Sword of Vermilion – Review

I have mixed feelings toward RPGs. On the one hand, I love the extended adventure, and stories of derring-do, but I dislike the grind and monotony of fighting the same demons over and over again to gain experience points to “level up” your characters. Sword of Vermilion (1989) decided to mix things up a little. The question is, were the innovations novel and interesting, or were they a misstep for the game creators?

Title screen (screenshot taken by the author)

Sword of Vermilion is a single-player action RPG developed and published by Sega, and released for the Mega Drive in 1989 (1990 in North America and 1991 in Europe). It was later released with the PlayStation 2 and PlayStation Portable’s Sega Genesis Collection (2006), and was available on the Wii Virtual Console (2006), the PlayStation 4 as part of Sega Genesis Classics (2018), and Nintendo Switch Online in 2021. For this review, I played the version found on PlayStation 4’s Sega Genesis Classics (2018).

Plot

Life was good in the peaceful Kingdom of Excalabria. That was until the evil King Tsarkon of Cartahena invaded, destroying all their farmland, and laying waste to this once-prosperous land. Seeing that nothing could be done to save his kingdom, King Erik of Excalabria entrusted his only son to his most loyal knight, Blade, and ordered him to take his son far away to safety. After a long journey, Blade finally found a home in the village of Wyclif where he raised the king’s son as his own but never told him of his royal lineage. After 18 years had passed, Blade’s health began to fail. On his deathbed, he reveals the, now-adult, prince’s identity and retells the story of his father’s fate. The prince, who has grown into a strong and skilled warrior swears vengeance upon King Tsarkon and sets off to avenge his father and retake his kingdom. To defeat King Tsarkon, the prince must travel the land of Vermilion to find and obtain eight Rings of Good. However, King Tsarkon already possesses the Rings of Evil…and plans to use them to devastating effect.

Gameplay

There are four different views in this game:

  • Town View – Typical RPG view from overhead with a slight angle.
  • Battle View – Sparked by random map encounters, it is similar to the Golden Axe (1989) style view and allows you to take full control of your character. Using weapons and magic, you can opt to engage the monsters or flee.
  • Dungeon View – First person perspective similar to Shining in the Darkness (1991).
  • Boss View – Sideways viewpoint where you must defeat a powerful boss.

In Town View, you use the D-pad to move around the towns. When you wish to interact with someone or something, you press ‘C’ to bring up a menu with the following options:

  • Talk – Talk to a character
  • Item – Select an item to use
  • Str – See your characters stats
  • Open – Open a treasure chest or door in a cave/dungeon
  • Magic – Select a magic spell to use or to ready for use in battle (some spells require more magic points per use than others). You cannot change your choice of spell during a battle.
  • Equip – Equip a new weapon or piece of armour
  • Seek – Search directly in front of you
  • Take – Take an item from an opened treasure chest.

To cancel, or return to the previous screen, press ‘B’.

In the towns, you will find armourers (to upgrade your weapons), potion shops (for healing and egress items), and magic shops (spells).

Town View (Screenshot taken by the author)

In Battle View, you will fight up to eight enemies at a time. Enemies have of varying degrees of strength and speed. You can run around the screen evading their attacks, slash at them with your sword, cast a magic spell on them, or flee. Naturally, the better your armour the less damage you take, and the better your weapons and spells, the more damage you inflict on the enemy. When you defeat an enemy or group of enemies, you earn experience points and Kims (money) proportionate to the difficulty of the battle. Once you earn a certain amount of experience points, your level and stats increase.

Battle View (Screenshot taken by the author)

In Dungeon View, when in a cave or dungeon, the HUD splits into five boxes. The largest one in the top left shows your first-person perspective. The slightly smaller one in the top right shows a map of the dungeon level or the area of the overworld. The three smaller rectangular boxes show your hit and magic points; your experience and Kims totals, and the last is which magic spell you have equipped. You move by pressing up on the D-pad to go forward, down to go backward, and left or right to turn 90 degrees either way. It is during these parts of the game that you will have random map encounters.

Overworld View (Screenshot taken by the author)
Dungeon View (Screenshot taken by the author)

In Boss View, you can only move left or right. However, you can crouch to evade boss attacks and swing your sword when both crouched and standing. You cannot jump or block, but swinging your sword will destroy any fireballs thrown at you by the boss.

Boss View (Screenshot taken by the author)

How Does It Handle?

The Town View is standard for most RPGs. It is simple to navigate and the menu system is easy to use.

The Battle View is quite novel for these sorts of games. Usually, they are turn-based affairs. I actually prefer this more involved form of battle. I like how you can easily choose to flee random map encounters without having to go through a menu system. However, I dislike the fact that you cannot block an enemy’s attack. What is the point of having a shield if you cannot block with it? I also dislike that you cannot change your magic spell during the battle. Since different spells are more effective against different enemies, and you cannot predict which you will fight.

The Dungeon View will be familiar to fans of dungeon crawlers. I like how the map is in darkness until you use a candle (which has a time limit on the light), or a lantern (unlimited light) and that you need to find a map to open up the whole dungeon/cave.

The Boss View is, again, quite novel for this sort of game. I just wish you were able to use your shield to block the boss’s attacks and that your player was more manoeuvrable.

Another annoyance was when coming across treasure chests, you have to select open, and then select take if you want to take the item. These actions are pointless as far as I can see because none of the treasure chests contain booby traps or anything else to your detriment, and there are no items that you wouldn’t want to pick up. It would make more sense to have the option to replace an item you’re carrying (if your inventory is full) or decline to pick it up.

Overall, the changing views, which change the gameplay, are a great idea and stops the game from becoming monotonous too quickly.

Graphics

Let’s start with Town View and Overworld/Dungeon Views. Although the colours are not as vibrant as Phantasy Star II (1989), they are a bit more detailed and mature. It looks a bit less childlike, in my opinion. Oh, and why do the characters all look like they have green face paint on? Weird!

The Battle View, however, pales in comparison with Phantasy Star II (1989) which is much more detailed and interesting to look at. The Boss View offers the opportunity to be really detailed with the sprites and it does just that. It’s just a pity that the sprite movement is labouriously slow.

Music & SFX

The music is ok, but for me not very memorable. The piece that plays over the Town View has an eerie/spooky feel and would be more fitting in a game like Addam’s Family (1993). It’s not the heroic sort of tune I’ve become accustomed to whilst playing RPGs. The music for the Overworld View is more appropriate and adds a feeling of dread to your travels.

I like the sound the sword makes when you swing it during Boss View (Oddly, this sound is not in Battle View) and the dying sounds the beasts make when you slay them. Feels very arcadey to my mind. Other than that, SFX are quite minimal in this game.

Replay Value

Unless you’re an RPG fan and a glutton for punishment, I don’t think this game has much replay value. There are no extra difficulty settings or alternate endings.

Did I Complete The Game:

No, I got as far as Cartahena and was just done with the game. I could not be bothered to finish it.

What The Critics Said:

Computer and Video Games: “…Sword of Vermilion offers a vast, sprawling adventure that’ll have you up burning the midnight oil for many a month before the before the quest is finally complete…The combat screens may not be complex, but it’s great fun whipping out your sword, chopping up all-and-sundry, and testing out your new magical powers as well. Graphically, Sword of Vermilion is a mixed bag, with 3D screens looking decidedly rough, but this is more than made up for with the excellent town graphics and detailed sprites. It’s the sound that lends a perfect atmosphere to the proceedings with some of the best music ever heard on the Megadrive. Overall 91%.[1]

MegaTech: “What makes this vast RPG so attractive are the great graphics, excellent sound and the arcade-type combat system which replaces the boring exchange of hit-points found on most RPGs. Overall 93%.[2]

My Verdict:

“I think the game has a good story and a great mix of different aspects to keep it interesting. Even if it doesn’t quite work as well as it should. I just got bored with it in the end and had no desire to finish it. RPG fans may have more patience than me.”

Rating:

What are your memories of Sword of Vermilion? I would love to hear your thoughts, and don’t forget to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.


[1] Leadbetter, R., ‘Review – Sword of Vermilion’. Computer and Video Games. (June 1991). Issue 115:114-116.

[2] ‘Alternatives – Sword of Vermilion’. MegaTech. (Xmas 1991)Issue 1:30.

The Chessmaster – Review

Chess is one of those games that I find rather intimidating. People who excel at chess are considered incredibly intelligent…which is probably why I suck at the game! The Chessmaster franchise was originally developed by Ubisoft and published by The Software Toolworks (formally Software Country). The first instalment of the franchise was released under the name of The Chessmaster 2000 (1986) for the Amiga, Amstrad CPC, Apple II, Atari 8-bit, Atari ST, Commodore 64, DOS, Macintosh, MSX, and ZX Spectrum. Since its humble beginnings, technology (and gamer expectations) had moved on. How would the mighty SNES deal with those expectations?

Title screen (screenshot taken by the author)

The Chessmaster is a chess simulator released for the NES (1989), Game Gear and Game Boy (1991), and the SNES and Mega Drive in (1992). For this review, I played the SNE version.

Objective

Manoeuvre your pieces so that you can gain a “checkmate” on your opponent. A “checkmate” is when you position your pieces in such a way that your opponent cannot move their king safely out of “check”, block your pieces with one of theirs, or take one of your pieces to take their king our of “check”.

Gameplay

The game can be played in single or two-player mode. You ad your opponent begin with a full army of troops that include:

Pawn x 8 – They can move two spaces forward on their first turn but can only move forward one space after that. They can “take” an opponent’s piece if they are diagonally one space in front of them. If the make it to the last row closest to you opponent, your pawn can be promoted to either a Rook/Castle, Knight, Bishop or Queen.

Rook/Castle x 2 – They can move as many spaces as they like horizontally or vertically (forward and backward) or until they are blocked by another piece.

Knights x 2 – They can move in all directions as long as it equates to one space forward/backward/sideways and then one space diagonally in the same direction. They are the only piece that can leap over other pieces.

Bishops x 2 – They move diagonally forward or backwards in a straight line as many spaces as they like until they are blocked by another piece.

Queen – The most powerful piece. She can move in a straight line in all directions as many spaces as they like until they are blocked by another piece.

King – The king can only move one space, in any direction they wish, at a time (with the exception of “castling”, see below).

If the king is in “check”, the only move you can make is to either move the king out of check or move another of your pieces to block the check, or take the piece that has the king in “check”.

To move your pieces, use the ‘D’ pad to move the hand over the piece you wish to move and then drag them to the square you wish to place them. The computer will tell you if you try to make an illegal move.

Standard 3D view (screenshot taken by the author)
Standard 2D view (screenshot taken by the author)

Special Moves:

En Passant – French for “in passing”, it can only be performed under specific circumstances by pawns. Rather than me attempting to poorly explain it to you, follow the link to hear chess expert David Pruess explain the manoeuvre.

Castling – This is one of the first special moves you are likely to have been taught when playing chess. Your rook/castle and king must still be in their original starting positions without having been moved so far during the game and with no other piece of either colour standing between them. The king can then move two spaces towards the castle. The castle then automatically transfers to the next space on the opposite side of the king.

At anytime in this version, you can open up the options menu which allows you the option of the following:

The option screen…which can only be accessed during a game (screenshot taken by the author)

How Does It Handle?

Once you learn how the pieces move, it is easy to play. However, I’d still recommend playing in 2D mode as I found I was less likely to miss opportunities take a piece or would not spot when one of my pieces was going to be taken.

One of the things I found odd was that from the title screen, you simply jump straight into a game. You then have to open the options menu and make any necessary changes you wish to make. This doesn’t make sense to me. Why not have the options screen available before beginning a game?

Also rather than the hand, I think I would have preferred the square to be highlighted instead. I think this would make it slightly easier to navigate the board.

Fantasy 3D view (screenshot taken by the author)
Fantasy 2D view (screenshot taken by the author)

Graphics

The graphics are very basic, but some would argue you don’t need more than that for a chess game. A chessboard against a black backdrop is sufficient. The 3D fantasy mode looks ok but I think you’d expect better sprites from the SNES and maybe even a little animation like Battle Chess (1988). The fantasy pieces are fun and quirky, but serious gamers may prefer to stick with the standard pieces.

It is unclear why the 2D fantasy view is the only view that changes from green squares to blue squares.

Music & SFX

The music over the title screen (you can also turn this on throughout the game) is a very cheap 8-bit piece that is unbecoming of the SNES.

As for the SFX, there aren’t any, save for a weird duh-duh-duh-da after every move. Who on Earth thought that was a good idea? It becomes incredibly annoying almost instantly.

War Room view(screenshot taken by the author)

Replay Value

If you enjoy chess, then this game has endless replay value. There are around 16 different difficulty levels and every game will be different. For the casual gamer, it may not hold the attention for that long.

Did I Complete The Game?

I only beat the game on level Newcomer 1.

What the Critics Said:

At present, I couldn’t find and contemporary review of this game.

My Verdict

“Awful, cheap music and SFX really let this game down. I know chess is a serious game and doesn’t need all the bells and whistles, but this is a SNES game and I expected a bit more in those departments. I just hope it didn’t cost £40 on its release!”

Rating:

What are your memories of The Chessmaster? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.

PGA Tour Golf III – Review

By the mid-90s, Electronic Arts, under EA Sports, seemed to have established themselves as the number one developers of sports simulations. American football, football, rugby, ice hockey, golf, cricket and basketball, their games were lauded for their realism, gameplay, graphics, and ability to get licenses of sports personalities and teams to incorporate into their games. With the critical and commercial success of PGA Tour Golf II (1992), it made sense for EA to continue the franchise. Would PGA Tour Golf III garner the same praise from critics and achieve commercial success as well?

Title screen (screenshot taken by the author)

PGA Tour Golf III is a sports simulation video game. It was developed by Hitmen Productions and published by EA Sports for the Sega Mega Drive in 1994.

Gameplay

There are three modes to choose from:

Practice Round – Play 18 holes on any course just for fun. You can also just practice your long game on the driving range and/or short game on the putting green.

Tournament – Compete in any tournament which consists of 4 rounds of 18-hole rounds. However, to qualify for the next round, you must make the cut by ensuring you score low enough on your round. If you successfully compete the final round, you earn money and may even win the tournament if you consistently score the lowest numbers of strokes per round.

Skins Challenge – Two to four players can compete in an 18-hole match where each hole is assigned a monetary value. To win the hole, simply complete the hole in the least strokes. The winner takes the pot for that hole. The value of the holes increase as the match progresses. If a hole is tied, the money rolls over to the next hole. To make it more interesting, you can also opt to have pros join the game controlled by the computer.

The portraits of the players and commentator as well as the background images have now been digitized. (screenshot taken by the author)

You can play eight courses including:

TPC at Avenel

TPC at Las Colinas (New)

TPC at River Highlands (New)

TPC at Scottsdale

TPC at Southwind

TPC at Summerlin (New)

TPC at The Woodlands (New)

Advice from the professionals before every hole (screenshot taken by the author)

Unlike previous PGA Tour Golf games, you can play as one of eleven professional golfers who had won the following accolades at the time of the game’s release:

Brad Faxon – Three professional tournament wins

Jim Gallagher Jr. – Three professional tournament wins including The Tour Championship (1993)

Lee Janzen – Three professional tournament wins including the US Open (1993)

Tom Kite – Nineteen professional tournament wins including The Players Championship (1989), Nabisco Championship (1989), and the US Open (1992)

Bruce Lietzke – Twelve professional tournament wins including the Canadian Open (1978 & 1982)

Davis Love III – Eight professional tournament wins including The Players Championship (1992)

Mark O’Meara – Eight professional tournament wins

Jeff Sluman – One professional tournament win which was the PGA Championship (1988)

Craig Stadler – Ten professional tournament wins including the Masters Tournament (1982) and The Tour Championship (1991)

Fuzzy Zoeller – Ten professional tournament wins including the Masters Tournament (1979) and the US Open (1984)

Other than that, the gameplay hasn’t changed much. At the beginning of each hole, there is a slow flyover approach to the green with advice from one of the professional golfers on how to approach the hole.  Before each stroke, a bird’s eye view of the hole with a cross hair over the pin will appear. You can move the cursor and it tells you the distance from your golfer to the cursor. You can go back to the overview at any time by pressing ‘A’ button.

There has been a slight change to the gameplay. For example, when addressing the ball, a box with the lie of the ball appears where you can move a cursor allowing you effect the flight of the ball by adding a draw or fade to the flight or affect the arc of the ball. You can also change your type of shot from Normal, to Chip to Punch shot.

The information shown on the HUD has not changed. The wind speed and direction box is still on the bottom left, the power gauge remains in the middle, and the hole number, hole par, stroke number, current score, distance to pin and club are still bottom right. On the horizon is the cross hair which shows you were you are aiming your shot. You can move this cursor left or right. Your caddy will automatically select the club they think you should use but you can change clubs yourself by pushing up or down on the D-pad. As you do this, you will notice the number to the left of the power gauge will increase or decrease. This is the maximum number of yards the club will hit the ball if the ball was unaffected by wind or how the ball lies.

When you are ready to hit the ball, press ‘B’ and the power gauge begins to fill from right to left. When you have reached your desired power, press ‘B’ again and the power bar begins to descend having left a mark when you stopped the power gauge rising. You then need to press ‘B’ a third time as the power bar reaches the Stroke Bar. If you are accurate, you will hit the ball without a slice or draw. The earlier or later your stop the power gauge either side of the stroke bar will determine the degree of which you slice or draw the ball. After striking the ball, and when the ball begins to descend, the camera angle changes, and you will see where the ball lands.

When you reach the green, a 3D square grid will appear showing you the lie of the green. This allows you to judge the slopes of the green when attempting to putt. Again, by pressing up and down on the D-pad when you are on the green increases and decreases the maximum power of the putt. The 3D view when observing the putting green is unaltered from PGA Tour II (1992). I guess if it ain’t broke, why fix it?

PGA Tour Golf II (1992) (screenshot taken by the author)
PGA Tour Golf III (screenshot taken by the author)

How Does It Handle?

Again, little has changed from the first two PGA Tour instalments. The game is easy to pick up and play but mastering it will take patience and practice. It might just be me, but I found this game harder than its predecessors. I can’t seem to place very high in any of tournaments. Clearly, I need more practice.

You have to be incredibly precise (maybe too precise) when you try to stop the descending gauge at the Stoke Bar else you can very easily draw or slice the shot. If you’re not accurate with your timings, you will inadvertently put your next shot in a place that puts you at a big disadvantage. It is very unforgiving.

They have kept the power gauge and method of changing clubs which is simpler than other golf games.

When putting, I like the fact that you can change the maximum strength of the putter as this allows you to more accurately gauge the strength of your putt. That is not to say that putting is easy, of course. I found the putting to be very unforgiving with little margin for error. I still think the putting is the best and most accurate method to date. With regard to the 3D view of the green, it becomes a tad annoying when you need to keep rotate the view in order to check the line of your shot. One would think this would be done automatically.

Graphics

The first thing to notice is that they have moved away from illustrated pictures of courses and headshots of pros and have moved to digitized photos…and I have to say it looks great! The sprites have been rotoscoped too, allowing the addition of extra frames to ensure a more realistic golf swings. The courses themselves are also more detailed. The trees look a lot more realistic and the horizon contains detailed clouds in the skies and even some mountainous terrain.

However, I didn’t like that the fairways have been pixelated in two shades of green. I found it an attack on the eyes. I also didn’t like the new wind indicator, but overall, the HUD looks a bit slicker.

When comparing the game to its contemporaries, I think it looks much better than PGA European Tour (1994) (which is basically the same as PGA Tour Golf II (1992). I also prefer this instalment’s sprites over those of Pebble Beach Golf Links (1994). When it comes to the colouring of the courses, I also prefer the more muted, realistic palette of colours of PGA Tour Golf III than that of Pebble Beach Golf Links (1994). The edges of the sand bunkers and fairways are better too as on Pebble Beach Golf Links (1994), they look too angular rather than smooth curves.

Music & SFX

The only music that I recall is a slow piano like melody that is played over the leaderboard. I’m surprised there wasn’t any music played over the title screen.

Again, the minimalist sound creates a laid back and relaxing environment. The occasional thwack of the ball, the gentle ripple of applause from the crowd, and the infrequent bird tweets, does well to capture the atmosphere of the game.

Replay Value

The desire to do better draws you back in to play again and again. Having more courses also encourages further forays into the world of golf. Definitely a game enjoyed more in two-player mode.

Viewing the putting green has not changed at all. I guess if it ain’t broke…(screenshot taken by the author)

Did I Complete The Game?

I didn’t spend as much time on this game as I did on PGA Tour Golf II (1992) because I felt I grasped quickly what the game had to offer. I did not come anywhere near winning a tournament yet.

What The Critics Said:

Next Generation: “Other Genesis golf games have looked better (like the first Genesis golf game, Arnold Palmer Golf), but none maintain the depth of play or the true PGA experience like PGA III has been improved with an arc meter that helps control backspin. Golf fans put down that Golf Digest, keep your eye on the ball, keep your left arm straight, and pick up this game. Overall 4/5.[1]

Liverpool Post: “Evolution not revolution, but PGA addicts will want it anyway. Overall 16/20.”[2]

My Verdict:

“Arguably, the most realistic golf game to date with regard to graphics and gameplay. Addictive and tough to beat, though, casual gamers may be deterred by its difficulty.”

Rating:

What are your memories of PGA Tour Golf III? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.


[1] ‘Sega Genesis – Hole In One’. Next Generation. (March 1995). Issue 3:102.

[2] (Jan 7, 1995) ‘Fairway to go for revolution’. Liverpool Daily Post. p29.

Alien Soldier – Review

Ah, emulation vs original hardware. There are very good arguments for both sides of this divisive coins. Personally, I do not have the funds, or patience, to seek out games I wish to play on original hardware due to the prices have been inflated by collectors, the scarcity of the original hardware and pure laziness. So, I say, thank God for emulation. Without emulation there are many, many games that I would never have heard of and would never have had the opportunity to play. Alien Soldier is one such game.

Title screen (Screenshot taken by the author)

Alien Soldier is a single-player side-scrolling run and gun video game developed by Treasure Co., LTD. and published by Sega. It was released for the Mega Drive in 1995 and would be re-released on PlayStation 2’s as part of the Gunstar Heroes Treasure Box (2006), Volume 25 of the Sega Ages 2500 series. It would go on to be re-released on the Wii Virtual Console (2007), Steam (2011), Nintendo Switch Online (2022) and the Sega Genesis Mini 2 (2022). For this review, I played the version found on Sega Mega Drive Classics (2010) for the PlayStation 4.

Plot

The plot to this game is a weird one. Basically, it’s 2015 and the planet Sierra is under attack by a terrorist group known as Scarlet. Led by the evil Xi-Tiger, they plan to destroy the human race. Scarlet’s former leader, Epilson-Eagle has sworn to defeat the terrorist group putting and end to Xi-Tiger’s evil scheming once and for all. (Bearing in mind, Epsilon-Eagle is not trying to save humanity but simply seeking revenge on Xi-Tiger).

Gameplay

Epsilon-Eagle must battle his way through 25 stages, defeating 26 bosses along the way. Before embarking on your mission, you must arm yourself with four out of a potential six weapons, each with their own advantages and disadvantages:

Select your weapons! (Screenshot taken by the author)

Buster Force – Firing bright yellow blasts at your enemy, this weapon has a weak attack but uses less ammo and has a good range.

Flame Force – A deadly flame that uses less ammo but is limited in range.

Sword Force – A deadly laser beam with a good range but that guzzles your ammo.

Ranger Force – Three way shot that is a bit of an all-rounder. Not as strong as the Sword or Lancer Forces but uses less ammo than them.

Homing Force – Flame thrower that seeks out the enemies’ weak spots. Great for bosses but not as strong as the Sword or Lancer Forces. It does use less ammo though.

Lancer Force – Another deadly laser beam with a good range but that guzzles your ammo.

To change weapons in game, please ‘A’ and cycle through the wheel until you find your desired weapon. press ‘A’ again to close the wheel.

Awesome graphics (Screenshot taken by the author)

How Does It Handle?

The controls are nice and responsive but take a little getting used to. You need to be super quick when changing weapons as the game will continue to play. Since there are only four weapons, I think it would have been better to simply press ‘A’ to cycle to the next weapon on the list. This would enable you to continue to evade your enemies rather than be a sitting duck.

Although you can block by double tapping the fire button but I don’t think this works very well. The six-button controller was around by this time so why not utilise it?

I like the idea tht there is a target on the bosses body so that you know where to shoot. Hardened gamers may disagree but this is a personal preference.

I don’t think I used the hover function until stage 11, but I certainly used the Zero Teleport. In fact, spoiler alert, using the Zero Teleport was the easiest way to defeat most bosses which made them a little monotonous after a while. Having said that, I’m yet to get past the boss on Stage 11 and you can’t use the Zero Teleport much on it.

Graphics

I think the game looks great. Epsilon-Eagle is well illustrated and animated and there is plenty of variation between the enemies and each boss is noticeably different. Lots of big explosions, screen shakes when the bosses have been defeated. I think the levels look great too with a nice variation of backgrounds which are very detailed and modestly coloured so as not to draw the eye away too much from the action.

Music and SFX

The music is very high-octane stuff which fits a game like this well. The issue is that I was so engrossed in what I was doing, I never noticed the music. I had to play through again and really pay attention to it. SFX-wise, again lots of explosions and laser noises but they get lost amid the chaos of the game. Although I do like the siren going off and the vocalised “Emergency” when you are coming to a boss battle.

Replay Value:

Having more than one difficulty setting always adds a little to the replay value but I think the game is very samey and did not make me want to continue playing.

The game focusses on boss battles more than level length (Screenshot taken by the author)

Did I Complete The Game?

No. At present, I got to stage 10 or 11 before I felt I had seen all the game has to offer. I will continue to play at a later date though.

What The Critics Said:

Consoles +: “A good shoot ’em up for the MD. Overall 88%.[1]

Computer and Video Games: “This is a well worn genre and there aren’t many roads forward. Alien Soldier doesn’t exactly build a new orbital motorway, but it does lead you down quite an interesting road. Basing play on boss fighting isn’t a new idea, but Alien Soldier does quite a tidy job of delivering the goods. Alien Soldier will take any budding sadist a lot of determination to complete, my only worry is that your blood lust may dry and your interest shrivel into repetitive stress syndrome before you kill the final infernal boss. Overall 80%.[2]

Mean Machines Sega: “A modern classic that turns the concept of platform blasting inside-out, but that suffers from being a bit samey. Overall 85%.[3]

Verdict:

“Alien Soldier looks great and is exciting to play…at first. As the levels progress, the game becomes a bit monotonous.”

Rating:

What are your memories of Alien Soldier? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.


[1] ‘Mega Driver Review – Alien Soldier’. Consoles +. (April 1995). No. 42. :131.

[2] ‘CVG Review/Showcase – Alien Soldier’. Computer and Video Games. (June 1995). Issue 163:52-57. 

[3] ‘Megadrive Review – Alien Soldier’ – Mean Machine Sega. (July 1995). Issue 33:80-81. 

PGA Tour Golf – Review

In real life, I enjoy playing golf. I’m not very good, and I’ve never scored a birdie, but it is hard not to love being surrounded by greenery and, in some cases, wildlife. I have played in scorching heat in Canada (Alberta and Ontario), fighting off mosquitoes but receiving regular visits from the cart girls selling refreshments, and I have played in rainy, gusty conditions in England where there are no cart girls but it’s easy to sneak your own drinks onto the course.

Title screen (screenshot taken by the author)

PGA Tour Golf is a sports simulation game developed by Sterling Silver Software and published by Electronic Arts. The first of a franchise, it was released in 1990 for MS-DOS. It was later released for the Mega Drive and Amiga in 1991, and SNES in 1992. Later releases for the Master System and Game Gear were published by Tengen in 1994. For this review, I played the Mega Drive version.

Plot

As with most sport sims, there is no plot per se. The object of the game is to compete in and win four tournaments whilst competing against other professional golfers.

Gameplay

With up to four players, you have the option to play a Practice Round or a Tournament, or you can simply practice on the Driving Range and/or Putting Greens. The practice modes are self-explanatory, but they are handy for people unacquainted with the game.

In Tournament Mode, each tournament consists of four rounds of 18 holes competing against 60 other golfers, of which all are real-life professionals.

The game contains three real courses from the US and one fictional course:

TPC at Sawgrass (Florida)

TPC at Avenel (Maryland)

PGA West Stadium (California)

Sterling Shores (Fictional)

At the beginning of each hole, you are greeted with a  rotating 3D view of the green and advice from one of the professional golfers on how to approach the hole.  Before each stroke, a bird’s eye view of the hole with a cross hair over the pin will appear. You can move the curser and it tells you  the distance from your golfer to the cursor. You can go back to the overview at any time by pressing ‘A’ button.

As you address the ball, a small window will appear showing you how the ball lies, allowing you to select the most appropriate club. The HUD contains all the information you need. You have the wind speed and direction in a box on the bottom left, the power gauge in the middle, and the hole number, hole par, stroke number, current score, distance to pin and club you are using in a box on the bottom right. On the horizon is the cross hair which shows you were you are aiming your shot. You can move this cursor left or right. Your caddy will automatically select the club they think you should use but you can change clubs yourself by pushing up or down on the D-pad. As you do this, you will notice the number to the left of the power gauge will increase or decrease. This is the maximum number of yards the club will hit the ball if the ball was unaffected by wind or how the ball lies.

When you are ready to hit the ball, press ‘B’ and the power gauge begins to fill from right to left. When you have reached your desired power, press ‘B’ again and the power bar begins to descend having left a mark when you stopped the power gauge rising. You then need to press ‘B’ a third time as the power bar reaches the Stroke Bar. If you are accurate, you will hit the ball without a slice or draw. The earlier or later your stop the power gauge either side of the stroke bar will determine the degree of which you slice or draw the ball. After striking the ball, and when the ball begins to descend, the camera angle changes, and you will see where the ball lands.

When you reach the green, a 3D square grid will appear showing you the lie of the green. This allows you to judge the slopes of the green when attempting to putt. Again, by pressing up and down on the D-pad when you are on the green increases and decreases the maximum power of the putt.

An overview of on of the four courses you can play (screenshot taken by the author)

How Does It Handle?

PGA Tour Golf is not for the feint hearted. It is clearly designed for golf fans and is very challenging, much more challenging and unforgiving than Arnold Palmer Tournament Golf (1989). I wonder if the game is a bit too difficult. You have to be incredibly precise (maybe too precise) when you try to stop the descending gauge at the Stoke Bar else you can very easily draw or slice the shot. That being said, I really like the power gauge for this game. The ease of which you can change clubs and use the percentages of the power bar to estimate shots is a much simpler and user-friendly way of playing than Arnold Palmer Tournament Golf (1989).

When putting, I like the fact that you can change the maximum strength of the putter as this allows you to more accurately gauge the strength of your putt. That is not to say that putting is easy, of course. I found the putting to be very unforgiving with little margin for error.

Unlike Arnold Palmer Tournament Golf (1989) where you have to keep pressing ‘A’ to scroll through wind, distance, club selection etc., I love how all that information is one the main HUD. This speeds up the game and means you don’t keep having to go back a screen because you’ve forgotten the distance to the pin.

All the information you need on one screen (screenshot taken by the author)

Graphics

I love the design of the main menu. The picture of the Pro Shop is very colourful and nicely illustrated, and it really adds to the feeling of getting ready for a round of golf. The drop down menus show that the game was designed for MS-DOS/PC.

The in-game graphics aren’t as realistic as Arnold Palmer Tournament Golf (1989) and the courses themselves are far less detailed when it comes to the trees, sky, and differentiation between the fairway and the rough. The bitty graphics become even more apparent the larger your TV screen. The sprite also pales in comparison. Oddly, there is no difference in the look of the clubs or the stance of the golfer whilst using them with the exception of the putter which is disappointing. However, I do prefer the graphics of PGA Tour Golf to Jack Nicklaus’ Unlimited Golf & Course Design (1990).

The innovative 3D overview of the greens is awesome. It is a simple design, but is a great way to display the lie of the green. It allows the player to read the greens more accurately that previous methods. Bravo!

I also like the way the camera angle changes a few seconds after you have hit your shot so that you view the ball coming into land is a nice touch. This really helps with the feel of professional golf you see on television. 

Music and SFX

The only music you hear in the game is the cheap 8-bit ear-offending tune that plays over the introduction to each hole where a professional golfer offers advice on how to play the hole. I appreciate this game is ported from MS-DOS but one would expect the music to be of better quality for the Mega Drive. 

The sound is very minimalist. You hear a few birds tweets, the sound of the ball as you strike it and as it lands, and a ripple of applause when you putt the ball. It is how golf should be. Peaceful and relaxing…at least for the spectators anyway.

Replay Value

The main replay value of this game is the multiplayer mode. Each of the tournaments are individual titles and so once you have won them, you have won them. The money accrued means very little other than to be kept as a bragging statistic which is a shame. It would have been nice to be able to buy some different clubs like you can in Arnold Palmer Tournament Golf (1989). That is not to say that the game will be cast aside quickly. The tournaments are incredibly hard to win and mastering the game will take some time.

Did I Complete The Game?

At present, I have not won a tournament…in fact, after several attempts, I have only ever qualified for the third round once whilst competing in the Sterling Shores tournament and the second round of the TPC at Sawgrass.

The 3D view allows for more challenging green designs (screenshot taken by the author)

What The Critics Said:

Mean Machines: “A superb sports simulation which will appeal massively to golf fans, and will even be enjoyed by those who normally wouldn’t play this type of game. Overall 91%.[1]

Raze: “PGA Tour Golf is a very accomplished piece of programming on the Amiga, and even more so on the Mega Drive, putting Arnold Palmer in the rough. The slick presentation on both versions gives the game a very professional look and a lot of appeal. To casual players or more serious golf devotees it will provide an ideal opportunity for long term entertainment. Overall 87%.[2]

Video Games and Computer Entertainment: “The computer plays a good game, but this is one of those that really shines when you play with one, two or three other people. If the graphics, which would seem to be no more than 32 colours, were on a level with Arnold Palmer Tournament Golf (or even the celebrated Links 256-colour golf game from Access), it’d be a truly remarkable achievement. As it is, PGA Tour Golf is still a thoroughly entertaining, challenging and complex golf simulation. Overall 26/40“.[3]

Sega Power: Possibly the best golf game to appear on the MD! Good 3D views, loads of options, a multiplayer mode, a Save Game option, and classic golfing play. A must for all golfers. Overall 5/5.[4]

My Verdict:

“Although the graphics are a bit sub-par (pun intended), PGA Tour Golf is fun and easy to learn but challenging to master. It has plenty of replay value, especially in multiplayer mode, and the creators have captured the atmosphere of the sport nicely.”

Rating:

What are your memories of PGA Tour Golf? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.


[1] ‘Mega Drive Review: PGA Tour Golf’. Mean Machines. (April 1991). Issue 7:40-42.

[2] ‘Reviews – PGA Tour Golf’. (May 1991). Raze. Issue 7:38.

[3] Mandel, J., ‘PGA Tour Golf’. Video Games and Computer Entertainment. (May 1991). :47-8.

[4] The Hard Line – PGA Tour Golf’. Sega Power. (October 1991). 23:54.

Space Harrier – Review

“Welcome to the Fantasy Zone. Get Ready!”

Title screen (screenshot taken by the author)

Space Harrier is an arcade rail shooter. It was developed and published by Sega and released for the arcade in 1985. It was later ported to the Master System in 1986, the Game Gear in 1991, and the Mega Drive’s 32x in 1994. Non-Sega releases included the TurboGrafx-16, Famicom, ZX Spectrum, Amstrad, Commodore 64, Nintendo 3DS, Xbox 360 and Playstation 3 as part of Sonic’s Ultimate Genesis Collection (2009). It was the latter version that I chose to review.

Plot

The arcade version had no plot as such, but when it was released on the Master System in 1986, a back story was given. It explained that the once peaceful Land of Dragons was attacked by an army of monsters and robots. As Space Harrier, you are sent to defeat the invading army and return the Land of Dragons to its peaceful existence.

Gameplay

Played in third person, Space Harrier runs briefly before taking off. You then fly around the screen destroying or evading oncoming enemies. The enemies consist of an array of robots and monsters. One such monster is a mammoth with one eye…weird! You must also be aware of the many stationary pillars throughout the stages. One hit from your enemies or a collision with a pillar will result in death.

Space Harrier will always default to the centre of the screen, so if you let go of the controls, he will automatically move to the central position.

There are 18 Stages, with numbers 5 and 12 being Bonus Stages. The Bonus Stages sees you riding a Haku-esque (Studio Ghibli fans will know what I mean) dragon. The object of the Bonus Stage is to smash down trees or pillars to gain extra points.

Don’t forget to evade enemy fire and stationary objects (screenshot taken by the author)

How Does It Handle?

The game is very fast and chaotic, and I think there is little finesse required. I often felt that I got through the stages on sheer luck and persistence. If it wasn’t for infinite continues, I would not have made it past the first few levels. However, the manoeuvring controls are tight, but you must remember to keep tapping the fire button. There are no automatic weapons to make the game easier for you.

Disappointingly, there is only one weapon for you to utilise. It would have been nice to be able to pick up a few power-ups along the way.

One of the issues with the third person view and the speed of the game is that it is that it can be tough to judge the depth of the projectiles being hurled at you. When being peppered with fireballs, it is difficult to determine when they will hit you. So much is happening that you are simply trying to fly in random patterns before slamming into an enemy laser or fireball. Again, I think you just need luck more than skill.

According to a reviewer from Computer & Video Games magazine (see below), the game will adapt its difficulty based on how well you play it. I’m unsure if this feature was on my version, but I certainly noticed that some levels appeared to be faster than others.

In the Bonus Stages, although you can direct the dragon, you can’t really steer it.

Graphics

The sprites look great! Space Harrier is brightly coloured and nicely detailed. Sadly, you don’t have much time to admire the illustrations of the enemy sprites as they whizz by incredibly fast. Only when you die, and if an enemy is close to the foreground do you see how awesome the robots or dragon creatures look.

The level design is quite basic. The floors are coloured in bi- or tri-tonal chequered patterns and change colour with every stage. The skies tend to have multi-coloured horizontal stripes patterns. The backgrounds contain minimal detail, but you don’t really have time to admire them as your attention is on the incoming enemies and pillars.

Music & SFX

When I began writing this review, I had to go back and play a few levels just to listen to the music. The music is actually good and fits the game well but because of the on-screen action, my brain seemed to filter it out.

I loved the vocalised “Welcome to the Fantasy Zone. Get Ready!” at the beginning of the game. Is it me, or does the sound Space Harrier makes when he dies very similar to Altered Beast (1988)?

I also like the fact that when you hit an enemy, there are two distinctive sounds to indicate whether the enemy has taken damage or not.

Replay Value

For me, there isn’t much replay value with this game unless you are a fan of rail shooters. I doubt I will return to this game again. There isn’t even a two-player mode to compete against a friend with.

I really like the enemy sprite designs (screenshot taken by the author)

Did I Complete The Game?

Yes, although it took me around 16 continues. If we equate this to £1 per continue, it took me £16 to complete. That’s not too bad…or is it? I don’t know how to gauge these things. My final score was 29438560.

Spoiler Alert!

I felt cheated when I beat the game. A message appears simply stating “The End”, and that’s it!

What The Critics Said:

Computer and Video Games: “What makes it so interesting is, other than the fast and exciting game play and clear bright graphics, is that the machine will judge for itself how proficient you are, and change the level of difficulty accordingly, sometimes within the same screen.” No Rating.[1]

Sinclair User Magazine: “The fabulously colourful 3D graphics, the movement of the sit-in cabinet were, and still are, breathtaking. The first thing you’ll notice about Space Harrier as you climb into the pilot’s seat is the seatbelt. It makes you wonder what type of ride you’re in for. Take it from me – it’s turbulent. Still using the basic blast-everything -which-moves theme, Space Harrier hurls you up, down, left and right while managing to tilt the cabinet in a roll in whatever direction you push your joystick. It’s hair-raising and great fun.” No Rating.[2]

Computer Gamer: “The game is basically of the shoot anything that moves, and if it doesn’t explode get out of the way, type – but the graphics are extremely good, and the 3D effects are quite good.” No Rating.[3]

My Verdict

“This game is fast and furious, and the way the original cabinet would move you around as you played must have been revolutionary. Without the cabinet, the game is probably a lot of fun for rail shooter fans, but I came away from it feeling like I’d not actually done that much. The sprites look great, and the controls are tight, but I don’t think there is that much skill required for this game, and I don’t feel like playing it again.”

Rating

What are your memories of Space Harrier? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.


[1] Edgeley, C., ‘Arcade Action – Space Harrier’. Computer and Video Games. (Feb 1986). :83.

[2]  ‘The Arcade Coin-Op Giants for 1987 – Space Harrier’. Sinclair User Magazine. (Feb 1987). Issue 59:92.

[3] ‘Coin-Op Connection – Space Harrier’. Computer Gamer. (March 1986). Number 12:26.

Vectorman 2 – Review

By 1996, there had been a sharp decline in the titles being released for the Mega Drive. Creators were clearly favouring the next generation of consoles such as the PlayStation, Sega Saturn, and Nintendo 64. However, due to the success of its predecessor, Vectorman returns for a second adventure. The question is, will it receive the same plaudits as the first instalment?

Title screen (screenshot taken by the author)

Vectorman 2 is a single player run and gun platform game and the sequel to Vectorman (1995). It was developed by BlueSky Software and published by Sega for the Mega Drive in 1996. For this review, I played the version found on Sonic’s Ultimate Genesis Collection (2009).

Plot

After defeating Warhead and foiling its plans to kill the humans when they returned to Earth, Vectorman resumes his normal duties. One day whilst completing the routine task of accompanying a sludge barge, his ship is hit by a missile of unknown origin. Vectorman survives the crash landing and finds himself near a research facility. As he investigates the origin of the missile, he discovers a population of mutant insects that have taken up residence in the research facility. The insects show clear signs of a destructive nature towards the Earth, but it is unclear who is controlling them. Vectorman must destroy the insects to once again save Earth.

Use Vectorman’s built-in weapon to destroy the mustant insects (screenshot taken by the author)

Gameplay

Vectoman can run and jump, and fire a weapon from his hand. Whilst at the apex of his jump, he can use his Boot-Blasts to gain even more height. These Boot-Blasts can also be used to cause damage to enemies when ignited. The game consists of seven parts, divided into 22 scenes.

Weapons

Whilst battling through the levels, Vectorman can temporarily acquire other weapons including:

  • Laser – Allows rapid fire.
  • Energy Shot – Solid beam of incredible power.
  • Super Energy Shot – More powerful than the Energy Shot, can ricochet of walls and also break through tiles.
  • Pulse – Fires in a more dispersed range. The second most powerful weapon Vectorman can use.
  • Overkill – A single shot which destroys everything onscreen.

Morphs

At times, Vectorman can also morph into the following:

  • Helicopter – Helps him hover and control his descent.
  • Skates – Enables him to travel through level at high speed.
  • Tornado – Helps Vectorman spin very fast for a limited time causing destruction to whoever comes into contact with him.
  • Tank – Pure firepower.

Power-Ups

Some enemies drop Assimilation icons which temporarily allows Vectorman to take on the characteristics of that enemy:

  • Shell Bug – Shield.
  • Scorpion – Attack using a deadly stinger.
  • Rhino Beetle – Charge through walls and into enemies.
  • Tick – Destroy your enemies by giving them a mighty wallop.
  • Fireant – Fireball.

Other Power-Ups include:

  • Multipliers x2, x3, x5, x10 – Multiplies points earned respectively.
  • Health Point – Restores one health ball.
  • Full Health – Fully restores health.
  • Max Health – Increases number of health balls.
  • 1-Up – Extra life.
  • Milestone – If you die, you will restart the level from this point.
  • Extra Time – Gives you extra time on the level.
  • Power Sacks – Destroy these to get power-ups inside.
  • Photons – Collect these for points. If enough are collected, you will be taken to a bonus round.
(screenshot taken by the author)

How Does It Handle?

The controls are exactly the same as its predecessor. They are tight, and responsive and the game is easy to just pick up and play. I really liked the changes in enemies from the robotic minions of the first game to the mutant insects of this game. It emphasises that you are facing a different challenge and helps differentiate the two games. The addition of different morphs and the ability to take on the characteristics of some of your enemies makes for a more interesting game too.

Graphics

The graphics of the Vectorman’s sprite look a little more refined in my opinion. There seems to be a new sheen to our hero. The levels look good…not spectacular but good. The mutant insect’s look ok, and the bosses look pretty good. One nice touch is that when you are in dark caves and Vectorman fires his gun, the area around him lights up.

Music and SFX

The music was ok, but it was quite forgettable. What I did like was the introduction of Vectorman’s robotic voice which I can’t remember from the first game. When he picks up new weapons and power-ups, he speaks but I couldn’t for the life of me understand what he was saying. It was still cool to hear though. There is also more differentiation between the sounds of the weapons when fired.

Replay Value

Vectorman 2 has three diffficulty settings but other than that, and there isn’t much to keep you coming back time and time again fter completing it a few times.

Did I Complete The Game?

No, I got to the last boss and died.

What The Critics Said:
Electronic Gaming Monthly: “No surprises here. Vectorman 2 is a solid side-scrolling platform game that will keep players busy for a few weekends. It’s levels-which include above-and below-ground areas-are huge and allow for a lot of exploration. Although the graphics are rarely outstanding, they’re always decent (and often very dark, as well). Boss monsters look especially good Many are so huge they fill the screen in fact, most of the game’s enemies look pretty cool. What really calls attention to this title, though, is its soundtrack, a booming techno-beat that sounds nothing like the static-ridden music pumped out by most genesis games. Overall 29/40.[1]

GamePro: “It’s simple mindless fun – just like the good old days. Vectorman 2 is the most addicting Genesis game this year…and it may be one of the last, so enjoy! Overall 19.5/20.[2]

Awards:

Electronic Gaming Monthly – Genesis Game of the Year 1996[3]

My Verdict:

This is another solid action-platformer. Very fun to play and challenging enough more experienced gamers. There is enough to make this game different enough from its predecessor

Rating:

What are your memories of Vectorman 2? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.


[1] ‘Review Crew – Vectorman 2′. Electronic Gaming Monthly. (November 1996) Issue 88:90.

[2] Scary Larry. ‘Genesis Proreview – Vectorman 2 GamePro. (December 1996). Volume 09 Number 12 Issue 99:154.

[3] ”The Best of 96′.  Electronic Gaming Monthly. (March 1997). Number 92:86.

Vectorman – Review

It is always confusing when you come across a game that you’ve never heard of before and it’s awesome. Why? Because you begin to wonder why you haven’t heard of it before! Why were these games not championed more by creators, critics, and gamers alike? I wonder whether Vectorman’s late arrival to the scene was simply overshadowed by the focus on the next generation of consoles. Had Vectorman been released just a year or two earlier, it may have been given higher regard by the gamer community.

Title screen (Screenshot taken by the author)

Vectorman is a single player run and gun platform game developed by BlueSky Software and published by Sega. It was released on the Mega Drive in 1995 and would later appear on a number of compilations such as Sonic Gems Collection (2005) for the GameCube, Sega Genesis Collection (2006/7) for the PlayStation 2 and PlayStation Portable, and Sonic’s Ultimate Genesis Collection (2009) for the PlayStation 3 and Xbox 360. It was also released on the Wii Virtual Console in 2007 and on Steam in 2018 as part of the Sega Genesis Classics Pack. It was also included on the Mega Drive Mini in 2019. For this review, I played dthe version found on Sonic’s Ultimate Genesis Collection (2009).

Plot

In the year 2049, the Earth is one big cesspit of pollution and toxic waste. Humans decide to leave Earth and seek a new home to colonise. In the meantime, they create robots known as “orbots”, designed to clean up the mess whilst the humans are away. Raster, a highly advanced orbot, is accidentally connected to a nuclear weapon by a lesser orbot. This turns Raster from a benevolent orbot into the psychopathic machine known as Warhead. He is hellbent on ruling Earth himself and plans the execution of humans once they return to Earth.

Vectorman is a lesser orbot whose job is to clean up toxic waste and dispose of it in the sun. He was off planet when Raster became Warhead and returns to find the planet in a state of chaos. Vectorman decides that he should try to stop Warhead’s evil plans.

Vectorman has a built-in gun in his hand (Screenshot taken by the author)

Gameplay

The game consists of Vectorman fighting his way through 16 levels, battling Warhead’s minions on the way. At his disposal is his built-in gun, which he uses to destroy the baddies or to blow-up the TV screens that offer power-ups. The weapon power-ups include:

  • Rapid Fire: Keep the fire button held down to produce a continuous stream of bullets.
  • Wave: Useful for killing enemies not directly in your line of sight.
  • Bolo: Fires a bit rotating ball.
  • Orb: Can be used only one and designed to kill all nearby orbots in a huge explosion.
  • Nucleus Shield: Temporary invincibility. Once it runs out, you also lose your previous weapon power-ups.

Note: Shooting downwards whilst falling, will slow your descent.

Other power-ups include:

  • Health Point: Fills one ball on your health indicator.
  • Full Health: Fills all balls on your health indicator.
  • Max Health: Increases number of balls on your health indicator.
  • 1-Up: Gives you an extra life.
  • Milestone: Should you die, you restart the level where you picked this up.
  • Extra Time: Adds time to the count down.
  • Photons: Pick these up for extra points.
  • x2: Multiples points by 2.
  • x3: Multiples points by 3.
  • x5: Multiples points by 5.
  • x10: Multiples points by 10.

Vectorman can also pick up morph icons that will transform him into other types of robots to help him advance in the level:

  • Drill: Allows you to break through certain floors.
  • Bomb: Explosion will kill nearby enemies and destroy certain walls and floors.
  • Jet: Enables you to fly higher than you can jump.
  • Fish: Enables you to swim faster than you can run.
  • Missile: Enables you to break through certain ceilings.
  • Parachute: Allows you to slowly descend with greater manoeuvrability.
  • Buggy: Can be used as a battering ram to break through certain walls.

Vectorman has the ability to jump a little higher by tapping the jump button again whilst when he reaches the top of his initial jump. This will briefly ignite rockets in his feet which also causes damage to enemies.

Destroying satellite dishes allow you access to bonus stages. However, to destroy these you first need to find and destroy the shield generators which are hidden throughout the levels.

(Screenshot taken by the author)

How Does It Handle?

The game is quite chaotic at times and there is a lot on the screen to take in, and at first, I had no idea what was going on. However, there is lots of fun to be had charging through the levels and blasting all the baddies. I feel it would have been better to have the view zoomed out a little more so that you can take in more of the level.

Graphics

The Vectorman sprite looks awesome and the movements are incredibly fluid. When you move into dark areas, your sprite also goes dark, but you can still see red flashing lights on his body, face and extremities that remind us that he is a robot. This was a nice touch. I also liked the lightning flashes on Day 12.

Most of the backgrounds for the levels looked good, but I just felt that they lacked something. Maybe they just weren’t full of vibrant colour that I have been used to with so many Mega Drive games. Then again, maybe the drabness was to emphasise the polluted state the Earth is in. Even so, the flags flying in the breeze in particular look very realistic.

Music

The game contains electronic techno dance music throughout which I though suited the game very well.

Replay Value

The game has three difficulty settings Lame, wicked, and insane which offers some relay value. However, although the end of level scores state whether you picked up all the photons and destroyed all the TV screens, there is no difference to the outcome of the game if you do destroy all TV screens and pick up all the photons. I think this is a missed opportunity to add something more to the game encouraging gamers to return to it.

Did I Complete The Game?

Yes, but so far, only on the Lame setting.

What The Critics Thought?

Electronic Gaming Monthly: “It seems like Sega has a new mascot. Vectorman offers graphics that make it look like it’s on a system other than the Genesis. The animation is really smooth. Surprisingly, VM excels in the control department. It doesn’t have anything really new, but it plays well. The gameplay is fast, and the action generally is intense but not frustrating. Think of Strider with a gun. The audio is just right. Overall 33/40.[1]

GamePro: “Your 16-bit system isn’t dead yet, and Vectorman is the reason why! This entertaining platform game is tough, but it rewards you with tons of fun. Overall 19.5/20.[2]

Awards:

GamePro Editor’s Choice Awards 1995 – Best Genesis Game[3]

GameFan’s 1995 Megawards – Genesis Game of the Year[4]

GameFan’s 1995 Megawards – Best Genesis Action Platformer[5]

My Verdict:

“This is a fun game. Lots of charging through levels blasting everything in sight with an array of weapons. It’s a beautiful looking game with a solid soundtrack. My only criticism is the lack of replay value for me. Definitely worth your time though!”.

Rating:

What are your memories of Vectorman? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.


[1] ‘Vectorman’. Electronic Gaming Monthly. (November 1995). Number 76:42.

[2] ProReview – Vectorman‘.GamePro. (November 1995). Issue 76:70-1.

[3] Editor’s Choice Awards 1995‘. GamePro. (February 1996). Issue 79:26.

[4] ‘GameFan’s 1995 Megawards’ GameFan. (January 1996). Volume 4 Issue 1:106.

[5] ‘GameFan’s 1995 Megawards’ GameFan. (January 1996). Volume 4 Issue 1:104.

Streets of Rage 3 – Review

Streets of Rage (1991) and Streets of Rage 2 (1992) were both awesome games worthy of the highest accolades. Their success would naturally spawn a third in the series. The question is, would the creators be able to make the game unique enough to stand on its own whilst at the same time staying true to what made the first two instalments so successful?

Title screen (Screenshot taken by the author)

Streets of Rage 3 (known as Bare knuckle 3 in Japan) is a side-scrolling beat ‘em up developed and published by Sega. It was released in 1994 for the Mega Drive and would appear on later compilation packs including Sonic’s Ultimate Genesis Collection (2009) for the PlayStation 3 and Xbox 360 and Sega Genesis Classics (2010) which is available for Microsoft Windows, Linux, MacOS, PlayStation 4, Xbox One and Nintendo Switch. In 2012, it was released on Steam as a stand-alone game as well as with Sega Genesis Classics Pack 5. For this review, I replayed the version for the Mega Drive found on Sonic’s Ultimate Genesis Collection (2009).

Plot

Streets of Rage 3 is a direct sequel to Streets of Rage 2 (1992). It has been Several years since Axel Stone, Blaze Fielding, Eddie “Skate” Hunter and Max Thunder defeated Mr. X and rescued Adam Hunter. However, Mr. X, head of an organised crime group known as The Syndicate has returned. Since his last defeat he founded RoboCy Corporation, a legitimate robotics company that acts as a cover for his illegal activities. He has hired the world’s foremost expert on robotics (Dr. Dahm) to create an army of androids under his command to secretly replace important city officials with a view to controlling the city. Whilst this operation comes into effect, he plants bombs throughout the city to distract the police while the city officials are replaced.

After realising what Dr. Dahm’s research as really been used for, Dr. Zan, a cyborg himself, contacts Blaze Fielding and explains Mr. X’s plans for the city officials. Upon learning of the severity of the situation, Blaze contacts her old police partners Axel Stone and Adam Hunter. Axel agrees to join the task force, but Adam is unable to because of his own commitments within the police force. However, his younger brother Eddie “Skate” Hunter agrees to join the task force in his place.

It is unclear what happened to Max Thunder but Dr. Zan takes his place (Screenshot taken by the author)

Gameplay

Consistent with the previous two instalments, Streets of Rage 3 follows suit. The game can be played in one-player or two-player co-op mode. Each fighter has different stats depending on who you prefer to play with. Some are faster, some are more powerful, but none are considered the ultimate fighter.

The fighting is much the same. You must fight your way through a number of levels fighting baddies of varying strengths. Along the way you can pick up money and gold bars which increase your points tally, and food to help restore your life gauge. Occasionally, you will spot a 1-up.

As well as the usual weapons of knives, pipes, baseball batts and swords, you can also pick up grenades. Just be sure to not hold on to them too long else they will explode, and you will suffer damage.

There are a few differences from previous games, however. This is the first game in the series to utilise the six-button controller allowing for a larger move set. For special moves, you have a power bar consisting of six segments. The higher the gauge the more damage you will do to the baddies. One you perform a special move, the bars will empty and you will need to wait a few seconds for them to recharge. If the gauge is empty when you perform a special move, your life gauge will deplete slightly. With every 40,000 points you accrue, a star appears below your fighter’s life gauge. Each star you earn increases the strength of your Blitz attack. You can earn up to three stars but if you lose a life, you will lose a star.

Whereas in Streets of Rage 2 (1992) only Skate could run, Streets of Rage 3 allows all characters to run as well as roll up or down to screen to evade enemy attacks.

The story itself is more complex, with dialogue between the characters after each level, adding another layer to the story telling.

Characters:

Dr. Zan – After discovering what The Syndicate are planninng with their androids, Dr. Zan contacts Blaze Fielding in a bid to acquire her help in stopping Mr. X.

Blaze Fielding – Since defeating The Syndicate a second time, she now works as a private detective. She agrees to help when she is informed that the next victim of this dastardly plan will be her old friend the Chief of Police.

Axel Stone – After defeating Mr. X a second time, Axel moved far from the city to start up his own martial arts school. Blaze convinces him to return to fight Mr. X one more time.

Eddie “Skate” Hunter – Since helping the others defeat Mr. X and rescue his older brother Adam, Skate has grown in strength and speed. He agrees to join the task force to take down Mr. X once and for all.

The Duel Mode has been made more interesting. It is no longer just a one-on-one fight. For example, on one fight stage, the floor contains sparks that travel along a line on the floor. If it touches you, you get electrocuted. Another has holes for you to fall down which will make you lose health.

New sprites have been introduced… (Screenshot taken by the author)

How Does It Handle?

This game has tight controls, and the increase in the number of moves ensures that the fighting does not get monotonous. I did think that the hit detection was off a little though. There were instances where an enemy is slightly to the back or to the fore of the line I was on, and I was unable to hit them, but they were able to hit me. That was frustrating! There were two bosses that I felt were annoyingly difficult. The two women in the bar, and the three samurai. Even on Easy Mode I struggled with these bosses. I appreciate this may simply be a case of finding a strategy, but these fights are where I lost most of my lives.

There was an interesting level consisting of our heroes moving from right to left and having to punch through concrete walls whilst being chased by a bulldozer. This level is easy and just seems to slow down the gameplay. It was a good idea, I’m just not sure it worked.

Graphics

Even though the levels and sprites were highly detailed and well animated, I did think that the levels and sprites of four protagonists were not as good as Streets of Rage 2 (1992). There were plenty of enemy sprites who were still around from the previous two games to make it feel familiar, but I did question the reliance on sprites from previous game. Having said that, I still think the game looks pretty darn good.

One level I though was particularly good was the disco stage. The lighting occasionally flashes, making the level feel really authentic.

Music

The music was criticised by several contemporary critics (see below). Although not necessarily as memorable as the previous games, the music is still that adrenaline fuelled upbeat techno/electronic music which fits this game well.

Replay Value

There are three difficulty levels: Easy, Normal and Hard, as well as the option to alter the number of lives you begin with. Initially, when I completed the game on Easy, the game ends after five stages and I thought the game was very short. However, completing the game on harder settings reveals several more stages and a continuation of the story. Apparently, there are four endings depending on which difficulty level you complete the game on and the time it takes for you to do it. The Duel Mode has been improved too, but again, it will never compare to fighitng games such as Street Fighter II (1992).

…and some old sprites resurrected (Screenshot taken by the author)

Did I Complete The Game?

I have completed the game on the Easy setting, but whilst looking into this game, I have discovered that there are more levels when played on harder settings. Clearly, I will have to re-visit this game.

What The Critics Said:

Electronic Gaming Monthly: “This has always been a good series, and I really enjoyed this cart. A few things bothered me. The music wasn’t up to par with what Yuzo Koshiro normally does, and the sounds were sub-standard. The background animations were really good, and the diversity of game play adds tremendously. One question: Why did Sega change the characters’ outfits to gender neutral colours? It is still a great Sega fighter. Overall 29/40.[1]

Gamefan: “I’m usually blown away with any of the SOR games, but part 3 just didn’t do it for me. The graphics and control are very good, but the music is horrible compared to previous versions. It’s as if the person who composed the music in Chakan did the BGM in SOR 3. What were you thinking Yuzo?” Overall 234/300.[2]

Hyper: “If you liked the rest of the series then you’ll love this game. If you’re a sensitive new age type I’d steer clear though…stick to Ecco. Overall 83%.[3]

Mean Machines Sega: “A stylish continuation of the series, but not all it could – and should – be. A classic case of ‘If only they had…’. Overall 83%.[4]

Sega Magazine: “Expensive, but you’re paying for the best scrolling combat game in existence. Only Streets of rage 2 is anywhere near as good as this. Overall 90%.[5]

My Verdict:

“Don’t get me wrong, this is a solid third instalment of the franchise. Great graphics and gameplay with a more complex story…I just wasn’t feeling it. The music was less memorable, I didn’t like Dr. Zan as a new character and I felt the protagonist sprites didn’t look as good as in previous games. I felt the hit detection was slightly off and some of the bosses were insanely hard, even on Easy. If I had a choice, I would much rather revisit the first two instalments.”

Rating:

What are your memories of Streets of Rage 3? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.


[1] ‘Review Crew – Streets of Rage 3’. Electronic Gaming Monthly. (July 1994). Number 60 Volume 7 Issue 7:34.

[2] Viewpoint – Streets of Rage 3’. Gamefan. (June 1994). Volume 2 Issue 7:24.

[3] ‘Review – Streets of Rage 3’. Hyper. (June 1994). 7:30-33.

[4] ‘Megadrive Review – Streets of Rage 3’. Mean Machines Sega. (March 1994). Issue 17:42-45.

[5] ‘Megadrive Review – Streets of Rage 3’. Sega Magazine. (May 1994). Issue 5:78-9.

Sonic Spinball – Review

In a bid to cash in a franchise’s success, creators will often produce spin-off games that are usually inferior in quality to the main releases. Many would argue that these games are simply cheap and awful. However, occasionally you will find spin-offs such as Dr. Mario (1990) and Dr Robotnik’s Mean Bean Machine (1993) that are actually worth owning (although this is likely because the Tetris (1984) like format had already been tried and tested and found to be successful). How would a Sonic themed pinball game fare?

Title screen (screenshot taken by the author)

Sonic the Hedgehog Spinball is cross between a platformer and a pinball game. It was developed by Sega Technical Institute and published by Sega. It was released in 1993 for the Sega Mega Drive and in 1994 for the Game Gear and Master System. It has also had multiple re-releases on the following:

  • Sonic Mega Collection (2002) – GameCube, PlayStation 2, Xbox and PC
  • Sonic’s Ultimate Genesis Collection (2009) – PlayStation 3 and Xbox 360
  • Sega Smash Pack – PC (1999), Dreamcast (2001), and Game Boy Advance (2002)
  • Sonic Gems Collection (2005) – GameCube and PlayStation 2
  • Wii Virtual Console (2007)
  • iOS and Steam (2010)

For this review, I played the Mega Drive version found on the Sonic’s Ultimate Genesis Collection (2009).

Sonic acts like a pinball throughout most of the game (screenshot taken by the author)

Plot

On the Planet Mobius, the evil Dr. Robotnik is putting his latest dastardly scheme into action. He has created the Veg-O-Fortress, a monstrous machine built into Mount Mobius so that it can draw energy from the volcano via the lava flow. His plan is to trap the wildlife of Planet Mobius and convert them into mindless machines. Knowing that Sonic and his friends may soon try to foil his plans, he has created a Pinball Defense System to protect his latest invention. As Sonic and Tails approach the mountain in their plane, they are shot down. After escaping a watery grave, Sonic must play the Pinball Defense System to destroy the Veg-O-Fortress and save Planet Mobius.

Although I think Sonic’s moving reflection is good, these bonus stages are a bit pointless (no pun intended) (screenshot taken by the author)

Gameplay

The levels are designed to simulate a pinball machine. You control Sonic and although he acts like a pinball for most of the game, there are times when you can walk/run. The aim of the game is to collect the Chaos Emeralds which will destabilize Mount Mobius and destroy the Veg-O-Fortress. After gaining all the Chaos Emeralds from one level, you must then fight and destroy one of Robotnik’s many boss machines.

There are only four levels:

The Toxic Caves – This is where Robotnik dumps his industrial waste. When you gain the Chaos Emeralds, Scorpius awaits. 

Lava Powerhouse – The heart of the Veg-O-Fortress where the lava-powered generators lie.

The Machine – This is where the inhabitants of Planet Mobius are held captive and where they are transformed into machines.

Showdown – Grab the last of the Chaos Emeralds and flee before the Veg-O-Fortress explodes.

At the end of every level, Sonic will enter a bonus stage which is also designed like a pinball machine. but where the view is different, and the object is to simply score as many points until you lose all three balls.

Up to four players can join in the fun but like pinball machines in real life, each player must wait their turn until the previous player loses a ball (Sonic dies).

The game also features some play firming elements too (screenshot taken by the author)

How Does It Handle?

Sonic’s move set is the same as it would have been in Sonic the Hedgehog 2, in that can still do the Spin Dash. However, when falling off an edge, Sonic will perform a Cliffhanger Flip that allows him to pull himself to safety. You can even control Sonic’s trajectory to a certain extent. For example, if he is falling back to the flippers, you can press left or right to make him veer in that direction which is incredibly helpful at times.

One incredibly annoying aspect to the game is that if Sonic dies, the level is reset and so you have to go through the whole rigmarole of pulling levels or opening doors again. I understand that arcade pinball machines are like this, but I think the realism actually is a detriment to the video game.

Graphics

I think the game looks great! The levels and sprites are colourful and very detailed. I particularly like the bonus stage where you can see Sonic move in the reflection which is a nice touch. However, when you defeat a boss and they begin to explode, the explosions can make the game slow down and blocks of exploding graphics can disappear.

Music & SFX

The music is pretty good and fits the game well. The funky music of first level in particular is distinctive enough to get stuck in your head.

Oddly, the sound Sonic makes when he performs a Spin Dash has changed. It no longer sounds like a bandsaw speeding up but more the sort of sound one would associate with a jumping action. You’ll know what I mean when you hear it.

Replay Value

This game does have some replay value. As well as the multi-player option, you can also change the speed of the game. I also find myself returning to this game generally. There is something about it which draws you back.

Did I Complete The Game?

No, I haven’t yet gotten past Level 3.

What The Critics Said:

Electronic Gaming Monthly: “Sonic Spinball is definitely a new setting for the hedgehog and there are points for originality, but the overall execution of the game seems like an afterthought. The scrolling of the pinball boards is choppy and it’s hard to control what you want to do. As a plus, the boards are huge with lots of nooks and crannies with items to seek out. It’s worth a look. Overall 28/40.[1]

GamePro: “Some animals just refuse to walk out into the roadway when their time is up. Sonic is one of those critters, but, fortunately, the wizards of Sega have come up with a fun, fast and frenetic pinball game to offset all that running and jumping. Overall 17.5/20.[2] 

Mean Machines Sega: “Eminently playable, and full marks for the ingenious approach to pinball, but Sonic Spinball is not the Twix of Megadrive games. One bite and it’s gone. Overall 81%” .[3] 

Electronic Games: “Spinball’s graphics and sound, while not as impressive as Sonic 2, are very good…The sound and music effects not only maintain the game’s internal rhythm but also provide audio game clues. No Rating.[4]

Entertainment Weekly: The first, a video pinball game in which Sonic is the ball, boasts a terrific concept but an ultimately flawed execution — Sonic often moves like a leaden marble. Overall C.[5] 

MegaTech: “Sonic Goes Pinball with five huge levels and a good feel from the flippers and Sonic-ball. Fun and very addictive – the first four levels are pretty easy, but the last one’s dead hard. Not really enough there to warrant the asking price. Overall 86%”.[6]

My Verdict:

“I must confess, I actually like this game even though I can’t complete it and find it incredibly frustrating and cheap at times. It looks great, sounds great, and although the scrolling isn’t as smooth as it could be, I find that this game draws me back again and again. It has a certain charm that warrants a better reputation.”

Rating:

What are your memories of Sonic Spinball? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.


[1] ‘Review Crew – Sonic Spinball’. Electronic Gaming Monthly. (December 1993). Number 53 Volume 6 Issue 12:48.

[2] Scary Larry. ‘Genesis ProReview – Sonic Spinball‘. GamePro. (January 1994). Volume 6 Number 1:48-9.

[3] ‘Megadrive Review – Sonic Spinball’.  (December 1993). Number 14:70-2.

[4] ‘Video Game Gallery – Sonic Spinball’. Electronic Games. (January 1994). Volume 2 Number 4:90.

[5] Strauss, B., (February 11, 1994). Entertainment Weekly. (https://ew.com/article/1994/02/11/sonic-cd-sonic-chaos-sonic-spinball-sonic-3/ Accessed 13th January 2022).

[6] ‘Game Index – Sonic Spinball’ MegaTech. (May 1995). Issue 42:30-1.