that feels like an expanded version of the same thing, but there are a few things in the first game but not the second, most notably a couple of characters that were removed from the second game. Yeah, I have no idea why they cut Sakura (yeah, the Sakura from Alpha) and Kairi (new character) from EX2, but they did. So I guess there’s that. But apart from her and the few other characters that are in EX1 but not EX2, there really isn’t much else going for why to play this game over the second one. They’re very, very similar games, except in all but two ways (2 missing characters, removed CG endings) the second one is better. One last thing though — that title sure is silly. I mean, it’s a Greek “Alpha” symbol at the end, not the word Alpha. Apparently there was an arcade “Street Fighter EX Plus” release, but still, this title is silly.


Street Fighter EX2 Plus

Fighting(2.5d). Two players, saves (1 block). The second and middle Street Fighter EX game, this is the last one on the PS1; EX3 is a PS2 game. While you might think that because it’s just “Plus” and not “Plus Alpha” it’s a worse game than the previous one, but it isn’t! Seriously though, this game is very similar to the first one, so it’s another 2.5d side-view fighter. It is improved, though, with better gameplay and graphics than the first one. Two characters were removed, as I said in the above review, and four added, so there are more overall. It’s too bad some were removed, and also unfortunately those CG FMV ending cutscenes have been dropped in favor of just some text boxes, but overall this is definitely the better game. It runs better, too. It’s no 2d Street Fighter, but it’s actually not bad. This series’ 2.5d style is something like that of the Street Fighter IV series, except not quite as good as those games. Still, it’s decent; this is probably about as good as a PS1 2.5d fighter will get. I was expecting worse.


Street Racer

Racing(Kart). Eight player (with multitaps), saves. Street Racer is an Ubisoft racing game that was first on the SNES, but also saw Genesis (Europe only release), Game Boy, Playstation, and Saturn versions. The Genesis and GB versions are entirely different, but the PSX and Saturn versions are upgraded versions of the SNES game, which is a pretty good, Mode 7, Mario Kart clone with a 4-player splitscreen mode. The SNES version is great, and this port is okay. Unfortunately controls are still digital only, but otherwise it’s good. However, the Saturn version is quite superior visually to this Playstation version, but it unfortunately didn’t get a US release so it’s import (Japan or Europe) only. Both the PSX and Saturn versions do have 8 player splitscreen multiplayer with two multitaps, though, which is pretty cool — it’s the only splitscreen racing game on either system with support for more than four players. All of the other 8-player PS1 racing games are Micro Machines-style ones where the players all share one screen. Even if the Saturn version looks nicer, PSX Street Racer is still a fun game. Gameplay-wise it’s still pretty much flat, Mario Kart style, so do not expect Mario Kart 64, but it’s a good game. I’m not sure if I actually like it more than the SNES game, because just because it has better graphics doesn’t mean the gameplay is better, but it is a quality title for sure either way. Fun game for kart racing fans. Look up the SNES and import Saturn versions too, though.


Strikers 1945 (II)

Shmup(2d). Two player, saves (1 block). This game is actually Strikers 1945 II, but as the first one didn’t have a Western release, Agetec renamed it to just Strikers 1945. The Strikers 1945 series is a series of shmups clearly descended from Aero Fighters and 1942, and are from Psikyo. As with those games it is a vertical scrolling shooter with 2d graphics and great, classic gameplay. The 2d artwork is great and the game runs very well — this is definitely some of the better 2d work I’ve seen on the Playstation. It’s short but hard and has lots of replay value, like all the best shmups. The options are similar to the other Psikyo games I have for PSX, Mobile Light Force and Sol Divide, except Agetec didn’t completely butcher this port like XS Games did to those two. They didn’t remove the high-score saving, most importantly. There’s no autosave, so you need to remember to save, but at least the feature is there. This game is great, probably my favorite of the shmups I own for PSX. It was also the first Playstation shmup I bought, the day I bought the system in Jan. ’06, and it was a great choice, I haven’t seen it very often since. The only removed feature from the US version is Tate mode, for vertical monitors, and it’s quite unfortunate that that mode was cut, but overall it’s a great game, very highly recommended. Do get an import copy if you want tate mode, though, and that is always the best way to play vertical-orientation shmups like this one. Arcade port, also on Saturn in Japan though the PS1 version is said to be slightly better.


Super Bubble Pop

Puzzle. One player, saves. Super Bubble Pop is a low-budget puzzle game released on the PSX, GBA, GC, and Xbox. The game got extremely low scores, but I enjoyed it. The basic game is the same on all platforms, but there’s only 2-player multiplayer on the GC and Xbox — the PSX and GBA don’t have any, annoyingly. It’s a puzzle game, I expect multiplayer. What is here, though, is a cheap looking, but somewhat fun and addictive, puzzle game. The game is sort of 3d, with a polygon character shooting colored bubbles. You move left and right on an isometric plane, and fire towards the arrays of bubbles. The bubbles move towards you slowly in patterns, and they pop when you line up three in a row vertically or horizontally. You can’t shoot up though, so you need to pop a bubble below in order to pop a differently colored one above. Making horizontal chains is hard, because as soon as the bubbles move forward from the back wall they start from, when you fire to the left or right of a bubble you’ll shoot all the way to the back, and bubbles will stack up, not really allow you to fire again and fill in holes, so to speak. As a result you mostly make vertical columns. It’s a little odd, but the simple, classic design works, and despite the abysmal scores this game got, I found myself having fun. It’s not a puzzle game you’re going to be playing for years, but if you find it cheap it might be worth a thought. I like Super Bubble Pop. Also on GC, Xbox, and GBA (with 2 player splitscreen on GC and Xbox, and 2 player link support on GBA).


Syphon Filter

Third-Person Stealth Action. One player, saves (1 block), Analog Gamepad support. Syphon Filter is a third person shooter with a mixture of stealth and shooting gameplay. Sometimes you have to sneak around, but most of the time the solution involves shooting people and getting in gunfights. As third person action games are not a genre I generally find particularly interesting, and modern-day shooters are something that interests me even less I had pretty low expectations for this one, but it turns out to actually be a decent game. Syphon Filter’s graphics are very Playstationey, so they look bad by modern standards, but for the system it looks okay. The controls take some getting used to — some functions are not intuitive, and I got stuck at one point late in the first mission because I didn’t know about some of the controls worked and they are not all explained ingame (the manual would help, I hope, but sadly I don’t have it) — but once you get them down, it works, particularly with a dual-analog controller of course. The controls are a bit clumsy, but the shooting action does mostly hold up. The level designs are solid, too; they’re mostly linear, but there is often at least a little openness in the designs, and sometimes you can do mission objectives in different orders too. Overall, okay game. Better than I was expecting.


Tales of Destiny

Action-RPG(2d). Four players (with multitap), saves (1 block). Tales of Destiny, the first of two (US-released) PS1 Tales games, was the first Tales game released in the US. As with all Tales titles, the game has a traditional JRPG world with action-RPG combat. The game has the usual overworld, towns, and dungeons layout, with the occasional puzzle to make things more interesting, and follows through a quite Tales-style story. It’s fairly standard videogame RPG stuff, about a boy with a heroic destiny (of course), but it is decently well told, as usual in the franchise. The game starts with your hero as a stowaway on an airship, but it’s not much of a spoiler to say that it doesn’t take long before the usual RPG-hero-escapes-burning-village-at-the-start syndrome hits. Why does almost every RPG have to start that way… oh well, at least they made things slightly different, with the airship and all. Battles are side-view 2d on a flat plane, as with the first game. You can move forward and back, fighting the monsters and using abilities. Like the original SNES version of Tales of Phantasia, in this game you can only ever control the main character the generic warrior hero guy — any other party members will always be AI controlled only in single player. This is very annoying, as every Tales game since the third one has allowed you to play as any character you want, including the much-maligned GBA remake of Tales of Phantasia. Unfortunately while this game does have a PS2 remake that fixes the issue, it was only released in Japan. Too bad. At least he is a decent character with a somewhat varied move set, unlike, for instance, the Radiata Stories guy, who you were also forced to play all the time but really wasn’t very fun to play as at all… and also unlike that game, ToD has a hidden 4-player mode, which allows other players to control the other three party members, if you have the special item that allows human-controlled other party members that is. Stahn will always need to be human-controlled though. Anyway, Tales of Destiny is an entirely 2d game, and it doesn’t exactly push the PS1 much. Really, this could have started out as a SNES game and I wouldn’t be surprised. Still, there’s nothing wrong with that, because 2d PS1 games generally hold up well, even if they don’t push the hardware, and indeed, that is true here too. ToD is a good game.


Tekken 3

Fighting(3d). Two player, saves (1 block). I don’t really like Tekken, any of them. Somehow the series’s style just doesn’t quite work for me, and I would not rank Tekken very high at all in my list of the great 3d fighting game franchises. Tekken 3 here looks great, has very short load times, plays fast and fairly smooth, and has a good amount of stuff to unlock including hidden characters and a beat ’em up mode, but somehow it doesn’t work and I just don’t like it that much. The beat ’em up mode was fun, but the main game isn’t really. This is a case where a game is obviously good on an objective level, but I just don’t like it that much. This is the only PS1 Tekken game I own, I don’t want to spend much for games I just don’t find all that fun. Beyond the above, I have two major complaints with Tekken: first that the game is too fast. Matches are over in seconds, while I much prefer fighting games that are a bit slower, like 2d SNK games or the Street Fighter series. Tekken matches are irritatingly brief; DoA’s fast, but even that series’s rounds take longer than Tekken. And second, I prefer games with more videogamey movesets and designs, like Street Fighter, to games trying for some faux “realism” like Virtua Fighter or Tekken. I don’t like 5th gen VF any more than I do Tekken, that’s for sure. Still though, this is at least better than Soul Blade, certainly, so it’s probably Namco’s best PS1 fighter, though that isn’t saying very much. I do have Tekkens 4 and 5 on PS2, but they’re just as uninteresting as this game is, or worse because they don’t have beat ’em up modes. The Soul series improved massively that next generation, but Tekken, not so much. I guess they thought it was good enough as is; I know lots of people agree with that, but I’m not one of them.


Tempest X3: An Inter-Galactic Battle Zone

Static Shooter. Two player, saves (1 block). Tempest X3 is the slightly inferior Playstation port of the Jaguar great Tempest 2000, which is the best game on the Jaguar and one of the best games of the entire fifth generation. The CD audio soundtrack is pretty cool, but the gameplay changes, including adding many more levels and increasing the difficulty level through changes like making spikes extremely hard to destroy, do not improve the game. Tempest X3 is still a great game, with good techno music and great psychedelic-style visuals paired with good, classic arcade gameplay, but anyone who’s played the Jaguar version knows that the original really is the best. I love this game even so though, I’d put it in the upper tier of my Playstation games for sure. The Jaguar original would rank higher, but this version is still very good. Interplay slightly messed it up in the porting, but enough of the brilliant T2k shooting and flying action is here for this game to still be an amazing experience. Even in this altered form Tempest 2000/X3 is one of the best shooters ever. Also on PC and Saturn as Tempest 2000; all three are the same, despite the name difference, and are not exactly the same as the Jaguar original Tempest 2000.


Tenchu: Stealth Assassins

Third-Person Stealth Action. One player, saves (1 block), Analog Gamepad Support. Tenchu is a simple stealth game. It’s not little of the depth of a Thief, but for a console game in 1998 did a good job with a stealth system. You play as one of two ninjas (male or female), each doing a set of missions. Both characters go through the same environments, but some missions do differ slightly between them; still, replay value is somewhat limited. In the game, you sneak around killing people from the shadows. Fun stuff. Explore the levels, figure out guards’ patterns and how to sneak up behind them, and kill them. It’s best to avoid getting detected when you can. The game has an okay story, decent to good gameplay, and average 3d graphics. It’s definitely got issues, with the sometimes mediocre graphics, with the draw distance, with the controls, and with the simple, pattern-based nature of the gameplay, but it is fun and works. The voice acting deserves special mention, it’s in that great zone of games with voice acting so bad that it’s good. Some parts of the game are pretty entertaining due to the sometimes iffy script and awful voice acting… 🙂 I actually beat this game, as I said at the top. That says a lot.


Tenchu 2: Birth of the Stealth Assassins

Third-Person Stealth Action. One player, saves (1 block), Analog Gamepad Support. Tenchu 2 is like Tenchu 1, but with slightly improved graphics, a very, very annoying forced-stealth-only first mission, a skimpier costume for the female ninja Ayane, a third unlockable character to play as, and better (and thus much less entertaining) voice acting and script. Oh, and the controls were changed, and for the worse; I liked Tenchu 1’s controls better. The base gameplay is the same as the first one, though. Tenchu 2 is a decent game, but could have been better. It’s okay, but I like the first game more overall. The control change is hard to get used to, the first level is just awful, and the “better” script and voice acting don’t have the entertainment value the first one’s did. Tenchu 2 is still good, though, and overall very similar to the first. This is a pretty good game.


Test Drive 4

Racing. Two player, saves (1 block), has Analog Gamepad or negCon support. The first Test Drive game in some years, Test Drive 4 was the first of a new set of Test Drive games from the later ’90s to early ’00s. The game shares some things in common with the three original games, but drops any attempt at simulation in favor of a purely arcade-based driving style. I think that works fine. TD4 has mediocre but smooth graphics and a decent draw distance. Expect a LOT of pixelization here. The game is still a linear-path racer, just like Test Drive 2, and you still go through five checkpoints in each stage. Test Drive 5 would add some circuit races, but this one does not have them, it’s one-way races only. Track designs in Test Drive 4 remind me more of Outrun than anything 5th gen; don’t expect full-scale environments here, just a strip of road to drive down, as you try to make the turns and not crash into the oncoming traffic. That task is much more difficult than it might sound, though, as TD4 is oldschool levels of hard; expect a challenge with this one! The controls are weird in analog gamepad mode, too — if you want to use the left stick to turn, it forces you to use the right stick for acceleration. Horrible, horrible design! I hate having to use a stick for acceleration, it really does not work at all. Good PS1 racing games might have that as an option, but let you use buttons too. Unless you can get used to it I’d recommend using the d-pad instead, or a wheel, neGcon, or Performance Dual Impact Gamepad, as with these the acceleration is on a button as it should be. The Dual Impact Gamepad is great for this game. Whichever control method you use, though, getting anywhere in this game will take a lot of practice. In order to finish tracks you will need to be good, memorize the courses as much as possible considering how long they are, and not mess up much. It is a good game, and I like it, but it is tough. Regardless, TD4 is a good, under-rated game, much like its two sequels, but with an even more oldschool design than either of them. Also on PC. The PC version plays the same, but has much better visuals as you’d expect.


Tetris Plus

Puzzle. Two player, saves. Tetris Plus is a puzzle game, obviously. It’s a port of the arcade game of the same name and had an Egyptian tomb exploration theme. It includes both a classic Tetris mode and a new puzzle mode where you have to get the professor down to the exit before the slowly dropping ceiling crushes him, by making lines to clear a path for him to drop down. It’s simple, with straightforward 2d graphics and not that many options or modes, but it’s fun classic Tetris action and plays quite well. I do kind of wish it was Russian themed, though, that fits Tetris best… Also on Saturn and Game Boy.


Threads of Fate

Action-RPG. One player, saves, Analog Gamepad Support. Called Dewprism in Japan, the US title is much more serious. I like the Japanese name more. I’ve finished this game, and it’s a fantastic game that is easily one of my favorite games on the Playstation; indeed, it might be my overall favorite PS1 game. The game is a platform-action-RPG much like its predecessor Brave Fencer Musashi, but simplified in some ways down to its core. The somewhat confusing timing and day elements of Brave Fencer Musashi are gone, for instance, replaced with a much more straightforward system where time passes as you progress through the game. You get two playable characters, each with a completely different storyline and very different play styles as well, improved graphics, and lots of great gameplay throughout. Threads of Fate has a narrow focus, not a wide one — instead of exploring the world, you have one single hub village from which you set out on various missions in the area. You revisit many areas multiple times, taking different routes each time. I really like this design, not every game needs to be about travelling around teh whole world and seeing every country. JRPGs much overdo that theme, really; PC RPGs have been more likely to use this kind of design than Japanese games. They should try it more, it works really well when done right, as it is here. The game is on the short side, but it feels absolutely right, like any more length would just be padding and instead they designed it for the perfect length for the story. The only reason I could possibly complain is because I liked it so much that I wished it’d last longer, but that’s much more praise than anything else. It lasts the right amount of time.

Also, there’s replay value by playing as the other character, because the two play quite differently. Mint, a very spoiled princess, has a quite funny story about how she was thrown out of her kingdom due to her sister and the royal advisor’s scheming. She has a a weakness, you see… 🙂 Now, she wants the ultimate power of the Dewprism (of the JP title) to get revenge and take over the world… whatever exactly the Dewprism is, nobody’s quite clear on it, except that it supposedly has great powers. She uses magic spells, and as you progress through the game you gradually get better and better spells. Rue, on the other hand, has a sadder story. He is a boy with no memory, who woke up in the middle of nowhere. He met a woman living there, and he was staying with her, when they were attacked and she was killed. He’s trying to figure out who he is and who attacked them. He uses a power that allows him to take the form of his enemies, so instead of upgrading in skills you just find stronger enemies as you go along. I find Mint’s side much more fun, the entertaining story fits the game better I think, though there is a definite serious side to the story no matter who you play as. The game does a great job of mixing funny and sad or nostalgic moments, and it never feels wrong. Every element of the game is done brilliantly, from the platforming to the stories to the action to the RPG elements to the music. Fun platform jumping, great, memorable bosses, cool dungeons, interesting gameplay mechanics, a good story, and more… Threads of Fate is outstanding. Play this game!


[TigerShark]

Vehicular Action(3d). One player, saves. TigerShark is an extremely hard 3d undersea combat sim. The graphics are not-very-good-looking earlier Playstation 3d, the d-pad only controls are not good, and the challenge level is immense. It feels like a game that could be pretty fun if I could get into it, as I like futuristic vehicular combat sims like this (it’s a bit like a space sim underwater), but the difficulty level makes that hard. The PC version, with joystick controls, would probably be more fun. Also on PC.


Time Crisis

Light Gun Shooter. One player, saves (1 block), GunCon 1 light gun support. Time Crisis is a port of the first game in this now long-running light-gun-shooter series. I’ve never loved Time Crisis, but it is a decent game, with the usual cover-based lightgun Time Crisis action you see in all games in this series; you can hide behind an object and be safe, or pop out and shoot at the badguys, so it’s not entirely static. The PS1 version here adds a new Playstation-exclusive mission, in addition to the arcade original. The graphics are average for the system, and as usual for the genre the game’s not too long, though the additional content helps. There isn’t much variety here, though; there’s one gun, no powerups or anything to be found. The biggest problem with this game, beyond that I’ve never liked this series that much, is that in order to make up for the length, Namco decided made this home port crazy-hard. The game has a strict time limit, and when you die you get sent back to the last checkpoint. By the end of the first level, it’d gotten so hard that I found it nearly impossible to progress. And the game has limited continues too. Yeah, I haven’t gotten anywhere near the end of this game, and I doubt I ever will. And there’s no multiplayer support to help you out here, either; this is strictly a single-player experience. With lots of fire coming at you and a strict continue limit, this game’s difficulty level is up a bit too high.Time Crisis is average or below, overall. Any Sega light gun game is a far better game than this, and I’d rather play Project Horned Owl too, but this game is okay, I guess. I wouldn’t really recommend it though. (Yes, I’m critical of yet another Namco PS1 game. I’m sure by now people reading this are shocked. :p Klonoa is the only truly great Namco PS1 game I can think of… maybe also Tales of Destiny.)


TNN Motorsports Hardcore 4×4

Racing. One player, saves, analog is negCon only. This game is an early PSX racing game. Between the poor 3d graphics and the bland, uninteresting gameplay, I doubt many people today will play it for long. I haven’t. It’s not the worst thing ever, there just are very few reasons to play it of the very many much better racing games you could be playing instead. Maybe fans of 4×4 truck racing would get a bit more out of it than I can. I prefer hovercars with turbo-jets, myself. 🙂 Even 4×4 racing fans probably will find this one disappointing, though; far from being an off-road adventure, in Hardcore 4×4, you’re driving down canyons at all times. Yes, there are high walls on both sides of the track almost all of the time walling you onto the track. This visual style was one you saw in the mid ’90s, but it has aged quite badly, and in this case never looked, or worked, very well to begin with. The game also doesn’t work with the Performance Dual Impact Gamepad in Wheel mode; you’ll need a real wheel or neGcon for this one. Or better yet, play a different game. Also on Saturn.


Total Eclipse Turbo

Rail Shooter. One player, saves (1 block). Total Eclipse Turbo is a 3DO port rail shooter. The graphics look about what you’d expect considering that it was originally supposed to be on the 3DO, and the gameplay isn’t much above average for the genre. It isn’t a bad game — I like rail shooters, and the game is fun — but it’s clearly early and suffers from some definite flaws, most notably the very close, and distracting, draw distance. You really can’t see very far in front of you. Also as usual d-pads are not good control schemes for 3d games… still, it does have a good challenge, some variety of settings and environments, some nice weapons, and some cool challenges, such as when you’re going through narrow tunnels. The biggest enhancement here over the 3DO original is that this version has a save system, while on the 3DO you had to play the whole thing in one sitting. Important improvement there indeed! Still, overall, it’s only okay. The game is definitely a product of its time, and its 3DO roots show through. Still, on the good-rail-shooter-starved Playstation, Total Eclipse Turbo is worth picking up. The game has a sequel, Solar Eclipse for the Saturn (and PS1 in Japan and Europe only; the game was called Titan Wars in some regions). Solar Eclipse has even more live-action FMV video than this game, and better gameplay, but the basic concept is similar. Enhanced 3DO port.


Tunnel B-1

Vehicular Combat. One player, saves (1 block). This review is copied over from my Saturn review because, well, the two versions are pretty much the same. The gameplay and graphics are pretty much the same on both systems. Tunnel B-1 is a first-person vehicular combat game. In the game, you control a vehicle of some kind and have to drive through tunnels, cleansing them of a plague of evil robots and such. Yeah, it’s a fairly generic concept, and is generic in execution too; there are plenty of other games that do something similar to this, and often a bit better than this one too. However, it’s not a bad game, just average. If you like vehicular combat games, you well might enjoy this one. Drive around, shoot stuff, collect better weapons, try not to die, and make your way through the increasingly complex tunnel networks. You start out with only basic weapons and in tunnels with only a branch or two, but it gets more interesting farther in. The game is a challenge from early on, so don’t expect it to be easy. Still the game never reaches greatness, but it is average shooting entertainment, at least, and can be fun to play. I enjoyed it just enough to buy the Saturn version even though I already had it for PS1, but I do enjoy vehicular combat games. Also on Saturn.


UmJammer Lammy

Music. Two player, saves (1 block). This is a music game where you have to press the buttons in time. It’s a spiritual sequel to PaRappa the Rapper, except with a lamb character this time, and rock music instead of rap. It’s also very difficult; I’m utterly horrible at it and can’t beat a single level. The graphics are good and the songs funny, but I’m utterly hopeless at this genre. Even my cousin, who liked PaRappa (I’ve never played that one, but I imagine I wouldn’t like it at all), had trouble with this game… apparently it’s harder than that game is. The songs and lyrics are silly, amusing stuff, but I’ll probably only ever see them in videos.


Vandal Hearts

Strategy. One player, saves. Vandal Hearts is a tactical strategy game of the Tactics Ogre or Final Fantasy Tactics style, but simpler than those games. Vandal Hearts has 3d environments and 2d sprite characters, like FFT. The game is more straightforward than that one, though. I think it’s pretty good, it’s got enough depth to require definite strategy and thought, but isn’t so complex that you feel that you need to play with a guide by you at all times in order to make it worth playing at all, like games like FFT and the Ogre Battle games often seem to be like. It’s a good game, a little under the radar but definitely worth checking out. I like this game; it’s got a good balance of simplicity in design and solid strategy gameplay. Also on Saturn, though that version is Japan-only.


WarHawk

Vehicular Combat(3d). One player, password only saving. WarHawk was considered one of the best early Playstation games in 1995, and I can see why. The game is great, and is definitely one of the best of the early Playstation lineup along with Wipeout. Warhawk is a futuristic 3d flight combat game from SingleTrac where you fly a helicopter around, destroying enemies and doing missions in order to save the world. Each level is an open area, so this game is not railed, it’s free flight. The graphics certainly look like the early PS1 visuals they are, but still, the style, good design, and great level designs still hold up. WarHawk is a lot of fun to play, as you fly around shooting enemies and trying to accomplish your mission. I like this kind of game, and this is one of the better flight combat games on the PS1. The game has live-action-video FMV cutscenes, which are entertaining enough but not great. They work I guess, but are a product of their time; it’s the gameplay that really makes this game good. WarHawk definitely has aged from 1995, and in visuals and gameplay you can tell that it’s an early Playstation game, but the high quality of the game shines through even so and it is still quite fun. The password-only save system is annoying, though, why couldn’t it just use the memory card? Still, this is a pretty good game, as long as you keep in mind that it is from 1995.


Wild 9

Platformer(2.5d)/Vehicular Action(3d). One player, saves (1 block), Analog Gamepad Support. Wild 9 is a 2.5d platform-action game from Shiny, the makers of Earthworm Jim. Advertised with the slogan “Torture your enemies!”, the game was aimed at an older audience than their past titles, and didn’t do as well as Shiny hoped. The game’s okay, but not great. The graphics are mediocre polygonal Playstation 3d, which means not that good. Sure, there are hardware limits, but the system can do better. Despite that though the game can be fun. Levels are large and full of enemies and some puzzles, and there are some bike shooting stages to mix up the platforming. It’s fun until it starts getting repetitive, which it will eventually, as the game somewhat lacks in variety. Your weapons are definitely entertaining, they focused the advertising on them for a reason — it’s obviously a major focal point of the design, and it works, some of the time — whacking the enemies around can be amusing for sure. Still though, maybe they should have spent more time on the gameplay, less on the weapons? Also, the “extreme” tone of the game gets annoying fast, as does the main character. Earthworm Jim this guy is not… Overall though, it’s at least an okay game and maybe better (graphics aside), and is another decent platform-action game in the Playstation’s library. The PSX really doesn’t get enough credit for its substantial 2d and 2.5d platformer library, I think… it’s actually pretty good.


WipEout

Racing(Futuristic). One player (two player by system link only), saves (1 block), analog by neGcon only. Wipeout is the original classic, the most influential futuristic racing game since F-Zero years earlier. It helped spark the futuristic racing genre’s rapid growth, and the series is still around and great. This is a series I’ve often loved. The original game, though, has some real problems thanks to a few bad design decisions that were improved on with each successive release in the series. On the positive side, Wipeout has very good graphics with some flashy special effects, great track designs, decent controls for a d-pad racing game, and outstanding design, music, and style. However, the game is hard and incredibly unforgiving. For some reason, Psygnosis made it so that when you hit a wall you lose almost all of your speed. This single problem has a massive impact and makes it so that in order to win, which you must if you expect to finish the game, you must be perfect. Memorize the courses exactly. Use your left and right airbrakes at the right time on each turn, and hope you don’t mess up. It’s just too unforgivingly difficult, and I have never even finished the first, and easier and slower, of the game’s two circuits. Also you can’t save during a circuit, and in the harder circuit you only go to the last track if you’re in first place overall after the first six tracks. You only get three chances at each track to finish in the top three, or it’s game over. Brutal. The game has multiplayer, but system link only, lamely.

The game also was ported to PC and Saturn. I’m not sure about the PC version, but in the Saturn version made a critical improvement in speed loss when you hit walls — instead of your acceleration going to zero as on PSX, on Saturn you just lose a bit of speed. It makes the game incredibly more fun and playable. The Saturn version has worse graphics (the effects particularly look less impressive), no real analog (even with the wheel it feels digital), and no system link multiplayer, but in gameplay it is vastly superior. That is my favorite version of the game.


WipEout XL

Racing(Futuristic). One player (two player by system link only), saves (1 block), analog by negCon only. Wipeout XL is probably the most popular of the Playstation Wipeout games, and it is indeed a great game. The first half of the game has you play each race as a single race, with saving between races. Once you’ve beaten all six of these, though, you reach the second part, where you have to go through a circuit, Wipeout 1-style, and beat all six of them with only one try for the whole thing and limited continues. This is, like with the first game, crazy hard; I’ve never managed it. It’s a nasty design change, and is even harder than Wipeout 1’s circuits because you only get three tries for the whole thing, not three tries for each track, regenerating once you beat the race. It’s just crazy hard at that point, I wish they’d stuck with the design of the first part of the game throughout. It wasn’t until Wipeout 64, and then Wipeout 3 after it, that Psygnosis finally stopped it with the circuits, and went to designs where you could save after every race. I just wish they’d started sooner. Still, this game is a true classic, and definitely is something worth playing. Despite its flaws it’s a great game. I wish that the whole game allowed you to save between races, that’s such a better design for games like this… oh well. It is still a great game, certainly.

As with the first game you have to use the d-pad or neGcon/racing wheel, and racing wheels just aren’t that great for Wipeout, I’ve found. The game is easier with d-pad than a wheel, which means much less precision than an analog stick has, and it does affect how much fun the game is, particularly compared to Wipeout 64, which has very similar graphics, but analog controls and 4-player splitscreen. The solution to this is the Performance Dual Impact Gamepad; turn it to Wheel mode, and this becomes almost a whole new game! WOXL with the Dual Impact is outstanding; it give the game the great, precise analog controls that it needs. This game is incredibly fun with the Dual Impact, and I would regommend getting one for this game alone. I still do think that Wipeout 64 is better than Wipeout XL on game design grounds, though; I really find these “beat 6 races with a 3 continue limit per race unless you earn credits by finishing second or third” circuits, as this game becomes after its first section, overly frusterating. WO64’s championships which let you save between each race are better designed. Plus, four player splitscreen! Still, WOXL is a great, great game. The graphics are good, better looking than the first game in many ways, and the gameplay is similarly improved. It is, as with most Wipeout games, a very difficult, challenging game which can be brutal and unforgiving, but if you have the skill, there is a lot here to like. I do think other Wipeout games are better than this game, but it is a pretty good one. Also on PC and Saturn (released in Japan and Europe only on Saturn), though the music was replaced with different stuff in those versions, and the Saturn port has no multiplayer as well. The Saturn port does, however, have good 3D Controller analog support.


WipEout 3

Racing(Futuristic). Two player (four player via system link with two players on each system), saves (1 block), Analog Gamepad and negCon support. Wipeout 3 has outstanding, high resolution graphics for the PS1, a lot of content, multiple gameplay modes, two player splitscreen, analog support on the dualshock controller so that finally PSX Wipeout has controls about as good as the N64 version, and more. Featureswise it sounds outstanding, and it is. Some of the tracks are very cool looking, and the graphics do impress me a lot for the system. As with all Wipeout games, it’s very good at its core. However, gameplay and design wise the game is somewhat disappointing. First, again, the game is insanely hard and technical. This is perhaps the most technical game of all the 5th gen Wipeouts, and that’s even including the PSX version of the first game. The courses are narrow, twisting, and require great precision, skill, and memorization to master. The addition of a turbo boost that drains your shields doesn’t help either, the game expects you to use it but it makes things harder more than anything. I wish they hadn’t put it in, really. The loss of the Quake weapon is also unfortunate, I liked it. The biggest problem with the game, though, is the amount of technical skill it requires to get good at. This is a much, much harder game than Wipeout 64 or Wipeout Fusion, and is definitely harder than XL as well. When it’s good Wipeout 3 is very good, but it’ll be frustrating and tedious much more of the time as you fail again and again until you get good at each track and speed. The question is, do you have the patience? Ultimately, it’s great, but I wish it was a little easier, like 64 and Fusion. WO3 is for the hardcore fan. Still, it’s a must-play. There’s an enhanced version of this with more tracks, Wipeout 3 Special Edition (also for PS1), that was unfortunately only released in Europe.

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List: PC Gamer CD & DVD Contents: Sleeve & Disc Listings

This lists all of the game demos, mods, maps, patches, etc. that PC Gamer US CD and, for the few DVD issues I have, DVD sleeves and discs list as being on the discs.  This isn’t a full listing of all contents of the discs, that would require launching up every disc to check it, but it’s a start.  I will eventually make a complete list of all contents and post that, but this should cover the major contents.  I think it’s great to know what was on each disc of this once-incredible magazine’s cover discs!

The list below covers only the discs that I have myself, so it’s got gaps.  I list everything I have here.  I have one disc from ’96, all but a few from ’97 through ’04 (ie, most discs but I don’t have some random months), all of ’06, and 8 from ’10-’11, when they stopped including a disc with the magazine.

Notes:

First, remember, these are magazine demo discs.  They came with the print magazine, PC Gamer (US).  Magazines have a long lead time and are, as an industry convention, labeled with the month AFTER the month they actually are sold, so the March issue of each year, for example, has the Game of the Year awards for the previous year.  This would have been on newsstands in February and probably was written in December or January.

The demos are listed as they are ordered on the list on the back of the slipcover.  The first demo on the list is the one which is pictured on the front of the cover, unless otherwise noted.

Publishers are as listed on the cover – PCG mentioned one on the back of the sleeve for many years.

Discs always contain more content than just the things listed on the slipcover.  I’d need to boot up every single disc to list the rest of the contents and I haven’t done that, so for now this list is mostly just of the listed contents.  For certain discs I list everything.

I can only list the demos for discs that I have.  I’ll note ones I don’t have.

I list platforms for some discs.  These aren’t listed on the slipcase though, you have to run the discs to get the platform breakdown.

The PCG disc numbering system was based on interface version — so 1.1 is the first disc of their first interface, while 4.10 is the 10th disc of the sixth interface version.  I’ll also say a bit about each interface.

* means a full version game.

– means stuff on the disc which isn’t demos – for patches, mods, maps, etc.  This stuff is on almost every disc, but is is rarely mentioned on the slipcover.  Occasionally it is, though.

From the mid 20-00s on, many issues of PC Gamer had bonus DVDs that you’d only get if you bought at the newsstand, while the subscriber got the inferior CD version.  That’s pretty lame, and no DVD subscription option was available.  This annoyed me a lot and was one of the reasons I didn’t resubscribe to PCG between 2002, when I let my subscription lapse, and 2010, when I subscribed again for a year when I got a $5 for a year deal — I wanted DVDs for the demo discs, not CDs, because CDs didn’t hold enough data to have a relevant number of demos on them anymore, but PCG never made the change, sadly.  It was quite annoying.  Apparently in Europe things were very different, and magazines, including PC Gamer UK, usually had multiple discs and often had free full games, but magazines cost a lot more there too… ours were, and are, cheaper but came with less.  (The issues from 2002 and 2006 listed below are here because I bought several years of ’00s PCG issues on ebay in 2014.)

Before 2006, PC Gamer demo discs come in a nice cardboard sleeve, with one game pictured on the front and usually details about the disc contents on the back.  In the early ’00s, the backside list of contents was removed, but the sleeve fronts were still colorful artwork of a highlighted game.  Howver, in 2006 they dropped those in favor of basic plain white paper sleeves.  I will mention this at that point.  I will also mention when, that same year, PCG stops putting the disc interface number on each disc. The details will be explained below once I reach those points.

The PCG disc was discontinued after the September 2011 issue.  It was, I believe, the last American game magazine to still come with a demo disc at that point.  PCG still exists, as the only surviving regular print magazine in the US about electronic games.  Well, Game Informer is kind of still around, but PCG is the only one with a regular publisher and not self-published.


PCG Discs, US Magazine Only

 

—————-
Bonus Discs

—————-

Notes: These discs were bonus discs sent to you sometimes for subscribing or re-subscribing back in the ’90s.  I have two of them.

Extended Play Collection, Vol. 1

Addons and maps for:

Quake (maps, mods, bots, skis, editors, TCs, etc.)
Duke Nukem 3D (TCs, maps)
C&C: Red Alert (maps)
Blood (maps)
Warcraft II (maps)
Shadow Warrior (maps)

Extended Play Collection, Vol. 2

Addons and maps for:

Age of Empires (maps, campaigns)
Doom II (maps)
Interstate ’76 Nitro Pack (cars, tracks)
Jack Nicklaus 5 (courses)
Quake (maps, mods)
Quake II (maps, mods)
Shadow Warrior (maps)
StarCraft (maps)
Total Annihilation (units)
Unreal (maps)

——————————–
Demo Discs
——————————–

Discs 1.1 to 2.7 – do not have.  I believe Disc Interface 1 might be the floppy disk based demo disks that came with the first couple of issues of PCG in 1994.

Disc Interface 2 is a multimedia experience.  It installs, and then you play it like a first person adventure game.  You move from point to point, like adventure games of the day, exploring the street and then the PC Gamer Underground down below.  You’ve got a simple little puzzle, and can wander around the office too, looking at various things, installing the demos, and finding information about the games on the disc, among other things.  There are also various little comedy bits, including stuff on the answering machine, a little bit of a story hidden somewhere, etc.  Good stuff, I loved this disc version. 🙂

Disc 2.8, Sept. 1996

Quake
ATF
M1A2 Abrams
Lemmings Paintball
Settlers 2
Shattered Steel
ShellShock
Star Fighter PC
Catz
Iron Blood
Return of Arcade
Shakii the Wolf
Alien Trilogy
Death from Above

Discs 2.9 to 2.11 – do not have

2.12, Jan. 1997

Daggerfall
Syndicate Wars
Steel Panthers 2
Skullcracker
Birthright
Baku Baku
Assassin 2015
ChessMaster Network
Screamer 2
GEX
Ecstatica 2
FX Fighter Turbo
SWIV 3D
Obsidian
Rex Blade
3D Ultra Pinball: Creep Night
Crusader: No Regret
G-Nome

2.13, Feb. 1997

Tomb Raider (Demo Part 1)
SkyNET
MechWarrior 2: Mercenaries
Microsoft Soccer
Leisure Suit Larry: Love For Sail!
Alien Rampage
Powerslave
Bug!
Battleground: Antietam
Harpoon Classic
Pinball Builder
Power F1
A Fork in the Tale
ZPC
Jet Fighter III
Muzzle Velocity
Legends of Kesmai
Rocket Jockey

Disc 2.14 – do not have

Disc interface 3 is the Coconut Monkey’s Island disc revision.  See, in the later discs of version 2, an ongoing story developed and eventually Coconut Monkey left to go on vacation.  He ended up on this island.  This interface is still somewhat interactive, with various areas to click on, but is much less involved and doesn’t feel like a game on its own like version 2 does; that style would not return.  That was kind of too bad, but still it’s a solid disc version.  It’s made with Macromedia [Flash].

3.1, Apr. 1997 -(“The Sports Spectacular”) (demos are for Win95 unless noted)

Links LS – Access
FIFA Soccer 97 – EA Sports [DOS & Win95]
NCAA Final Four – Mindscape
SimGolf – Maxis
Shivers II: Harvest of Souls – Sierra [Win3.1]
Cave Wars – Avalon Hill [DOS]
Scorched Planet – Virgin
XS – GT Interactive [DOS]
Age of Sail – TalonSoft [Win3.1]
Krazy Ivan – Psygnosis
Amber: Journeys Beyond – Graphic Simulations
Banzai Bug! – Grolier
Surface Tension – GameTek [DOS]
Great Battles of Alexander – Interactive Magic
Enemy Nations – Viacom [DOS & Win95]
[Huygen’s Disclosure – Microforum] – this game is listed on the back but is NOT on the disc.
Bug Too! – SegaSoft
Meridian 59 – 3DO
[Chill Manor] – This game is on the disc but is NOT listed on the back. [DOS]
-Palace [Win3.1/95] – Software on many PCG discs for years – graphical internet chatroom thing basically.  Palace is never listed on the printed demos list.
-Patches: A-10 Cuba!, Admiral: Sea Battles, Age of Sail, Battlecruiser 3000AD, Battleground: Antietam, Battleground: Gettysburg, Battleground: Waterloo, Blood & Magic, Daggerfall, Descent II, Drowned God, Duke Nukem 3D: Plutonium Pak, F22 Lightning II, Harpoon Classic 97, Heroes of M&M II, Jagged Alliance, Leisure Suit Larry 7, Lords of the Realm 2, M.A.X., Missionforce: Cyberstorm, Over the Reich, Shattered Steel, SimCopter, Third Reich, Titanic, Tomb Raider, Wages of War, War Wind, Whiplash, Wooden Ships and Iron Men
-Maps and Updates: Dark Forces (Kyle’s Nightmare, Imperial Residence), Doom II (The City by the Sea, Market), Duke Nukem 3D (Escape, Nobody Steals), Madden 97 (Week 14 Roster Update), Quake (The Downward Spiral, Scorn), Robert E. Lee Civil War General (Alternate Scenarios), Warcraft II (The Great War, Knappy Land 1)

Discs 3.2 to 3.5 – I do have these, but I don’t have the cardboard sleeves, they’re just loose discs.  The below are just what is listed on the disc itself.

3.2, May 1997

MDK
Tomb Raider Demo Part 2
Air Warrior II
F-22 Lighting II
Jack Nicklaus 4
-And many more!

3.3, June 1997

Theme Hospital
X-Car
POD
Outlaws
KKND
Interstate ’76
FPS GOlf
War, Inc.
-And many more!

3.4, July 1997

The Curse of Monkey Island
X-Com: Apocalypse
F/A-18 Hornet
Carmageddon
Darklight Conflict
**Encrypted, now impossible to purchase copies of the full versions of Monkey Island 1 and Monkey Island 2
-And many more!

3.5, August 1997

Shadow Warrior
Betrayal in Antara
Fallout
Esoterica
Meat Puppet
Absolute Pinball
Bust-A-Move 2
You Don’t Know Jack
Warlords III
-And many others!

3.6, Sept. 1997

Terracide – Eidos Interactive
Dark Colony – SSI
Triple Play 98 – EA Sports
Panzer General II – SSI
Constructor – Acclaim
Wipeout XL – Psygnosis (Requires 3D Accelerator)
Imeperialism – SSI
Atomic Bomberman – Interplay
Little Big Adventure 2: Twinsen’s Osyssey – Activision
Pacific General – SSI
The Space Bar – SegaSoft
Slam Tilt Pinball – 21st Century
DogDay – Impact Interactive

3.7, Oct. 1997 (Quake-O-Rama)

X-Wing vs. TIE Fighter (NOT the cover title, see below) – LucasArts
Warlords III: Reign of Heroes – Red Orb
Extreme Assault – Blue Byte
Golgotha – Crack Dot Com
Take No Prisoners – Red Orb
SODA: Off Road Racing – Papyrus (Sierra)
PGA Tour Golf – EA Sports
Formula 1 – Psygnosis
Sand Warriors – Interplay
Uprising – 3DO
Skrap – Nuronware
XCAR: Experimental Racing – Bethesda
Lords of the Realm 2 – Sierra
Quake Add-Ons (a collection of Quake TCs and levels – this gets the cover)
Quake Shareware

3.8, Nov. 1997

Hexen II – Activision
Pax Imperia: Eminent Domain – THQ
Claw – Monolith
Legends Football ’98 – Accolade
Virtua Fighter 2 – Sega
The Last Express – Broderbund
Youngblood – GT Interactive
G-Police – Psygnosis
Dungeon Keeper – EA
Front Page Sports: Baseball Pro ’98 – Sierra
WarBirds 2.0 – Interactive Magic
War Wind II: Human Onslaught – SSI
Dark Rift – Vic Tokai
Commanche 3 – NovaLogic

3.9, No. 1, Dec. 1997 (two discs this month, for subscribers)

Resident Evil (requires 3D Accelerator)
Zork Grand Inquisitor
Steel Panthers III: Brigade Command 1939-1999 – SSI
7th Legion – MicroProse
Nebula Fighter – Ionos Software
Worms 2 – Team 17
Pro Pinball: Timeshock! – Empire Interactive
You Don’t Know Jack Volume 3 – Berkeley Systems
Man of War – Strategy First
Take No Prisoners – Red Orb
Dark Angel – Vicarious Visions
Incubation – Blue Byte
Civil War Generals II – Sierra
Byzantine: The Betrayal – Discovery Channel Media
Enterpreur – Stardock Systems
Nuclear Strike – EA
Shipwreckers! – Psygnosis (3Dfx Required)
Baseball Mogul – Infinite Monkey Systems
The Game Club  JC Research

3.10, No. 2, Dec. 1997 (The Top 10 Demos of 1997)

Tomb Raider, Parts 1 and 2 – Eidos (both demos together)
Heroes of Might & Magic II – New World Computing
MDK – Playmates Interactive
Blood – GT Interactive
Interstate ’76 – Activision
Shadow Warrior – GT Interactive
Moto Racer GP – EA
Shadows of the Empire – Lucasarts
Hexen II – Activision
Links LS — Access

Plus… (these are new demos, I think?)

Broken Sword: The Smoking Mirror – Virgin Interactive
Dark Earth – MicroProse
The Golf Pro – Empire Interactive

3.10, Jan. 1998

Tomb Raider II  – Eidos
Jedi Knight: Dark Forces II – Lucasarts
Close Combat: A Bridge Too Far – Microsoft
Sub Culture – UbiSoft
Age of Empires – Microsoft
Die by the Sword – Interplay
NetStorm – Activision
Virtual Pool 2 – Interplay
You Don’t Know Jack TV – Berkeley Systems
netWAR – Headland Digital Media
iF-16 – Interactive Magic

3.11, Feb. 1998 (The Ultimate Driving Spectacular)

Need for Speed II SE (3Dfx Required) – EA
CART Precision Racing – Microsoft
Test Drive 4 – Accolade
Road Rash – EA
East Front – TalonSoft
Tanarus – Sony Interactive
Addiction Pinball – MicroProse
NBA Action ’98 – Sega
Dark Reign – Activision
Star Command Deluxe – Metropolis Digital
Earth 2140 – Interplay
Ultra 3D Pinball: The Lost Continent – Seierra
Myth: The Fallen Lords – Bungie

3.12, Mar. 1998

Wing Commander Prophecy – EA
Falcon 4.0 – MicroProse
Sid Meier’s Gettysburg! – Firaxis
Deadlock II – Accolade
Sanitarium – ASC Games
Extreme Tactics – Media Station
Turok – Acclaim
Jack Nicklaus 5 – Accolade
Grand Theft Auto – ASC Games
Oddworld: Abe’s Oddysee – GT Interactive
-Mods/Maps: Incubation Levels and Patches
-MindSpring, EarthLink, MCI Internet provider setups

3.13, Apr. 1998

Battlezone – Activision
F1 Racing Simulation – Psygnosis
Stratosphere – Kodiak Interactive
VR Baseball – Interplay
Front Page Sports: Golf – Sierra
Front Page Sports: Baseball 98 – Sierra
Fighter Ace – Microsoft
Links LS 98 – Access
HardBall 5 – Accolade
Jack Nicklaus 5: Course Designer – Accolade
WarBreeds – Red Orb
F-22 Raptor – NovaLogic
Star Trek: The Game Show – Sound Source Interactive
Warhammer: Dark Omen – EA

3.14, May 1998

Jedi Knight: Mysters of the Sith – Lucasarts
Forsaken – Acclaim
Interstate ’76: Arsenal – Activision
Fleash Feast – SegaSoft
Quest for Glory V – Sierra (first, Adventure Demo – pre-release)
Adrenix – Playmates Interactive
Total Annihilation – Cavedog
Longbow 2 – Jane’s COmbat Simulations (EA)
Croc: Legend of the Gobbos – Fox Interactive
Ultim@te Race Pro – MicroProse
VR Powerboat Racing – Interplay
Balls of Steel – Pinball Wizards
Warhammer 40k: Final Liberation – SSI
-Addons/Maps: Total Annihilation (units), Quake II (maps), etc

3.15, June 1998

Final Fantasy VII (3Dfx Required) – Eidos
Heavy Gear – Activision
Quake II – id Software
Burnout – Bethesda [no, not that Burnout]
Incoming – Rage Software
Deer Hunter – Sunstorm Interactive
Net Fighter – SegaSoft
StarSiege – Sierra
Dink Smallwood – RTsoft (first demo)
Empiriana – Infinite Realms
Panzer Commander – SSI
Pharaoh’s Ascent — Ambertec
Armor Command – Ripcord

Disc Revision 4: This interface is simple and basic, but worked fine.  Red color scheme, made in NeoBook.

4.1 – do not have

4.2, Aug. 1998

Jane’s F-15 – Jane’s COmbat Simulations (EA)
Warlords III: Dark Lords Rising – Red Orb
Redjack: Revenge of the Brethren – THQ
KKND2: Krossfire – Melbourne House
Dominion: Storm over Gift 3 – ION Storm
Monster Truck Madness 2 – Microsoft
HardBall 6 – Accolade
Team Apache – Mindscape
Industry Giant – Interactive Magic
COmmandos – Eidos
Tomb Raider II, Part 2 – Eidos (like with Tomb Raider 1, TR2 got two demos)
Bass Masters Classic TE – THQ
Vangers – Interactive Magic
Beast Wars: Transformers – Hasbro Interactive
Dink Smallwood -RTsoft (new, larger demo)

4.3, Sept. 1998

Grim Fandango
Final Fantasy VII (now with non-3DFX 3d card support and a software mode) – Eidos
Moto Racer 2 – EA
International Rally Championship – THQ
GOlden Tee Golf – Incredible Technologies
Kuba – Patch Products
Incubation: The Wilderness Missions – Blue Byte
Brunswick Circuit Pro Bowling
Police Quest: SWAT 2 – Sierra
Golf 1998 Edition – Microsoft

4.4, Oct. 1998

SiN – Activision
Jagged Alliance 2 – Sir-tech
AIr Hockey – Patch Products
Motorhead – Fox Interactive
Morpheus – Piranha Interactive
Montezuma’s Return – Wizard Works
Ancient Conquest – Megamedia Australia
Operational Art of War – TalonSoft
European Air War – MicroProse
Plane Crazy – SegaSoft
Get Medieval – Monolith
CyberStorm 2: Corporate Wars – Sierra
WayPOint Zeta – Elpin Systems

4.5, Nov. 1998

Tom Clancy’s Rainbow Six – Red Storm
Motocross Madness – Microsoft
Ares Rising – Imagine Studios
NFL Gameday 99 – 989 Sports (Sony)
Army Men – 3DO
Knights and Merchants – Interactive Magic
Sanctum – Digital Addiction
F-16 Multirole Fighter – NovaLogic
West Front – TalonSoft
Urban Assault – Microsoft
Crop Circles: Escape from Planet 3 – Zero Entertainment
Hexplore – Infogrames

4.6, Dec. 1998

Shogo – Monolith
Need for Speed III – EA
Caesar III – Sierra
Powerslide – GT Interactive
Carmageddon II – Interplay (3Dfx Only)
Jazz Jackrabbit – Epic MegaGames
Spearhead – Interactive Magic
Johnny Herbert’s Grand Pric World Champions – Intense Games
iF/A-18E Carrier Strike Fighter – Interactive Magic
Recoil – Virgin Interactive
Swarm – Global Star Software
Speed Busters – Ubisoft

4.7 – Jan. 1999

Descent 3 – Interplay
Trespasser – Dreamworks Interactive
Aliens versus Predator – Fox Interactive (Predator demo)
NFL Blitz – Midway
Blood II: The Chosen – GT Interactive
Lords of Magic: Special Edition – Sierra
Age of Empires: The Rise of Rome – Microsoft
Heretic II – Activision
Return Fire 2 – Ripcord
Populous: The Beginning – Bullfrog (EA)
Railroad Tycoon II – Gathering of Developers
Tonic Trouble – Ubisoft
Sanctum – Digital Addiction (demo showing up for the second time)

4.8 – Feb. 1999

The Elder Scrolls Adventures: Redguard – Bethesda
Pro Pinball: Big Race USA – Empire Interactive
Tomb Raider III – Eidos
Settlers 3 – Blue Byte
Future Cop: L.A.P.D. – EA
Heavy Gear 2 – Activision
Klingon Honor Guard – MicroProse
Resident Evil 2 – Capcom
Snow Wave – Intense Entertainment
Test Drive Off Road 2 – Accolade
Wargasm – DID
Chron X – The Station @sony.com

4.9 – Mar. 1999

Thief: The Dark Project – Eidos
King’s Quest: Mask of Eternity – Sierra
Requiem: Avenging Angel – 3DO
Rest Drive 5 – Accolade
Uprising 2 – 3DO
Snow Wave – Intense Entertainment (showing up again, same demo)
Warzone 2100 – Eidos (first demo)
Red Baron 3D – Sierra
Carnivores – WizardWorks
The 4th Coming – Viacom

4.10 – Apr. 1999

SimCity 3000 – Maxis
Sid Meier’s Alpha Centauri – Firaxis
Rogue Squadron 3D – LucasArts (req. 3d acceleration)
Aliens versus Predator: Marine Demo – Fox Interactive (req. 3d acceleration)
WCW Nitro – THQ
Viper Racing – Sierra
Warhammer 40,000: Chaos Gate – SSI
Red Baron 3D – Sierra (yup, another repeat demo…)
Sanctum: Bloodlines – Digital Addiction (addon to the online card game)

4.11 – May 1999

Myth II: Soulblighter
Half-Life: Uplink – Sierra
Close Combat III: The Russian Front – Microsoft
Quest for Glory V: Dragon Fire – Sierra (second demo, Action Demo – post-release)
Commandos: Beyond the Call of Duty – Eidos
Rollcage – Psygnosis
Gangsters – Eidos
Imperialism II: Age of Exploration – SSI
Redline – Accolade
Elite Darts – Patch Products
Sanctum: Bloodlines – Digital Addiction (repeat)

4.12 – June 1999

Kingpin – Interplay
MechWarrior 3 – MicroProse
Slave Zero – Accolade
High Heat Baseball 2000 – 3DO
Aliens versus Predator: Aliens Demo – Fox Interactive (third and final demo)
Battlezone Red Odyssey: Mission Pack – Activision
Settlers III Multi-player – Blue Byte (second, multiplayer only demo)
RollerCoaster Tycoon – MicroProse
Sports Car GT – EA
West Front – TalonSoft (repeat from Nov. 1998)
Warzone 2100 Multi-player demo – Eidos

4.13 – Aug. 1999

Worms: Armageddon – Hasbro Interactive
Starsiege – Sierra (repeat from a year before?)
Heroes of Might & Magic III: The Restoration of Erathia – New World Computing
Re-volt – Acclaim
X-Wing: Alliance – LucasArts
Requiem: Avenging Angel – 3DO (updated demo)
Field and Stream Trophy Bass 3D – Sierra
Starshot – Infogrames
Shattered Light – Simon & Schuster Interactive
Apache Havoc – Empire Interactive
Beavis and Butthead: Bunghole in One – GT Interactive

4.14 – Sept. 1999

Sinistar: Unleashed – THQ
Drakan – Psygnosis
Hidden and Dangerous – Take 2
Shadow Company: Left for Dead – Interactive Magic
Star Wars Episode I: The Gungan Frontier – Lucas Learning
Official Formula 1 Racing – Eidos
Space Bunnies Must Die! – Ripcord
Triple Play 2000 – EA Sports
Virtual Tennis – Interplay
Beat Down – Hot-B
-Mod: PC Gamer Presents Darkstar One (Half-Life mod)

4.15 – Sept. 1999

Need for Speed: High Stakes – EA
Outcast – Infogrames
Star Trek: Starfleet Command – Interplay
Independence War Deluxe Edition – Infogrames
Links Extreme – Access
F-22 Lightning 3 – NovaLogic
Jeff Gordon’s XS Racing – ASC Games
Warzone 2100 – Eidos (third and final demo, Urban setting)
The 4th Coming – Viacom (repeat inclusion of this online game)
Tomb Raider II Gold – Eidos

Disc Revision 5 – Another revision of the simple menu-interface disc style that PCG would stick with for as long as they kept making demo discs.

5.1 – Oct. 1999

System Shock 2 – EA
Mob Rule – Simon & Schuster Interactive
Star Wars Episode One: Racer – LucasArts
Panzer General III: Assault – SSI
Wartorn – Eyst Games
Driver – GT
Septerra Core – Monolith
Star Wars Episode One: The Phantom Menace – LucasArts

5.2 – Nov. 1999

Battlezone II – Activision
Seven Kingdoms II – Enlight (PC Gamer Exclusive version with more maps than other versions)
Pharaoh – Sierra
Odium – Monolith
Madden NFL 2000 – EA Sports
Tachyon: The Fringe – NovaLogic
Nocturne – Terminal Reality
Deer Avenger 2 – Simon & Schuster Interactive

5.3 – do not have (though I’m sure I used to…)

5.4 – Jan. 2000

Age of Empires II: The Age of Kings – Microsoft
Final Fantasy VIII – Eidos
TrickStyle – Acclaim
Pong: The Next Level – Hasbro Interactive
Sid Meier’s Alien Crossfire – Firaxis
Homeworld – Sierra
Armored Fist 3 – NovaLogic
Star Wars: Pit Droids – Lucas Learning
Tomb Raider: The Last Revelation – Eidos
Spellbinder: The Nexus Conflict – Centropolis Entertainment (online only MMO)

5.5 – Feb. 2000

-Mods/Maps: Half-Life (PC Gamer Presents: They Hunger) (listed first, but not on the cover)
Indiana Jones and the Infernal Machine – LucasArts (this is the actual cover)
NBA Live 2000 – EA Sports
Mesiah – Interplay
Wheel of Time – GT
Urban Chaos – Eidos
Dungeon Keeper 2 – EA
Bugs Bunny: Lost in Time – Infogrames

5.6 – Mar. 2000

Allegiance – Microsoft
Quake III Arena – Activision
Interstate ’82 – Activision
Star Trek: Hidden Evil – Activision/Presto Studios
SWAT 3: Close Quarters Battle – Sierra
Gabriel Knight 3: Blood of the Sacred, Blood of the Damned – Sierra
Sid Meier’s Antietam! – Firaxis
Test Drive Off-Road 3 – Infogrames
Boarder Zone – Infogrames
Lego Racers – Lego Media

5.7 (Apr. 2000) – do not have

5.8 – May 2000 – With this issue, PCG stops always listing publishers on the back of the disc slipcover.

Sammy Sosa High Heat Baseball 2001 [-3DO]
NOX – Westwood
Shadow Watch
Pro Pinball: Fantastic Hourney
Missile Command
Shogun: Total War
Tomb Raider: The Lost Artifact
-Maps/Mods: Half-Life (ten expansions for the game)

5.9 – June 2000

Ground Control – Sierra
Earth 2150
Klingon Academy
Half-Life: Opposing Force
Trophy Bass IV – Sierra
Need for Speed: Porsche Unleashed
electrObalz
-Video: Ultima Online 2 movie (exclusive gameplay movie) – Origin

5.10, July 2000 – missing / do not have (though I sure used to) – unless there was just one that month?

5.10 (special disc) – July 2000 – PC Gamer Classic Game Collection 1 (12 full version classic PC games and one new demo)

Daikatana (demo)
*Terminal Velocity [DOS]
*Road & Track Presents: The Need for Speed [DOS]
*Ultima I [DOS]
*Ultima Underworld [DOS]
*The Secret of Monkey Island [DOS]
*Wing Commander 1 w/ Secret Missions 1 & SM 2 [Win95 version from the Wing Commander 1-3 Win9x collection]
*King’s Quest 1 [DOS] (EGA ver.)
*Alone in the Dark [DOS]
*Descent [DOS]
*Duke Nukem II [DOS]
*Links [DOS]
*X-Com [DOS]

5.11 – Aug. 2000

Motocross Madness 2 – Microsoft
Star Wars: Force Commander
Gunship! – Microprose
The Time Machine – Cryo Interactive
Lemmings Revolution
Warlords Battlecry
-Video: Halo trailer movie (10 minutes long)

5.12 – Sept. 2000

-Mod: Half-Life (They Hunger 2)
Deep Space 9: The Fallen
MDK2
Star Trek Armada
MindRover
-Video: Pool of Radiance: Ruins of Myth Drannor, Red Faction
-Patch: Half-Life
-Mod: Quake III Arena (Weapons Factory Arena 1.0)

5.13 – Oct. 2000

Star Trek Voyager: Elite Force
KISS Psycho Circus: The Nightmare Child
Deus Ex
BANG! Gunship Elite – Red Storm
Vampire: The Masquerade: Redemption
-Internet: EarthLink

5.13 No. 2 – Oct. 2000 (may have been a retail only bonus disc?  Not sure.)

*Steel Panthers: World at War – Matrix Games – full, free game (NOT on the cover)
Sanity: Aiken’s Artifact – Fox Interactive
Star Trek: New Worlds – Interplay
Dino Crisis – Capcom
3D Ultra Pinball: Thrillride – Sierra
StarLancer – Microsoft (this is the cover title)

5.14 – Nov. 2000

Heavy Metal FAKK2
Age of Empires II: The Conquerors
Tony Hawk’s Pro Skater 2
Stupid Invaders
NASCAR Heat
Sydney 2000
-Patch: Half-Life (Half-Life: Opposing Force: CTF addition)
-Mod: Half-Life (two exclusive maps)

Disc Revision 6 – The shortest-lived revision I’ve seen.  It’s not too different from the ones before and after it.

6.1 – do not have (if there was one, no month is missing)

6.2 – Dec. 2000

NHL 2001
No One Lives Forever
Panzer General III: Scorched Earth
Homeworld Cataclysm
Delta Force: Land Warrior
Dark Reign 2 – Activision/Pandemic Studios
Reach for the Stars
4×4 Evolution – Terminal Reality

6.3 – Jan. 2001

Escape from Monkey Island
Crimson Skies – Microsoft
Virtual Pool 3
Starfleet Command Volume II: Empires at War
Battle Isle: The Andosia War
Insane – Codemasters
Breakout – Hasbro Interactive
Frogger 2: Swampy’s Revenge

6.4 – Feb. 2001

MechWarrior 4 – Microsoft
Oni – Bungie
Rune
No Escape
FIFA 2001

6.5 – Mar. 2001

High Heat Major League Baseball 2002 – 3DO
Diablo II
Quake III: Team Arena – Activision/id Software
American McGee’s Alice – EA
Hitman: Codename 47 – EA
Zeus: Master of Olympus – Sierra

Disc Revision 7 –

7.1 – Apr. 2001

No One Lives Forever (again; full first mission “exclusive” demo)
Sheep
Gunman Chronicles
The Moon Project
Fallout Tactics: Brotherhood of Steel
Project IGI
Links 2001

7.2 – May 2001

*Duke Nukem 3D [DOS] – the full original game, not including Plutonium Pak.
NBA Live 2001
-Mods: Quake III (Alliance for Quake III)
NASCAR 4
Desparados
Giants: citizen Kabuto (Meccaryn demo)
Star Wars: Battle for Naboo

7.3 – June 2001

Real War
-Mod: Half-Life (PC Gamer Presents: They Hunger 3)
Operation Flashpoint
Giants: Citizen Kabuto – Reaper demo
Advenure Pinball: The Lost Island
Kohan
-2000 Mod of the Year, Half-Life (Firearms RC 2.5)

7.4, July 2001

Serious Sam
Clive Barker’s Undying
Star Trek: Away Team
Blade of Darkness
Legends of Might & Magic
Out of the Park 3
-Mod, Half-Life (Day of Defeat)

7.5, Aug. 2001

Tropico
Evil Islands
The Incredible Machine: Even More Contraptions
Steel Soldiers
Eschelon
The Settlers IV

7.6, Sept. 2001

Alone in the Dark: The New Nightmare
Independence War 2
Gangters 2
Startopia
Leadfoot

7.7, Oct. 2001

MechCommander 2
Throne of Darkness
Aliens vs Predator 2 (Marine demo)
The Corporate Machine
Anachronox
-Mod: Half-Life (Day of Defeat 1.3)

7.8 – do not have, I stopped subscribing.  I bought most of the issues below many years later.

7.9, Dec. 2001

Max Payne
Independence War 2 (repeat demo from Sept.)
Baseball Mogul 2002
*The Best Free Games
-Mod: Half-Life (The Opera Mod for Half-Life)
-Mod: Unreal Tournament (Tactical Ops Beta 2)
*Vederball (PCG fanmade game they put on the disc)

7.10 (Dec. 2001 Disc 2, or maybe Holiday 2001 if the added 13th issue each year, a Holiday issue, started being published as of this year) – do not have

7.11 – Jan. 2002

Shattered Galaxy
Nexus TK
Dark Ages (the ~2002 MMO)
Ultimate Ride
Ricochet
IL-2 Sturmovik
-gmax (free 3d game editor, particularly for Dungeon Siege)

7.12 – February 2002

Return to Castle Wolfenstein
*Wolfenstein 3D [DOS] (full original game)
Ballistics
-Patches: Project Eden, AquaNox, Empire Earth, Soul Reaver
-And More!

7.13 – Mar. 2002

Wizardry 8
Dark Planet
EB Worlds (basic game creator)
WinBrickout
-Addon: Counter-Strike Map Pack
-Plus – Patches, Mods, maybe more demos

7.14 – Apr. 2002

Warlords Battlecry II
Disciples II
Sidrial
Betty Bad
-Mod: Day of Defeat Beta 2.0
-Plus – more mods, demos, patches, wallpapers, and strategies

7.15 – May 2002

Command & Conquer: Renegade (Multiplayer Demo)
Star Trek: Bridge Commander
Die Hard: Nakatomi Plaza
-Mod: Action Half-Life  Beta 5
-Plus more demos, patches, mods, strategies, and wallpapers

7.16 – Jun. 2002

Freedom Force
Superpower
Mobile Forces
-Addon: Disciples II (exclusive scenario)
-Mod Collection: Neil Manke’s They Hunger 1, 2, and 3 for Half-Life (also with some Neil Manke maps for Quake 1)
-Mod: Freedom Force (exclusive PC Gamer skins)

7.17 – Jul. 2002

Dungeon Siege
Project Earth
Dragon Throne: Battle of Red Cliffs
-Mods: Half-Quake (Half-Life), Acid Arena (Quake III), Peaces Like US (Half-Life), True Matrix (Max Payne)

7.18 – Aug. 2002 (bought this one on the newsstand)

-Mod: Dungeon Siege (Yesterhaven) – PCG Exclusive World (NOT the cover – see below)
The Sum of All Fears
Tony Hawk’s Pro Skater 3 (this is the cover title)
Sudden Strike II
Cultures II

7.19 – Sept. 2002

Battlefield 1942
Soldier of Fortune II
Medieval: Total War
Gore
-Walkthrough: Star Wars: Galactic Battlegrounds: Clone Campaigns

7.20 – Oct. 2002

Hitman 2
Duke Nukem: Manhattan Project
-Patches and Wallpapers

7.21 – Nov. 2002

*America’s Army (free online-only game)
Batman: Vengeance
Iron Storm
Soldiers of Anarchy
-Wallpapers

The outer cardboard sleeve design and on-disc menu remained the same, but the disc art style changed starting with 7.22.  There is no more ring around the edge listing things on the disc, just an image of the main feature attracting and its name.

7.22 – Dec. 2002

No One Lives Forever 2
Divine Divinity
Project Nomads

7.23 – Holiday 2002

Impossible Creatures
James Bond 007: Nightfire
Links 2003
-Mod: Exclusive Coconut Monkey unit for Impossible Creatures
-Walkthrough: Divine Divinity
-Wallpapers and more

7.24 – Jan. 2003 (nothing listed on back of sleeve)

Age of Mythology

7.25 – Feb. 2003

Delta Force: Black Hawk Down
MechWarrior 4: Mercenaries
O.R.B.
Warcraft III

7.26 – Mar. 2003 (don’t have)

7.27 – Apr. 2003

Tom Clancy’s Rainbow Six 3
IGI 2: Covert Strike
1503 A.D.: The New World
-Video: Unreal II

7.28 – May 2003 (again, nothing listed on back of sleeve)

Freelancer

New design for the back of the sleeve — just words listing the names of the demos, no descriptions of anything, no listing of extra stuff on the disc.  Budget cuts.

7.29 – Jun. 2003

Unreal II
Devastation
Harbinger
Restaurant Empire
-And More!

7.30 – Jul. 2003

Tony Hawk’s Pro Skater 4
Chicken Shoot
-And More!

7.31 – Aug. 2003 (don’t have)

The front of the sleeve was redesigned starting from 7.32 (or 31?).  Still no change to the disc numbering.  The back was also redesigned again — now it shows screenshots of the title demo, with no text or listing of anything else on the disc (if there is anything).

7.32 – Sept. 2003

*Wolfenstein: Enemy Territory (free online multiplayer-only addon to Return to Castle Wolfenstein)

October 2002 – no disc?

7.33 – Nov. 2003

Battlefield 1942: Secret Weapons of WWII
The Lord of the Rings: The Return of the King
Project Entropia

7.34 – Dec. 2003

Call of Duty (Exclusive Demo)

7.35 – Holiday 2003

Lord of the Rings: War of the Ring
Savage Empires
-Video: Unreal Tournament 2004 Trailer
-And More!

7.36 – Jan. 2004

Age of Mythology: The Titans

7.37 – Feb. 2004

Deus Ex: Invisible War
Uru: Ages Beyond Myst

7.38 – Apr. 2004

Far Cry (Exclusive Demo)

7.39 – May 2004

Painkiller
Unreal Tournament 2004
-PDF copy of the first issue of PC Gamer from 1994

7.41 – Jun. 2004

Tom Clancy’s Splinter Cell: Pandora Tomorrow
*Guild Wars (E3 for Everyone Downloader – playable beta from May 2004)

7.42 – Jul. 2004 (don’t have)

7.43 – Aug. 2004

Rise of Nations: Thrones & Patriots

7.44 – Sept. 2004

Ground Control II: Operation Exodus

7.45 – Oct. 2004 (don’t have)

The back of the sleeve has been redesigned again to remove any contents-related information- now it just has a ‘disc not working?’ help paragraph, instead of anything actually useful.  The budget cuts are getting worse I guess.

7.46 – Nov. 2004

Rome: Total War
Myst IV
-Wallpapers and more!

7.47 – Dec. 2004

Warhammer 40,000: Dawn of War

… I don’t have any from 2005.

7.62 – Jan. 2006

Sid Meier’s Civilization IV
Diplomacy

7.63 – Feb. 2006

**Star Wars Galaxies 10-day trial (now-dead MMORPG)

7.64 – Mar. 2006 – PC Gamer DVD

Star Wars: Empire at War
TimeShift

7.65 – Apr. 2006 – PC Gamer DVD

The Movies
-25 Reflexive Mini-games
*Dark Age of Camelot 14-day trial

7.66 – May 2006

Ubersoldier
-Mini-games & more
Video: Battlefield 2142 (this is the cover game)

7.67 – Jun. 2006 – PC Gamer DVD

Rise of Nations: Rise of Legends
Rise & Fall: Civilizations at War
City Life
-“11 Playable Demos”
-And More

With the July 2006 issue PC Gamer stops including a cardboard sleeve for the disc, stops numbering discs by PCG menu software version, and instead just puts the disc in a standard blank white papersleeve with only the month for a label.  Argh.

Jul. 2006 – PC Gamer DVD

Condemned: Criminal Origins
Galactic Civilizations II
Heroes of Might & Magic V
Shadowgrounds
*Auto Assault 14 day trial (this is the disc cover image)
-And More!

Aug. 2006

Rush for Berlin
Darwinia
-5 Playable Mini Games
-Video: Prey trailer (this is the disc cover image)

Sept. 2006

Titan Quest
-5 Mini Games
-Lagmeter

Oct. 2006 (don’t have)

Nov. 2006 – PC Gamer DVD

Dark Messiah of Might & Magic
Microsoft Flight Simulator X
Joint Task Force
F.E.A.R. Extraction Point
Bad Day LA

Dec. 2006

Medieval II: Total War
-6 Mini Games
-Video: Neverwinter Nights 2 Trailer

Holiday 2006

Warhammer 40,000: Dawn of War – Dark Crusade
Eragon
-6 Mini Games

… Skip forward four years.

Sept. 2010 – thin-DVD disc.  This was the retail edition.

Split/Second
Sanctum
*Runes of Magic: The Elven Prophecy (free-with-cash-shop MMO, full game on the disc)
-Video: ArmA 2: Operation Arrowhead

Jan. 2011

NyxQuest: Kindred Spirit
*Alganon: After the Dawning (free-with-cash-shop MMO, installer is on the disc, download the rest)
-Video: Medal of Honor, SHogun 2: Total War, NBA 2K11

Mar. 2011

Bejeweled 3
*Alganon: After the Dawning (free-with-cash-shop MMO, installer is on the disc, download the rest) (repeat appearance)
3DMark 2011 (demo of this performance test program)

Apr. 2011

NightSky
EA Create
Heavy Hogur
*Alganon: After the Dawning (free-with-cash-shop MMO, installer is on the disc, download the rest) (yet again)

May 2011

(no demos)
*Alganon: After the Dawning (free-with-cash-shop MMO, installer is on the disc, download the rest) (and AGAIN)
Video: Crysis 2, Bulletstorm (how to lasso mutants with a laser rope), Mount & Blade (siege a castle)

Jun. 2011

Minecraft
Dungeons

Aug. 2011

Two Worlds 2: Castle Defense demo
Minecraft
The Tiny Bang Story
*APB Reloaded (free-with-cash-shop MMO, on the disc)
-Video: Magicka: Vietnam
-Art: World of Warcraft poster art

Sept. 2011 – Final PCG US Disc Ever.  The end of an era…

S.P.A.Z. : Space Pirates And Zombies Demo
Minecraft (repeat from previous issue)
-Video: Call of Duty:  Modern Warfare 3, Ghost Recon Online
-Maps: Counterstrike (Disney Park levels), Half-Life 2 Garry’s Mod (Disney Park levels)

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