Gain Ground – Review

As you can imagine, thousands of video games have been created since they became a thing way back in the 1960s. So, it is perfectly understandable that with great regularity you may come across a game that you have never heard of. However, just because you have never heard of a game doesn’t necessarily mean that it isn’t worth playing. After all, it may be one of those “hidden gem” games that one finds every now and then. Could Gain Ground be one such game?

Title screen (screenshot taken by the author)

Gain Ground is an action-strategy game developed and published by Sega. It was first released for the arcade in 1988 before being ported to the Master System and Mega Drive in 1991. For this review, I played the Mega Drive version found on Sonic’s Ultimate genesis Collection (2009) on the PlayStation 3.

In the year 3000AD, there is no poverty. There is no war or discrimination. Humans finally live in a time of total peace…but…with total peace comes a price. Without the threat of violence, humans have forgotten how to defend themselves, leaving them vulnerable. To retrain humans how to fight, the United Earth Government create a war simulation run by a supercomputer called Gain Ground. During testing, an error occurs, and its creators are taken hostage. A rescue party is also captured. The government have one final chance to rescue the creators and stop the computer.

Mediocre graphics but this is a highly addictive game (screenshot taken by the author)

The game can be played in single and two-player mode. Even though you are competing for the highest score, the two-player mode is co-operative. There are five rounds, with each round having 10 stages. The last stage of each round being a boss level. The rounds are as follows:

Round 1 – Dark Ages

Round 2 – Middle Ages

Round 3 – Pre-Revolutionary China

Round 4 – Present day

Round 5 – Future

The on-screen information allows you to see the time limit for each stage, the number of enemies left to kill, the character you are using, how many of your soldiers you have left to escape, how many have already escaped, and your score.

There are two ways to complete each stage. You can either destroy all enemies on screen or you can guide all your soldiers safely to the exit. At the beginning of each stage, you have the opportunity to choose which soldier you wish to use. If that soldier is killed by an enemy, they will turn grey before becoming an icon on the screen. You then pick another soldier to complete the mission. You can pick up your fallen comrades and finish the level to ensure they are available in the next stage.

Each character has unique weapons, special weapons, abilities, and weaknesses, and so it is important to use each character where they will be most useful. For example, some are powerful but slow. Others are weak but fast…you know…the usual trade off.

You must choose to either run the gauntlet to escape or kill all enemies on screen (screenshot taken by the author)

The game is very easy to learn. You can move and fire in all directions, but when using some of the special weapons, you will automatically orientate yourself to fire up the screen. This can be a great help at times and a hinderance at others. You also have to be accurate with your shots and this will take some getting used to. It can be frustrating when you miss the enemy by a hair’s breadth and he is able to kill you.

The graphics are just what you need for a game like this. They are mediocre but detailed enough so that the game is playable. They won’t win any awards, mind. However, this game isn’t about graphics. It is about the action and there is plenty of that!

I actually enjoyed the music, especially early on. The music has a typical arcade-style upbeat tempo that gets your blood pumping for the action. Upon completion of each stage, you are rewarded with a nice little victory riff.

There are three difficulty settings to choose from. Easy offers you up to eight continues and the game ends after Round Three Stage 10. Normal offers up to four continues, and hard gives you no continues but you have all 20 of your soldiers available to you from the beginning. These changes with each difficulty level offer a good level of replay value.

I had never heard of this game before reviewing it. I have to say I was pleasantly surprised. This is just the sort of game that I would have played with friends for hours and hours in my teenage years. It is fun, challenging, and highly addictive like all arcade games should be.

Did I complete the game?

No, I couldn’t get past Round 3 Stage 4. I will, however, definitely be returning to this game.

What the critics said:

Sega Pro: “Great two-player action as you battle through multiple levels of complex action. You control a band of warriors from ancient times right through to the future. Detailed graphics and very addictive gameplay. Overall 89%.[1]

Raze: “…the graphics are very small, and the sound not too spectacular. But a closer inspection reveals some great animation on the characters and their weapons, and a splattering of colour and variety all through the game. Overall 92%.[2]

Computer & Video Games: “It’s very simple and very boring. You’d have to be stark raving mad to part with thirty quid for this… Overall 49%“.[3]

Mean Machines: “A very accurate conversion of an obscure and hopelessly crap arcade game which features the average graphics, rubbish sound and boring gameplay of the original machine. Overall 43%.[4]

Sega Power: “Choose the right soldiers in this intriguing flick-screen combat game. Heavy on strategy, its slower pace might make a change from alien death. Unusual two-player mode. Overall 3/5.[5]

My verdict:

“Pleasantly surprised by this game. Although the gameplay is simple and the graphics won’t blow you away, I found it enjoyable, challenging and highly addictive.”

Rating:

What are your memories of Gain Ground? 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] ‘Gain Ground – Mega Drive’. Sega Pro. (December 1991). Issue 3:18.

[2] ‘Gain Ground’. Raze. (May 1991). Issue 7:64.

[3] ‘Byte Size Mega Drive Review – Gain Ground’. Computer & Video Games. (March 1991). Issue 112:72.

[4] ‘Review: Mega Drive – Gain Ground’. Mean Machines. (October 1992). Issue 1:139.

[5] ‘The Hard Line – Gain Ground’. Sega Power. (October 1991). Issue 23:53.

Flicky – Review

Quite often, game developers would re-release arcade games onto home consoles, no doubt in a bid to cash in once its arcade popularity waned. Unless they were re-vamped a little, these games could look dated, and underwhelming compared to more modern releases. I’ve never been a fan of the basic platformer where you simply accumulate points and there is very little story, but then there are millions who do so maybe I’m wrong about my disdain for these money-guzzlers. What are your views on games like Flicky being released at a high price on a console seven years after its arcade release?

Title screen (screenshot taken by the author)

Flicky is a single-player platform game developed by Sega. It was released by Sega in the arcades in 1984 (Bally Midway in the US). Originally ported to the SG-1000 in Japan, it was released in North America and Europe in 1991 on the Sega Mega Drive. I chose to review the version found on Sonic’s Ultimate genesis Collection (2009) on the PlayStation 3.

You play as a blue bird called Flicky who must save all the little Chirps before they are eaten by the Tiger cats and Iggy lizards. To save a Chirp, you simply walk past them, and they begin to follow you. Once they are following you, you need to escort them to the door where they can escape, and you gain points. The more Chirps you rescue at any one time, the higher your points multiplier. The speed with which you rescue the Chirps is also a factor when accumulating points. You must do this whilst avoiding the cats and lizards which kill you as soon as they touch you. Thankfully, you can defend yourself by picking up various objects and hurling them at the beasties.

Rescue the Chirps before Tiger cats and Iggy lizards get you (screenshot taken by the author)

The physics of the game are quite hard to control and take some getting used to. The jumping action is rather floaty, and you tend to bounce of the walls when you hit them. It is also very slow in changing direction, and lots of practice is needed to spot the cats and lizards and being able to avoid them in time. I found the Iggy Lizards the hardest to spot and got killed by those little bastards a lot.

Although bright and colourful, the graphics of this game may have been excellent for when it was released in the arcade in 1984, but by the time it was released on the Mega Drive in 1991, things had moved on and the game looks dated. The sprites are so small that it is difficult to make out the detail that should be there. Considering games such as Sonic the Hedgehog, Super Mario World and Mickey Mouse: Castle of Illusion were all released around 1991, I can’t imagine why anyone would bother with Flicky unless it was incredibly cheap (unlikely), wanted the game purely to add to their collection, or were buying it for a child. These later games contain so much more in regard to story, characters, graphics and music.

The music isn’t actually that bad. On the contrary, the music is quite fun and gives this game a light, playful feel.

Did I complete the game?

There are 99 levels to play through, but I did not have the patience or desire to play this game for too long. I simply got bored. I think I had had my fill by level 10.

What the critics said:

Electronic Gaming Monthly: “Here is a low cost game for the Genesis aimed purely at younger players. The theme is cute, as are the characters, but 99 levels is a little much. Since the enemies and music don’t change, the game becomes tiresome quickly. The bonus stages do break the monotony a bit. Overall 21/40”.[1]

Mean Machines Sega: “The conversion of the ancient coin-op looks crap, sounds crap and plays…brilliantly! It’s very simplistic, but for some reason the action is incredibly enjoyable and addictive. Check it out! Overall 88%.[2]

Sega Power: “Cheap maze-chaser with 99 levels of moderately difficult platform action. Cute and definitely aimed at younger players. Overall 2/5.[3]

My Verdict: “Bright and colourful with cute music is all you can say about this game. There just isn’t the detail or depth to this game and it feels like a quick cash in on Sega’s part. It’s cute and great for youngsters, but by 1991, looks dated and I’d suggest spending your money on better games out there…unless you’re a collector of course.”

My Rating:

What are your memories of Flicky? 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 – Flicky’. Electronic Gaming Monthly. (April 1991). Issue 21:24.

[2] ‘Review: Mega Drive – Flicky’. Mean Machines. (October 1992). Issue 1:138.

[3] ‘The Hard Line – Flicky’. Sega Power. (October 1991). Issue 23:53.

Ecco the Dolphin – Review

Heroes come in all shapes and sizes in video games. Muscle-bound barbarians, ace spaceship pilots, martial arts experts, and yes, even Italian plumbers, to name a few. In 1992, Sega took a chance on a new hero. This one couldn’t wield swords or axes, or pilot machinery, or cast magic spells. It didn’t know kung-fu and certainly didn’t grow larger having eaten mushrooms. No, this hero lived in the ocean but needed air to breathe. He was agile, could swim at great speeds and leap from the water to soar above he waves like an albatross. This hero was a dolphin!

Titlescreen (Screenshot taken by the author)

Ecco the Dolphin is an action-adventure developed by Novotrade International and published by Sega. It was released on the Mega Drive in 1992, with versions also being released on the Master System, Game Gear, and Sega CD. Versions were later released for the Wii Virtual Console (2006), Xbox Live Arcade (2007), as part of Sonic’s Ultimate Genesis Collection (2009) for the Xbox 360 and PlayStation 3, Nintendo 3DS (2013), and Sega Genesis Mini (2019).

Ecco is a dolphin. There is nothing particularly special about him other than the unique star pattern on his forehead. One day, whilst swimming with his pod, he leaps high into the air and at that exact moment, a vortex opens and sucks up his pod (as well as other ocean dwelling sealife). Ecco needs to find out what happened to his pod from creatures much older and wiser than himself. He embarks on a long journey into cold and unfamiliar waters, where strange and deadly creatures live.

Ecco can use his sonar to stun or to talk to other creatures (Screenshot taken by the author)

First, let me just say that the graphics of this game show the Mega Drive at its pomp. Bright and colourful, with incredibly detailed backgrounds and sprites. From the multi-coloured shoals of fish, to the array of seas sponges and plants on the sea bed, there is so much that draws the eye. An accurate and nice touch is where the deeper you go, the darker the background becomes, emphasising that light doesn’t penetrate that deep into the ocean.

I remember when a childhood friend of mine bought this game. We were stunned! Not only did the concept of controlling a dolphin seem unique (to us at least), but the attention to detail was at such a level that I think we firmly believed that gaming had reached its apex…how young and naïve we were.

The music is very understated in this game, but it works so well. Some of the music is very relaxing and calming, which is surprising because for most part, you are not very relaxed at all. In fact, the game will give even the most seasoned gamers anxiety.

Rather than have time limits for the levels, Sega offer us two energy bars. One is health and the other is oxygen. To replenish your oxygen bar, you need to find an area where you can breach the surface of the water or find where oxygen bubbles are rising from cracks in the seabed. This becomes challenging when you are deep under sea in a labyrinth of caves. To recover health, Ecco must dash into the shoals of smaller fish to gobble them up. If you die, you simply go back to the beginning of the level. You have infinte lives in this game and believe me, you’ll need the am all!

Eating the smaller fish helps Ecco restore lost health (Screenshot taken by the author)

The basics of the game are simple. When pressing a direction, Ecco will swim in that direction. When you stop swimming, Ecco will drift, adding some realism to the gave, since the sea is always moving with the tides. To increase speed, press the ‘C’ button, and Ecco will speed up, handy for when you’re almost out of oxygen or when you need to leap out of the water and over obstacles. The ‘B’ button makes Ecco dash. This is mainly used to attack the many dangerous and deadly creatures he encounters, as well as, breaking down shelled walls. The enemies include sharks, jellyfish, pufferfish, and crabs….those crabs can fucking do one! They come out of nowhere and make a ‘B’ line for you. I admit, I dropped the ‘C’ bomb several times during my playthrough due to those little wankers. Frustratingly, the enemies also respawn which pisses me off even more and makes the game even harder.

The ‘A’ button is Ecco’s sonar ability and can be used in several ways:

  • Press and hold ‘A’ until the sonar bounces back. This opens a map segment, again very handy for when you are lost in caves.
  • Communicate with other friendly sea creatures such as other dolphins and killer whales. These friends can offer advice and hints to you.
  • Move starfish circles that will eat rock and open previously blocked pathways for you.
  • Large glyphs are found dotted around the levels that offer tips or give Ecco a password so that when he comes across one that blocks his path, he can use his sonar to clear the way.
  • After the first few levels, Ecco gains the ability to use his sonar to stun enemy creatures.

This game may look cutsie, but it is fucking hard! Rage quitting is standard for this game, especially when you are near the end of a level and those fucking crabs come out of nowhere and kill you. I doubt you will finish this in one sitting, if at all. Thankfully, you receive a password after every level.

Another aspect of this game that is irksome about this game, is when you have to navigate through narrow caves and sometimes you need to manoeuvre through even narrower gaps past sharp coral. There are points where you cannot do this without injuring yourself, not matter how hard your try to avoid them.

The game only has one difficulty setting and so offer little in the way of replay value other than simply showing the awesomeness of the graphics to a friend.

Did I complete the game?

Nope, and I have never met anyone who has either.

What the critics said:

Mean Machines Sega: “A Megadrive classic without doubt, and a strong contender for best game ever! A unique underwater experience for those tired of unoriginal pop. Overall 97%.[1]

MegaTech: “Original concept combined with wonderful graphics and amazingly engrossing gameplay make this a classic. Overall 94%.[2]

My Verdict:

“This is by far, one of the most original and best-looking games the Mega Drive has to offer. Incredible graphics and atmospheric music offer a unique gaming experience. The difficulty of the game is the only this that lets it down.”

Rating:

What are your memories of Ecco the Dolphin? 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] ‘Ecco the Dolphin – Review’. Mean Machines Sega. (December 1992). Issue 3:24-8 (https://archive.org/details/mean-machines-sega-magazine-03/page/n27/mode/2up Accessed 29th June 2021).

[2] ‘Game Index – Ecco the Dolphin’. MegaTech. (October 1993). Issue 22:99. (https://archive.org/details/mt-22_202005/page/98/mode/2up Accessed 29th June 2021).

ESWAT: City Under Siege – Review

Science-fiction movies have often toyed with the idea of a mechanised police officer battling huge crime syndicates in a dystopian future (1987s Robocop springs to mind). ESWAT: City Under Siege was one such game, with a storyline that felt like it came straight from a 1980s B-movie starring Jean Claude Van Damme or Dolph Lundgren.

Titlescreen (Screenshot taken by the author)

ESWAT: City Under Siege (Cyber Police ESWAT in Japan) is a side-scrolling action platform game developed and published by Sega. Based on the 1989 arcade game Cyber Police ESWAT, it was released in 1990 for the Mega Drive and Master System. It was later released on the Wii Virtual Console in 2007 and as part of Sonic’s Ultimate Genesis Collection (2009) found on the PlayStation 3 and Xbox 360.

Global terrorist organisation E.Y.E is wreaking havoc throughout the world. To combat this terrorist threat, the governments of the world launch their ESWAT (Enhanced Special Weapons and Tactics) initiative. Selected from the bravest police officers, and sharpest shooters, these law enforcement officers don state-of-the-art ICE combat suits with advanced armour and weaponry.

In the early missions, you are a plain clothes officer (screenshot taken by the author)

There are eight missions for you to battle through:

  • Guard Silent City!!
  • Infiltrate Cyber Prison!!
  • Defend Neo Three-Mile!!
  • Attack Mad Scientist!!
  • Destroy Dark Base!!
  • Penetrate Secret Sewer!!
  • Destroy Tactical Complex!
  • Break E.Y.E’s Plan!

You begin the game at the rank of Captain and are a plain clothes police officer. Once you complete the first mission you gain a promotion to Chief. The completion of the second mission sees you promoted again to ESWAT and this is when you gain the ESWAT suit. The suit begins with your plain shot weapon but allows you to pick up a further four weapons:

  • Super – Shoots three shots at once instead of one, and includes rapid fire ability.
  • R.L. (Rocket Launcher) – Fire two powerful rockets in quick succession before needing a bit of time to reload.
  • P.C. (Plasma Charge) – Fires smaller shots but can charge up to fire a huge devastating ball of plasma.
  • Fire – The most powerful weapon in your arsenal, this weapon can only be used when your jetpack fuel is in the red zone (full power). You can also only use it once.
Once you reach the ESWAT rank, you gain the stat-of-the-art armour (screenshot taken by the author)

First, I’d like to rave about the graphics of this game. The sprites look incredible! The detail on your character’s uniform and the initial human enemies is top rate for 1990 (there is a nice little explosion once you kill the enemies too). Bright and colourful, and they have even captured the shadows on your attire (between the legs for example). The levels themselves, are also incredibly detailed and there is plenty that to attracts the eye. They really did go all in for this game.

The music sounds great too. Upbeat and funky, it’s the sort of in-game music that you’d listen to as opposed to muting the sound and putting on your own tunes.

In the first two levels, you only move a one speed: walking. As you progress and gain the ESWAT suit, you can also use your rocket pack to help evade hazards and enemy fire. My only criticism of the player’s movement is that I feel that your character walks a little too slowly for my liking and cannot shoot diagonally, which is a tad annoying at times. I also felt that the you are too zoomed in (if that makes sense). You are quite clsoe to the edge of the screen as you walk to progress. I’d have liked to have seen it zoomed out a bit more so that you can see a bit more of what’s going on around you and aren’t in a constant state of nervous surprise.

This is a tough game, and certainly not for the faint-hearted. If you complete the game and are a glutton for punishment, you can increase the difficulty and number of lives you begin with. This increases the replay value of the game.

Did I compete the game?

No, I could not get past mission five.

What the critics said:

Mean Machines Sega: “ESWAT is s super-slick platform shoot ‘em up that simply oozes quality. The parallax scrolling backdrops and sprites are excellent, and the sound is great. Combine those with challenging and highly addictive gameplay and you’ve got a game that’s a must for your collection. Overall 92%.[1]

Sega Power: At first this Shinobi-style shooter isn’t too hot. Later on, though, it displays some of the moodiest scenes on the MD. Tried and trusted gameplay, plus a few shocks! Overall 4/5.[2]

My Verdict:

“Graphically, a superb example of the capabilities of the Sega Mega Drive with a knock out soundtrack to boot. This is a challenging game and you won’t simply finish it in one sitting.”

Rating:

What are your memories of ESWAT? 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: Mega Drive – Eswat’. Mean Machines. (October 1992). Issue 1:138. (https://archive.org/details/mean-machines-sega-magazine-01/page/n137/mode/2up Accessed 16th February 2020).

[2] ‘The Hard Line – E.S.W.A.T. City Under Siege’. Rage Magazine. (October 1991). Issue 23:53.  (https://retrocdn.net/images/8/89/SegaPower_UK_23.pdf Accessed 22nd May 2021).

De-Cap Attack – Review

The early 1990s were a great time for me. I was too young to be distracted by girls but old enough to be able to hang out with friends without the supervision of parents. I was also old enough to be half decent at video games. My friends and I regularly exchanged games (and cheat codes) but sadly we just didn’t have the money to buy many games. Having an older brother has its benefits. He may be mean and leave you out in the cold when his older, cooler friends are around, but he may also have access, and money, to borrow or buy more video games. One such game that my brother brought home one night was De-cap Attack.

Title screen (Screenshot taken by the author)

De-cap Attack is a single-player platform game. It was developed by Vic Tokai and published by Sega for the Mega Drive in 1991. For this review, I played the version found on Sonic’s Ultimate Genesis Collection (2009).

Max D. Cap has returned from the Underworld to wreak havoc with his army of evil monsters. His devastation has caused the island where you live, shaped in the form of a skeleton, to break apart. Chuck D. Head, that’s you, is the creation of Dr. Frank N. Stein and his loyal assistant Igor. They created you, a headless mummy, and sends you to defeat Mad D. Cap and his minions and return to the island to its original state.

The Skeleton Island (screenshot taken by the author)

Chuck can attack his enemies in three ways. He has a weird face in his chest that extends out and punches the enemy, he can jump on their heads and squash them into the ground, or he can acquire a skull that can be thrown at the enemy but will return like a boomerang. Chuck also has the added ability of slowing his descent by kicking his legs. This little feature has saved my life, and my sanity, on more than one occasion.

Along the way, Chuck can pick up several different potions to assist him. These give him abilities such as harnessing a lightning ball, speeding up his run, slowing down the enemy etc. You can also pick up gold coins to use in a post-level bonus game.

Your health unit, quite ingeniously, is measured by pumping hearts. Each heart is the equivalent of two hits. However, if you fall into lava you will die instantly.

Chuck can use his head to throw at his enemies (screenshot taken by the author)

Although this is technically a side-scrolling platform game, and mostly that’s left to right, there are several levels where you either climb or descend the screen and at least one or two where you go from right to left. Which is quite novel considering most platformers seem to go from left to right. Like most side-scrolling plaforms, there are higher parts to each level where more goodies and power-ups can be found.

Each “island” has three stages to complete. At then end of each island you will face a boss. To add an extra challenge to each island, there is a special object to collect so even if you defeat the end of island boss, you cannot progress without finding this object.

After your complete an “island” you are rewarded with a bonus stage. Each coin you gathered allows you to place a clone of Chuck on a path. You can place as many or as little as you want on each path. Everytime they reach a bridge they will cross it either to the left or right. When they reach the end of the paths, you need to stop a set scrolling bridges. If you place your clones correctly and timed your stop of the correctly Chuck will be rewarded with lives and potions. If not they fall down a hole and you win nothing.

Obligatory swimming level (screenshot taken by the author)

The controls are tight and responsive but when Chuck changes direction whilst running he skids in a very cartoony way which takes a bit of practice.

I think the graphics are fab! The levels are incredibly detailed and sprites are well animated. There is no flickering or slowing down when there are several sprites on screen and end of level bosses look great too.

The intro music to this game is pretty cool. Sadly, the in-game music is fitting but forgettable. However, the clever part of the music lies when Chuck dies. It plays a bar or two of Bach’s Toccato and Fugue in D Minor (skip to the 2.40), which is one of the creepiest pieces of classical music you’ll hear and works well in this game.

The difficulty of the game can be changed by altering the number of hearts you begin with. Don’t be fooled by the first few levels however, this game gets tough later on.

Did I complete the game?

Yes, and I will certainly play it again in the future.

What the Critics Said:

Game Informer: “There’s enough originality to keep a gamer’s interest and the characters are really a scream (pun intended). If you like Mario and Bonk type games, You’ll love De-Cap Attack”. Overall 7.5/10.[1]

Game Informer: “The game is addictive. There’s enough to keep even the best player busy for weeks. Overall 8.5/10.[2]

Game Pro: “Decapattack breathes life into the worn out action/adventure theme. – you gotta admit, head tossing is a pretty innovative for of self-defence. It’s got all the makings of a superior game: great graphics, manageable challenge, ear-pleasing tunes, and , yahoo, endless continues. It’s well worth losing your head in Decapattack. Overall 4.6/5.[3]

Mean Machines Sega: “A fun-filled platform game which is basically identical to the old import game, Magical Flying Hat Turbo Adventure, except it has different sprites and backdrops. Platform fans will love it… Overall 82%.[4]

My Verdict:

“I love this game! Its fun yet challenging. It looks great, plays great, sounds great, and certainly is a cut above most other 16-bit platform games. It holds help well, even 30 years after its original release.”

Rating:

What are your memories of De-Cap Attack? 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] Rick, The Video Ranger. ‘Review – De-Cap Attack’. Game Informer. (Fall Issue 1991) :9. (https://retrocdn.net/images/5/52/GameInformer_US_001.pdf Accessed 26th April 2021).

[2] Andy, The Game Dandy. ‘Review – De-Cap Attack’. Game Informer. (Fall Issue 1991) :9. (https://retrocdn.net/images/5/52/GameInformer_US_001.pdf Accessed 26th April 2021).

[3] ‘ProRreviews – Decap attack’. Game Pro. (October 1991). Volume 3 Number 10:46. (https://retrocdn.net/images/f/f1/GamePro_US_027.pdf Accessed 26th April 2021).

[4] ‘Review: Mega Drive – Decapattack’. Mean Machines. (October 1992). Issue 1:138. (https://archive.org/details/mean-machines-sega-magazine-01/page/n137/mode/2up Accessed 16th February 2020).

Comix Zone – Review

By 1995, the lives of the 16-bit consoles such as the Sega Genesis and Super Nintendo were coming to an end. However, Sega still had a few tricks up their sleeve before ceasing production of Mega Drive games.

Title screen (Screenshot taken by the author)

Comix Zone is a single-player beat ‘em up developed and published by Sega. It was released for the Mega Drive and PC (North America) in 1995, and for the PC (Europe) in 1996. Later releases include:

Game Boy Advance (2002)

PlayStation 2 and PlayStation Portable as part of the Sega Mega Drive Collection (2007)

Wii Virtual Console (2009)

Xbox Live Arcade (2009)

PlayStation 3 and Xbox 360 as part of Sonic’s Ultimate Genesis Collection (2009)

iOS as part of the Sega Forever collection (2017)

Android as part of the Sega Forever collection (2017)

The manual contains a black and white comic strip offering a more in-depth backstory the game:

General Alissa Cyan and Topol are fighting an army of monsters abs in dire need of rescuing. Sadly, Topol is killed before they can be rescued. Later, back in HQ, Cyan is arguing with the emperor, urging him to provide her with back-up to help take down the evil Mortus and his renegade army. As the emperor explains his reluctance to agree to her request, messengers inform them that another army of mutants is attacking Tibet City and that a “Doomsday Device” has been located near New Zealand. General Cyan decides that enough is enough. They need a “special operative” to help them defeat Mortus.

Sketch Turner is a comic strip artist (and freelance rock musician) who lives in New York City with his pet rat, Roadkill. One evening, whilst working hard at his desk, he is drawn into his comic strip where General Cyan explains that if they cannot stop Mortus, his form will become real, and he will be able to conquer the Earth.

Speech bubbles appear regularly throughout the game (Screenshot taken by the author)

The array of attacks and movements you can perform is quite impressive for a Mega Drive beat ‘em up. However, even though there are multiple punches, kicks, jump attacks and even throws, there is very little finesse to the fighting. It quickly becomes a button masher.

Along the way, you are joined by your pet rat, Roadkill who can help attack the baddies, assist in solving puzzles (I use this term very lightly), and can even sniff out power-ups.

One nice innovation is that there are occasions in the game where you need to decide which direction to go next. Once you decide, you cannot backtrack. One of the paths is more difficult than the other and can offer better power-ups.

However, one gripe I have with this game is how easy it is to lose energy. Punching crates, doors etc. that you need to break for power-ups or to progress makes you lose energy, which I think is a bit dumb considering the lack of ways there are to regain your health.

Tip:

Don’t be afraid to use your power-ups because when you finish the level, you will lose them anyway.

I use the term “puzzle” lightly, but there are occasions when you need to use your loaf (Screenshot taken by the author)

The levels are designed in a the style of a comic strip which I thought was ingenious when it was released. The graphics are fantastic, and the game blew me away when I first saw it all those years ago. The sprites and backgrounds are very detailed and colourful, and sprite animations look fab. I love how the baddies are drawn by and artists hand rather than just appear on the screen, adding to the authenticity that you are in a comic strip.

Throughout the game, there is a running commentary. Either General Cyan gives you instructions, or speech bubbles appear as your character and the baddies engage in repartee. When engaging in fighting, “wacks” and “pows” appear again adding to the comic strip feel. Another nice touch, comes when there are times that you can kick you enemies through the comic border into the next scene. It look quite dramatic!

The music lets this game down. I found it dull and easily forgettable.

The above mentioned ‘choose your path’ feature and the fact that there are two endings, adds some replay value to the game. Sadly, there is only one difficulty setting.

Did I Complete the Game?

No, I could not get past the boss at the end of Episode 2. This game is very hard!

What the critics said:

Electronic Gaming Monthly: “This is a very original game. Sure, it’s basically a side-scroller, but the comic look and frame concept works very well. Also, the graphics are very colorfuI, especially for the Genesis. There isn’t any exceptional fighting, but the look of the game carries it. The only drawback is the fact that you can get hit a lot, so you die a bit too often. Still, it has a fresh look to it, with a very original way of traversing to the next level. Comix Zone is a definite must-try. Overall 7.875/10.[1]

Next Generation: “A very cool idea for a game that wasn’t executed properly, Comix Zone is better than most. Overall 3/5.”[2]

My Verdict: “A fun concept for a game that still looks very cool today. Let down by the music and the repetitive nature of the fighting, this game just falls short of what could have potentially been a legendary game. It is also incredibly difficult.”

My Rating:

What are your memories of Comix Zone? 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 – Comix Zone’. Electronic Gaming Monthly. (August 1995). Issue 73:35. (https://archive.org/details/Electronic_Gaming_Monthly_073_August_1995_U/page/n33/mode/2up Accessed 15th April 2021).

[2] ‘Rating Genesis – Comix Zone’. Next Generation. (August 1995). Issue 8:75. (https://archive.org/details/nextgen-issue-008/page/n75/mode/2up Accessed 15th April 2021).

Shining Force II: The Ancient Seal – Review

Revisiting games can be fun…but it can also be disappointing. We romanticise games in our minds and revisiting them years later, especially when technology has moved on, often destroys these rose-tinted memories. Altered Beast is an example of one such game. When I revisited it, I was disappointed that it wasn’t as good as I remember. No doubt, there will be many more to come. Will Shining Force II suffer when I revisit it with older eyes and a colder heart?

(Screenshot taken by the author)

Shining Force II: The Ancient Seal is a tactical RPG developed by Sonic! Software Planning and published by Sega. It was released for the Mega Drive in 1993. It was re-released for the Wii U Virtual Console in 2008, as well as being part of Sonic’s Ultimate Genesis Collection (2009) for Xbox 360 and PlayStation 3. It is the sequel to Shining in the Darkness, and is set 40-70 years after the events of Shining Force Gaiden: Final Conflict (1995) on the Game Gear. although the stories consist of different characters.Although I did used to own the original Mega Drive cart, for this review, I played through the version found on Sonic’s Ultimate Genesis Collection for PlayStation 3.

It is a dark, stormy night. A small band of thieves led by Slade, break into an ancient shrine looking for treasure. They happen upon two coloured jewels: one blue and one red. Upon stealing the jewels, they unwittingly break a magical seal that has held the demon King Zeon captive. With the seal broken, but not yet at his full strength, Zeon orders his minions to find the Jewel of Darkness so that he can restore his power and conquer the world.

The sprites and overall design are almost identical to Shining Force (Screenshot taken by the author)

Main Characters:

Bowie is the main character (although you can choose to change his name). He is a student of Astral the Wizard, is a human and a swordsman. He is an all-rounder and can be promoted to Hero.

Jaha is a dwarf and a warrior. He is very strong but his movement is limited. He is also a student of Astral. He can be promoted to Gladiator, but with a special item, can become a Baron.

Chester is a centaur and a knight. He is also a student of Astral. He can use either a lance for short range attacks or you can equip him with a spear for longer ranged attacks. When prompted he becomes a Paladin but with a special item, he can become a Pegasus.

Sarah is an Elf and a priest. She is also a student of Astral. She is not very good in hand-to-hand combat but she is great for casting spells and healing your injured party. When promoted, she become a vicar, but with a special item, she can become a Master Monk which greatly increases her hand-to hand combat skills.

Kazin is an Elf and a mage. Once promoted he becomes a wizard.

There are many other characters who join your party along the was but I won’t discuss them here.

During battles, you must be careful to position your stronger units where they can defend your weaker units (Screenshot taken by the author)

The menu is exactly the same as Shining Force. That is, when walking around both urban and rural areas, you begin with four boxes that are animated when your cursor is over them These options are:

Member – Check the status of member sof your party

Item – It will take you to another menu where you can choose to use an item, pass an item to someone else, equip an item or drop one.

Search – Use this when you come across chests, boxes and vases. In fact, there are lots of hidden items in odd areas, so use this option freely.

Magic – Takes you to a menu where you can cast spells. In non-battle scenarios, only the detox spell works.

During your adventure, there are plenty of opportunities to visit shops where you can buy new weapons and sell old ones. You can also buy provisions such as herbs that help regain health, an angel wing which acts like an Egress spell and an antidote for poison. There are also options to repair your weapons (I’ve never had to use this) or to ask for deals. The deal option is pretty pointless because, as far as I can tell, items only appear there when you have already sold those special items to the shops.

The battle scenes are beautifully illustrated (Screenshot taken by the author).

Again, the combat is exactly the same as SF, in that it is a turn-based tactical affair where you must manoeuvre members of your party into good tactical positions before engaging the enemy. Depending on the type of fighter, certain members have a much larger movement range that others. When attacking an enemy, you can opt to use yor primary weapon, cast a spell or use an item. If you do not wish to attack you can simply press “stay” and that ends that character’s turn until it comes around to them again.

Like SF, I think this game is beautiful. The environment in the overworld maps (forests and trees) have been improved, but the sprites themselves and the battle scenes are practically the same. This is not necessarily a bad thing, as they are a great improvement on games like Phantasy Star IV (1993), and better than the graphics of games like Earthbound (1994), Dark Sun: Wake of the Ravager (1994) and Final Fantasy VI (FF III in North America). Yes, I personally prefer Shining Force II‘s graphics to FFVI.

Whereas SF was a very linear game, SFII involves more free-roaming. There are many places you need to return to in order to find special items or for the game to progress.

There is also more than one way to promote members of your party. Like SF, you can promote your party when visiting a priest, once your party member has reached level 20. However, there are instances when you can promote your party member to a different class of fighter with the help of special items. 

Did I complete the game?

Yes!

What the critics said:

Electronic Gaming Monthly: “A worthy follow-up to the first RPG, with bigger areas to explore and characters to meet. This will definitely appeal to the fans of first one, and RPG fans in general. It assumes you’ve played the first Shining Force, but the story could use a few more twists and turns. The music is very good, as is the easy-to-follow configuration. Overall 34/50.[1]

My verdict:

Personally, I think this is a great sequel. I enjoyed the story, the battles, the graphics and music. Hardened RPG fans may think this too easy, but I think it’s a game for the average gamer to enjoy, and maybe a nice introduction to RPGs.

Rating:

What are your memories of Shining Force II: The Ancient Seal? 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 – Shining Force II’.Electronic Gaming Monthly. (September 1994). 62:36. (https://findyourinnergeek.ca/wp-content/gallery/egm-issue-62-september-1994/electronic_gaming_monthly_62_36.jpg Accessed 27th November 2020).

Sonic the Hedgehog 3 – Review

It must be difficult for game creators. Do they stick to a winning formula for a sequel and run the risk of the concept becoming stale, or do they gamble on new features that have the potential to disgruntle loyal fans to the franchise? It’s a hard balance to get right as many games have shown over the years. The question is, will Sonic 3 fall foul of over-zealous creators or will they get it right for a third time in a row?

Title screen (Screenshot taken by the author)

Sonic the Hedgehog 3 is a platform game developed and published by Sega. It was released in 1994 on the Sega Mega Drive/Genesis and latterly for Windows in 1997. Later, it would be made available for the Game Cube, PS3 and Xbox 360. For this review, I revisited the Sega Mega Drive version.

Visually, very little has changed between Sonic 1, 2, and 3 (Screenshot taken by the author)

After Sonic 2, Dr. Robotnik’s spaceship crashed into the mysteriously floating Angel Island. He meets and tricks the island’s guardian, Knuckles the Echidna, into believing that Sonic is trying to steal the Master Emerald. Sonic and Tails must once again defeat Dr. Robotnik who is being aided by Knuckles.

There are several new features to this game. Sonic can attain three shields: lightning, bubble and fire, each giving him a unique ability when using them. The giant gold rings, which are portals to finding the Chaos Emeralds, are now found in secret locations.

The bonus stages themselves are much for interesting and fun than Sonic 2. They consist of Sonic and Tails running around a globe in third person view. The object is to collect all the blue spheres. If you hit a red sphere you fail. The more blue spheres you collect, the faster Sonic runs, adding some difficulty to the harder bonus stages.

Once Sonic gains all the Chaos Emeralds, he can become Super Sonic, making him invincible for a short period of time.

The new bonus stages are so much more enjoyable than the tunnels of Sonic 2 (Screenshot taken by the author)

As expected, the game looks great. Lots of beautifully designed levels for you to navigate through, and plenty of unique sprites to evade or destroy. However, I feel that if you were to be shown screenshots of Sonic 1, 2 and 3, there are times you’d be hard pressed to distinguish between the three. This is certainly not the case with the Mario franchise where the graphics of each game are very distinguishable. Now, I concede that Super Mario 1, 2 and 3 were all released on the NES and Super Mario World on the SNES, and so is bound to look different. However, even when comparing Super Mario World to Super Mario World 2: Yoshi’s Island, there is a clear distinctive design to the levels and enough gameplay changes so that both games can stand on their own.

The all too familiar underwater levels…you’d have thought he would have learnt to swim by now! (Screenshot taken by the author)

One of the issues I have with this game is that the levels are so much bigger than previous games, but are filled with slopes and shoots and other features that you feel like you’re just whizzing through the levels without actually doing much. I appreciate that the whole appeal of Sonic is that he is fast, but sometimes it feels like you’re just on autopilot because he just whizzes through the game. Along with this speed comes another issue that the creators have yet to rectify…when Sonic is going at full speed, the game lags and the sprites flicker.

That being said, I enjoyed playing Sonic 3 much more than Sonic 2, but for the reasons stated above I cannot give Sonic 3 5 stars.

Did I complete the game?

Yes, with all Chaos Emeralds captured.

What the critics said:

Electronic Gaming Monthly: “Sonic 3 is simply the perfect Sonic game. It beats out all previous Sonics with outstanding graphics, more hidden items and new items like many types of shields…The bonus rounds give the average player a fair chance this time, unlike “those tunnels” of part 2. It seems unlikely that Sega will be able to top this one. Overall 38/40.[1]

Gamepro: “Sonic 3 proves that you can teach the old hedgehog new and exciting tricks. Take that old Sonic magic, add fun new variations, and you have another spectacular game. Overall 19/20.[2]

Hyper: “Everything you expect from a Sonic game, nothing more. If it was just me, the score would be lower, but Sonic freaks are going to go off. Overall 90%[3]

Entertainment Weekly: “Sonic 3, by contrast, represents the apotheosis of the Sonic concept: Unlike previous games, the stages are linked cinematically (Sonic and Tails literally tumble from one scene to the next), and the characters have some stunning new techniques — I, for one, never thought I’d see a spiny blue hedgehog on a pair of skis. Ovearll A+[4]

Mean Machines Sega: “Sonic’s Back! Back! Back! This game re-establishes him as King of the Hill, Top of the Heap and Life Emperor of the Platform Universe. Huzzah! Huzzah! Overall 94%[5]

Sega Power: “No radical changes to the game, but its sheer size, super graphics, wealth of imagination and above all playability, guarantee Sonic gold status. Overall 90%.[6]

Sega Magazine: “An amazing release and serious contender for Best Platform Game ever award. Overall 95%.[7]

My verdict:

“Sonic 3 is a very good game. If you like the solid formula of speed, ring collecting and bonus stages that the creators have been successful with in their first two outings, then this game is for you and you’ll enjoy every second of it. Personally, I worry that there aren’t enough differences between this and the previous two games and it’s in danger of going stale.”

Rating:

What are your memories of Sonic the Hedgehog 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] ‘Sonic 3’. Electronic Gaming Monthly. (March 1994). Volume 7, Issue 3:30. https://retrocdn.net/images/a/ae/EGM_US_056.pdf Accessed 23rd November 2020).

[2] ‘Proreview – Sonic the Hedgehog 3’. (March 1994). Gamepro. Issue 56:42-44. https://archive.org/details/GamePro_Issue_056_March_1994/page/n43/mode/2up Accessed 23rd November 2020).

[3] ‘Sonic 3’. Hyper. (March 1994). 4:26-29. (http://sost.emulationzone.org/sonic_3/scans/sonic3hypermarch943.jpg Accessed 23rd November 2020).

[4] Strauss, B., (February 11, 1994). ‘Sonic CD; Sonic Chaos; Sonic Spinball; Sonic 3’. Entertainment Weekly. (https://ew.com/article/1994/02/11/sonic-cd-sonic-chaos-sonic-spinball-sonic-3/ Accessed 23rd November 2020).

[5] ‘Mega Drive Review – Sonic 3’. Mean Machines Sega. (March 1994) Issue 17:49. http://www.outofprintarchive.com/articles/reviews/MegaDrive/Sonic3-MMS17-6.html Accessed 23rd November 2020).

[6] ‘Mega Drive Review – Sonic 3’. Sega Power. (March 1994). Issue 52:30 (http://sost.emulationzone.org/sonic_3/scans/segapowermar943.jpg Accessed 23rd November 2020).

[7] ‘Mega Drive Review – Sonic 3’. Sega Magazine. (February 1994). :87-88. https://archive.org/details/sega-magazine-2-february-1994/page/n87/mode/2up Accessed 23rd NOvember 2020).

Shining Force: The Legacy of Great Intention – Review

RPG fans like nothing more than to take control of a character or group of characters, and immerse themselves fully in a fantasy world where they can increase their character’s stats, find magical and rare weapons, and rescue a kingdom or two. It’s pure hero fantasy…and there’s nothing wrong with that!

Title screen (screenshot taken by the author)

Shining Force: The Legacy of Great Intention is a fantasy turn-based tactical RPG. It was developed by Climax Entertainment and Camelot Co. Ltd., and published by Sega in 1992 in Japan, and 1993 in North America and Europe. Released on the Sega Mega Drive/Genesis, it would later be released for the Game Boy Advance in 2004 (under the title of Shining Force: Resurrection of Dark Dragon), Wii Virtual Console in 2007, iOS in 2010 (discontinued in 2015), and Windows, Linux and Mac (Steam) in 2011. It can also be found as part of the Sega Smash Pack Volume 1 on the Dreamcast, Sega Smash Volume 2 for Microsoft Windows, Sonic’s Ultimate Genesis Collection for Xbox 360 and PlayStation3. For this review, I revisited the version found as part of Sonic’s Ultimate Genesis Collection for the PlayStation 3.

Millenia ago, in the Kingdom of Rune, a battle between good and evil took place. Dark Dragon, who led the forces of evil, was defeated by the Warriors of Light who cast him into an alternate dimension. Dark Dragon vowed to return in 1000 years to once more wreak havoc in Rune. 1000 years later, in which time peace and tranquillity existed in Rune, the Kingdom of Runefaust attacked Rune hellbent on helping Dark Dragon to return.

Taking to people in the towns help you progress further in the game (screenshot taken by the author)

A young man named Max, who lives in the Kingdom of Guardiana, is sent to defeat the evil warrior Kane and his army. Along with an army of his own, Max soon discovers that Darksol is behind the plot and pursues him throughout Rune to stop Dark Dragon’s ressurection.

Just so there is no confusion, Dark Sol from Shining in the Darkness (1991) is the son of Darksol and Mishaela from this game, meaning that Shining Force is a prequel to Shining in the Darkness.

Meet your party:

Max (You): Max is human and an all-round fighter, both fast and accurate. If things are looking bleak during a battle, he can cast Egress to whisk your party away to safety. Be warned, if Max is defeated in battle, you automatically lose the confrontation, and are sent back to your last save spot minus half your gold! To prevent this, keep an eye on his health and don’t be afraid to use Egress or keep a supply of Angel Wings for each member of your party (Angel Wings have the same use as Egress).

Luke: Luke is a dwarf and a great warrior. He cannot cast spells and his movement is limited, but he is strong.

Ken: Ken is a centaur and a good fighter. Centaurs have quite a long movement range so be careful he doesn’t go too far and get separated from the group.

Tao: Tao is a young elf who is training to be a mage. As she gains experience, she will be able to cast spells from afar but she is weak in hand-to-hand combat. Make sure your protect her.

Hans: Hans the Elf is an archer, perfect for ranged attacks. Again, protect him from hand-to-hand combat.

Lowe: Lowe is a halfling priest. Although weak in attack, his skill lies in healing your party during battles.

There are nine other characters who will join your party along the but you’ll have to wait to meet them to find out who they are.

An easy to use menu system helps you keep track of the stats of your party (screenshot taken by the author)

For the most part, the game takes place from an almost top-down view, in the traditional Japanese-style RPG. There are no labyrinths, and only a few puzzles to solve. You must make your way through various towns and through the overworld map in pursuit of Darksol. In the towns, you can talk to the citizens, some of whom offer insights to help you progress. You can buy and sell weapons and items from the shops to assist you on your quest. You can also find priests who can resurrect fallen characters, cure them of various ailments, promote those who have reached level 20, and record your progress.

Unlike many other RPGs, there are no random battle encounters as such, but there are areas where you can find battles should you wish to increase your stats before progressing in the game.

Battles take place on a square-grid system. Depending on their stats, characters can only move a certain number of squares at one time. Depending on your proximity to an enemy, you can either attack with a weapon, cast a spell, use an item or choose to do nothing. If you are adjacent to a member of your own party, you can swap items. This does not class as a move, and so items can be exchanged without losing your turn.

When an attack occurs, a beautifully animated action scene appears with a blue dialogue screen explaining damage inflicted or sustained, and experience points and money earned etc. When an enemy is hit by your weapon or spell, your attacking character will earn experience points for themselves. When an enemy is defeated, a larger amount of experience points will be awarded to your attacking character and the money earned will be added to your party’s kitty. For every 100 points accrued, that character will level-up increasing their attack, defence, MP, agility etc. Once a character reaches level 20, they can be promoted to a different class of fighter.

This game has beautiful fighting animation scenes (screenshot taken by the author)

What can I say other than this game looks beautiful. The overworld map and village scenes are bright and vibrant, and detailed with clear distinction between the sprites and environment. The fight scenes are beautifully illustrated and animated with incredible looking sprites, action shots and backgrounds. I really cannot compliment this game enough on its graphics. For me, they are superior to games like Final Fantasy V (1992), Treasures of the Savage Frontier (1992) and Paladin’s Quest (1992). However, by the time this game reached North America and Europe, the SNES was beginning to take the graphics up a notch with games like Secret of Mana (1993) and Illusion of Gaia (1993). Had Shining Force been released a year or two later, it would have looked a but dated.

The only thing that lets this game down for me, is the music. By 1992, both Nintendo and Sega had released games with fantastic 16-bit soundtracks like Super Mario World (1990) and Sonic the Hedgehog (1991) respectively. Now I know that these are different genres from Shining Force, but it is an indication of how good the music could be in games. I just feel that Shining Force loses a few marks in this department.

Did I complete the game?

Yes

What the critics said:

Mean Machines Sega: “A beautifully crafted piece of Megadrive software with just the right balance of action and adventure to satisfy all needs. Overall 91%.[1]

Sega Power: “A beautifully produced RPG. Great tactical battle sequences. Loads of unique, cute characters, speedy gameplay and lots to see ‘n’ do. Gorgeous to play and look at. Overall 89%.[2]

Megatech: “Finely presented combination of exploration and fighting leads Shining Force to victory. Overall 90%”.[3]

Mega: “Huge, gorgeous looking, and absorbing. I’ll never scoff at an RPG again. Overall 92%”. [4]

My verdict:

“Blood, death, war, rumpy-pumpy, TRIUMPH!!! I love this game. Shining Force looks beautiful with great graphics, illustrations and animations with plenty of different characters to get to know. The chess-like manoeuvring during battles is challenging and enables you to prepare your army for strategic assaults on the enemy. However, hardened RPG players may find this game a tad easy though.”

Rating:

What are your memories of Shining Force? 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 – Shining Force’. Mean Machines Sega. (May 1993). Issue 8: 74-6.

[2] ‘Mega Drive Review – Shining Force’. Sega Power. (July 1993). Issue 44: 58-9.

[3] Davies, P., ‘Mega Drive Review – Shining Force’. Megatech. (May 1993). Issue 17:76-8.

[4] ‘Game Review – Shining Force’. Mega. (June 1993). Issue 9:54-5.

Golden Axe – Review

Video games set in fantasy lands have always been popular. There is something enthralling about controlling musclebound and bronzed barbarians, big-breasted Amazonian women and axe-wielding dwarves who can not only hack their way through masses of monsters but also use fantastical magic when the situation warrants it. I mean, who doesn’t want to play a video game like that?

Title screen (screenshot taken by the author)

Golden Axe is a side-scrolling arcade hack ‘n’ slash developed and published by Sega, and released for the arcade in 1989. Over the next few years, it was later ported to the following:

Mega Drive/Genesis

Master System

Sega CD

IBM

PC

Amiga

Atari ST

Amstrad CPC

Commodore 64

Turbo Grafix-16

Wonder Swan

ZX Spectrum

For this review, I replayed the Mega Drive version from 1990.

You can choose to fight as either Ax Battler, Tyrius Flare ot Gilius Thunderhead (screenshot taken by the author)

Set in the high-fantasy land of Yuria, the evil Death Adder has risen to power. His soldiers are responsible for the massacre of thousands of peaceful villagers. Soon, he kidnaps the King of Yuria and his daughter and steals the Golden Axe. Thankfully, three warriors emerge who are capable of saving the kingdom:

Ax Battler – a mighty barbarian from the far plains. He seeks to avenge the death of his mother. He is brave and strong, and wields volcanic magic.

Tyrius Flare – an Amazonian from deep within the jungles whose mother and father were killed by Death Adder. She has skill with the sword and possesses immense magical power that can rain down fire upon her enemies.

Gilius Thunderhead – a dwarf who wields a mighty axe and uses his speed and cunning to defeat his enemies. He seeks to avenge the death of his brother at the hands of Death Adder. His magic ability sees bolts of lightning strike from the heavens.

Together, they have sworn to purge Yuria of the pestilence that is Death Adder’s army and rescue the king and princess.

My personal favourite is Gilius Thunderhead (screenshot taken by the author)

To progress through the game, your heroes must battle through hordes of Death Adder’s ugly minions. Along the way, you will come across elves whom you can attack for magic and food. If things become too desperate, all three can use their individual magical powers to destroy their enemies. Gilius is limited to three bars, Ax to four bars and Tyrius to six bars. Tyrius magic is the more powerful of the three.

Some Bizzarians can come in very useful (screenshot taken by the author)

The controls are slick and responsive, and the hit detection is spot on. The two main tactics you will use is to either hack and slash your way through or charge at your enemies from a distance and either kick, shoulder barge or headbutt them. So, it’s not just a case of button mashing. You need to change your strategy depending on the enemy you’re facing. Occasionally, you may capture a Bizzarian. These weird creatures consist of one weird pink creature with a beak that uses its tail to swipe at your enemies, or dragons who breathe fire (blue = flame, pink = fireball). Interestingly, the tail swiping Bizzarian looks similar to the one’s seen in Altered Beast. Could it be that Golden Axe and Altered Beast are in the same universe?

The graphics look fantastic, expecially the backgrounds which are very detailed. The sprites look great and are animated well. Interestingly, Gilius Thunderhead seems to appear as a shopkeeper in Shining in the Darkness. Even one of his sacks in the store contains a face of one of the elves from Golden Axe. Again, does this mean that Golden Axe, Altered Beast and Shining in the Darkness are all set in the same universe?

Naturally, the game can be played in one- or two-player mode. There are three difficulty settings: Easy, Normal and Hard, and you can adjust the number of life bars you begin from three to five. You also begin with three lives and three continues. Watch out though, in two-player mode as you can damage your co-op buddy.

Arcade mode sees you play through all the stages whereas Beginner mode only takes you to level three where you fight Death Adder Jr. Duel mode sees you fight in 12 consecutive battles against increasingly harder opponents.

I have a lot of memories with Golden Axe playing with my siblings. Again, it is a game that has given me many hours of fun, and I have returned to it year after year, even though I can easily complete the game. When I play in two-player mode, I don’t necessarily think it is about the challenge, but more trying to recapture an adventure with my younger brother.

Did I complete the game?

Yes, I have completed this game many times over the years on easy. Strangely, I don’t think I have ever played this game on the Normal or Hard settings. I must remedy that.

What the critics said:

Electronic Gaming Monthly: “The screen graphics are perfect, with exceptional detail in in both the characters and background. The game is almost exactly like the arcade, with endless fighting filling each round. Axe moves slow, but has all the hack and slash action you could ask for. Overall 29/40.[1]

Mean Machines: “A flawless conversion that even improves on the arcade game! Superb! Overall 91%.[2]

Game Machine: “The character sprites are all big and bold, with more than a rainbowful of colours. The pounding soundtrack only adds to the involving and inviting atmosphere of the game. Fast action, superb attention to detail in the fight sequences and some breathtaking magical spells makes Golden Axe a must for all arcade action fans. Overall 92%.[3]

Zero: “Everything about this game is good; graphics, sound and playability. One-player is brill; two-player is unbeatable. Overall 94%.[4]

Wizard: “Again, another first generation Sega game. Medieval action game. Overall C.[5]

Sega Power: “Hack-‘n’-slash with all the frills of the classic coin-op. Two-player mode isn’t as smooth as expected and for one it’s easy to finish. Still, hugely playable and addictive! Overall 4/5.[6]

MegaTech: “Golden Axe is a pixel-perfect replica of the arcade machine, containing identical graphics, sound and gameplay. This is one of the best arcade conversions ever seen, and a game with no Megadrive owner should be without. Overall 94%. [7]

My verdict:

“An excellent coin-op conversion. It looks great, plays great and the two-player mode will have you coming back again and again.”

Rating:

What are your memories of Golden Axe? 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: Genesis – Golden Axe’. Electronic Gaming Monthly. (March 1990). Issue 8:22.

[2] ‘Mega Drive Review – Golden Axe’. Mean Machines. (October 1990). Issue 1:42-4.

[3] ‘Review: Mega Drive – Golden Axe’. Game Machine. (March 1990). Issue 28:30-1.

[4] ‘Review: Mega Drive – Golden Axe’. (April 1990) Issue 6:74.

[5] ‘Game Reviews – Golden Axe’. Wizard. (January 1993). Issue 17:24.

[6] ‘The Hard Line – Golden Axe.’ Sega Power. (October 1991). Issue 23:53.

[7] ‘Game Index – Golden Axe’. MegaTech. (May 1992). Issue 5:76.