Tiny Toon Adventures

“We’re tiny, we’re toony. We’re all a little looney. And in this cartoony we’re invading your TV. We’re comic dispensers. We crack up all the censors. On Tiny Toon Adventures get a dose of comedy.”

Title screen (Screenshot taken by the author)

Tiny Toons Adventure is a single-player platform game developed and published by Konami. It was released on the NES in 1991.

Not all is well in Acme Acres. The spoilt rich kid Montana Max is angry because he was unable to bribe the judges of the Animation Festival at Acme Looniversity. Now in a sulk, and wanting to get back at the winner, Buster Bunny, he kidnaps Babs Bunny. Buster, along with pals Dizzy Devil, Furrball, Plucky Duck and Hampton, sets out to rescue Babs.

A cute little platform game (Screenshot taken by the author)

You initially start as Buster Bunny, but can also select Dizzy Devil, Furrball and Plucky Duck, each with their own unique abilities, to assist Buster. You will become your selected character when you collect the star icon. Using these characters, you must complete six worlds each with three levels (except the last two worlds which need to be completed in one go). These include: Field of Screamz; Motion Ocean; Sure Weird Forest; Boomtown; Wacklyland; and Monty’s Mansion. Each world ends with a boss battle. Throughout the levels you have the chance to collect carrots which can be exchanged with Hampton for extra lives.

This is a cute little game, and it’s quite fun to play as the different characters. The controls are easy to learn and are very responsive. Each level has a time limit, which gives you a warning if the timer goes below 30 seconds. You also have unlimited continues. However, if you do use a continue, it takes you back to the beginning of the world.

Each character has unique abilities. Plucky Duck is the best swimmer (Screenshot taken by the author)

The Graphics for the levels and backgrounds are good…not great, just good. Then again, they don’t need to be ground-breaking. This is based on a children’s cartoon after all. The sprites are nicely drawn, although, it is a bit peculiar how Buster Bunny and Plucky Duck don’t have a nice clear black outline like the other sprites.

You can only choose one character to assist Buster at the beginning of each world. It is disappointing that in order to change characters, you need to find the star icon as it would have been a nice opportunity to put in some more complex puzzles where each character is needed to use their unique skill. My preferred sidekick was Plucky Duck as he is the best swimmer and can glide whilst jumping.

It is also frustrating that if you die in the boss battle, you are sent back to the beginning of the level, but I guess they need to give the game some longevity. Oddly, there is no music over the title screen, but the in-game music is an 8-bit version of the Tiny Toon theme from the animated series. There is some musical variety through the different levels, but it is the main theme that is most often heard throughout the game.

I’m confused as to why Plucky Duck and Buster Bunny don’t have a nice clear black outline like all the other sprites (Screenshot taken by the author)

Did I complete the game?

Yes, although I think I used approximately 20 continues for the last two worlds alone.

What the critics said:

GamePro: “Strip away that popularity, however, and you’ve still got a solid game with decent challenge. Konami’s given the Toons’ graphics their 8-bit best. Overall 3.4/5.[1]

Entertainment Weekly: “This multilevel action game is easy enough for even small children to master, although older kids may be challenged by the higher levels. Overall A-“.[2]

N-Force: “The funky fluffy sounds, perfectly compliment the graphics, and gameplay’s as brilliant as ever, with six massive levels and a multitude of sub-levels, the lastability factor’s excellent. Overall 89%”.[3]

My verdict: “Nice graphics and a fun little game which is diverting in its own way. The last two worlds in particular are quite challenging. Sadly, with one difficulty setting, there is a real lack of replay value. Definitely one for the younger gamers out there.”

Rating:

What are your memories of Tiny Toons Adventure? 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 Facebook.


[1] The Missing Link. ‘Nintendo Pro Review – Tiny Toon Adventure’. GamePro. (December 1991). 29:38. (https://findyourinnergeek.ca/2013/10/magazine-monday-46-gamepro-issue-29-december-1991/#gallery/5a5d0712b6d4562dc1b1bb0f692dfbf5/8163 Accessed 10th May 2020).

[2] Strauss, B., ‘The Latest Video Games Reviewed’. Entertainment Weekly. (August 7th, 1992).   https://ew.com/article/1992/08/07/latest-videogames-reviewed/ Accessed on 10th May 2020).

[3] ‘Reviewed! – Tiny Toons Adventure’. N-Force. (August 1992). Issue 2:56-7. (https://archive.org/details/N-Force_No_2_1992-08_Europress_Impact_GB/page/n55/mode/2up Accessed on 23rd February 2020).

Final Mission (S.C.A.T./Action in New York)

Shoot ’em ups are not for the light-hearted. They require the quick reflexes and hand-eye coordination of a sprightly feline. They can also be immensely fun to play, especially in co-op mode. These sorts of games were perfect for the arcades and players brave enough to attempt them would soon find they had a mass of spectators cheering them on. Those were the days!

Title screen (Screenshot taken by the author)

Final Mission is a side-scrolling shoot ‘em up developed by Natsume. It was published by Natsume Co. Ltd. (North America and Japan), Infogames (Europe), and Konami (Australia). It was released on the NES in Japan in 1990. In North America it was released in 1991 under the name SCAT: Special Cybernetic Attack Team. In 1992, it was released in Europe and Australia under the name Action in New York. It was later released on the Wii Virtual Console in 2011, and the Nintendo DS and Wii U in 2014.

The year is 2029, Supreme Commander Vile Malmort leads an army of aliens to invade and conquer Earth. A team consisting of soldiers that are part-human, part-machine, are assembled and sent to repel the invasion.

Use your satellites to attack the enemy, and protect your six! (Screenshot taken by the author)

Final Mission can be played in one, or two player co-op modes. You play as either Arnold or Sigourney, no doubt a nod to Arnold Schwarzenegger and Sigourney Weaver (in the Japanese version they are both male). You are equipped with jet packs and two satellite modules that fire at the enemies as you fly around the levels destroying the invaders. You must battle your way through five levels: New York City Ruins; Subterranean Realm; the Astrotube; the Battleship; and the Orbiting Platform. You can pick-up several upgrades along the way, boosting your attacking power and maneuverability. The upgrade icons are: S – Increases the speed of your warrior; L – You wield a high powered laser gun that can shoot through some walls; W – You wield a wide beam to attack multiple enemies; B – Explosive shells; and R – Restores your lost energy.  

The controls are simple and easy to learn. The D-pad moves you around the screen. The B button fires your weapons (some weapons fire continuously when the fire button is held down). The A button locks your satellites into position, and unlocks them again so that they can change position as you move. There is no time limit but the screen will scroll sideways (and sometimes up and down). This feature adds an element of strategy when battling through the levels. Sadly, it only takes three of four hits before you die. You only have one life and four or five continues, which are used up very quickly making this game is very tough.

The graphics and level detail are good. The backgrounds are very detailed and look great. In NES shoot ‘em ups, the backgrounds aren’t usually as detailed (see Gradius II [1988] and Over Horizon [1991]), but Final Mission’s backgrounds are really impressive. However, there is a little bit of flicker when the screen gets too busy.

Did I complete the game?

Nope, didn’t even get past the first stage.

What the critics said:

At present I have been unable to find a contemporary review of this game.

My verdict: “This game looks great and the controls easy to learn and are very responsive. Sadly, the difficulty level is rather off putting and I found that I simply didn’t enjoy playing this game. However, it is a little more fun in two-player mode.”

Rating:

What are your memories of Final Mission? 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 Facebook.

Kage (Shadow of the Ninja/Blue Shadow)

A picture containing text, book, man

Description automatically generated

I often wonder what goes through the minds of game creators. Naturally, creators wish to make money but at the same time, surely they want to make a game that’ll be loved by gamers. Why they would create games that frustrate gamers because of limited moves, the inability to select weapons, and limited lives and continues, I’ll never know? Kage is one such game!

Title screen (Screenshot taken by the author)

Kage was developed and published by Natsume in 1990 (Taito in 1991). It was later renamed as Shadow of the Ninja in Japan and Blue Shadow in Europe and Australia. Originally released on the NES, it was later re-released for the Virtual Console on the Wii.

Set in 2029, the evil Emperor Garuda has taken over the USA. Two ninjas from the Iga clan, Lord Hayate and Lady Kaede, are sent to infiltrate the Emperor’s stronghold and assassinate him. Using weapons such as the katana (sword), shuriken (throwing stars) and kusarigama (sickle and chain), the ninjas must fight through numerous enemies and sub-bosses. There are five levels broken down into 16 stages, which see you fight through a seaport, underground sewers, city rooftops, an air fortress and a final fortress.

You can select to play either as Lord Hayate or Lady Kaede (Screenshot taken by the author)

It can be played in both single and two player mode. In one player mode, you have the option to decide who you play as. You can run, jump and attack, and even hold onto certain platforms and hang from them. You can then choose to flip up to that platform or drop to the platform below. However, you can only attack the way you are facing when hanging from a platform.

The controls are responsive and simple…perhaps too simple. When using the katana and shuriken, you can only attack straight in front of you or in a crouching position. You cannot slash your sword or throw a shuriken up or diagonally, which I think is pretty dumb, especially where the shuriken is concerned. You can attack diagonally up and straight up when you wield the kusarigama, but not down or diagonally down. Finding scrolls throughout the levels increases the range of your attack, but I didn’t find any on the first stage. You may also find bombs and health potions.

Hangin’ tough (Screenshot taken by the author)

Annoyingly you cannot switch between weapons meaning when you pick up shurikens, you have to use them up before reverting back to the katana or kusarigama, or you need to find an item box conatining a different weapon or additional shuriken. This is frustrating because, and I’m sure I don’t need to explain this, but I will, it would be very handy with some bosses and sub-bosses to be able to save some shurikens back.

Thankfully, there is no time limit on the levels meaning you can take your time.

Be prepared to evade small missiles (Screenshot taken by the author)

Graphically, levels are detailed and well designed, and the sprites are clean and well defined. No complaints there. The music is very basic and easily forgettable.

I didn’t spend that much time on this game because I found the limited move set frustrating and I just didn’t enjoy playing it. The inability to defeat various enemies without taking hits is frustrating.

Did I complete the game?

No, I only managed to get to level 2.2 before I gave up.

What the critics said:

GamePro: “Shadow of the Ninja, however, is above average Ninja fare with top of the line graphics and fast-paced gameplay. One minor hang-up is the sluggish transition between dialogue screens. But all in all this is a top flight, fast-paced action cart.” Overall 4.6/5”.[1]

Electronic Gaming Monthly: “Superb Graphics and sound intensify this battle for freedom. No rating”.[2]

Total!: “A sexy-looking and very playable platform hack ‘em up, with great two-player option. It’s just a bit too easy for my liking. Overall 74%”.[3]

My verdict:This game isn’t bad, but the limited ways to attack your enemies make it very frustrating. Sadly, this detracts from the nice graphics and keeps me from wanting to pay more. It’s a poor man’s Ninja Gaiden”.

Rating:

What are your memories of Kage? 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 Facebook.


[1] Bro Buzz. ‘Nintendo Proview – Shadow of the Ninja’. GamePro. (July/August 1991). :24-5. (https://archive.org/stream/GamePro_Video_Game_Greatest_Hits_1991-07_IDG_Publishing_US#page/n25/mode/2up Accessed 7th May 2020).

[2] ‘Shadow of the Ninja’. Electronic Gaming Monthly. (April 1991). 21:98-102. (https://retrocdn.net/images/2/29/EGM_US_021.pdf Accessed 7th May 2020).

[3] ‘Blue Shadow’. Total!. (April 1992). 4:38-39. (https://archive.org/stream/Total_Issue_004_1992-04_Future_Publishing_GB#page/n37/mode/2up Accessed 7th May 2020).

Kick Master

Many gamers love a good martial arts beat ’em up…Double Dragon, Shinobi, and Ninja Gaiden to name a few. Oddly, Kick Master is set in a medieval world where you battle through forests and caves as oppose to city streets. Where are the knights with their mighty steeds and glinting armour? Where are the broadswords, morning stars, maces and axes? There are none. Apparently, the best way to defeat the monsters in this game is by using an array of kicks. So limber up those hamstrings and groin muscles, and prepare defend yourself against an army of evil demons. Why? Because yet another princess needs saving! After all, if you don’t do it, who else will?

Title screen (screenshot taken by the author)

Kick Master is an action game developed by KID and Published by Taito. Although it is considered an action game, it contains elements of a role-playing game, explained below. It was released on the NES in 1992, and this was the version I reviewed.

Castle Lowrel has been attacked by the evil witch Belzed. The king and queen have been slain, and Princess Silphee (strange name I know) has been abducted. You play as Thonolan, an aspiring martial artist, who must battle through eight stages of monsters and defeat Belzed by using an array of kicks and magic spells. As your experience level increases, more types of kicks are unlocked.

The title screen is quite plain, with a black screen and a rectangular banner with Kick Master splashed across it. The music that then plays is quite catchy and fits well with the game, adding an air of almost Castlevania-esque creepiness to it. The pre-game intro is text based, but once the game begins, an animated introduction begins showing how Thonolan’s brother is killed in battle. The illustrations are bright and colourful, but the animation is very basic. The character illustrations do not move but the background does in a parallaxing kind of way.

The level graphics are very detailed and push the NES to its limit (screenshot taken by the author)

The gameplay is quite frustrating and takes some getting used to. The reach of your kicks isn’t all that far, so you have to be incredibly precise with the timing of your attacks else you get hit by the monsters. When you kill a monster, it releases three objects for you to grab. Each object either assists you (heart for energy, coin for experience points, and potion bottle for magic points) or hinders you (skull and crossbones for poison). Along the way you will pick up different magical abilities such as lightning, healing and fireballs etc. (thankfully these are also explained in the manual).

The levels have no time limit which allows the player to take their time and really get to grips with the different kicks when they become available. The game has infinite continues, and after each level you will be given a password, allowing you to walk away and come back to it another day. However, you will not get to see the end credits until you complete it on the hardest setting.

Entering the bowls of the Earth! (screenshot taken by the author)

Graphically, the levels look great and are very detailed. They probably pushed the NES to its limits. All the sprites are distinctive and are varying in their strength and difficulty to defeat. This was also the first game to use parallax scrolling.

The game actually requires a certain amount of tactics. As mentioned above, when an enemy is killed, they release three objects. If you’re quick enough you may be able to catch two before they disappear off screen. However, it soon becomes clear that you must either focus on gaining experience points to unlock more kicks, or collect magic points to be able to use spells. You can do a mix of both of course. This adds a layer of complexity to the game not often found in these sorts of 8-bit games.

Additionally, one nice feature is that in the options menu, there is a demonstration of all the kicks Thonolan can perform, and at what level he needs to be to be able to perform them. This is also explained in the manual.

I can’t say that I didn’t enjoy playing this game, but then again, I can’t say that I did. I am…indifferent to it. I wasn’t instantly enamoured with this game, but I will say that the game grows on you the more your play.

Did I complete the game?

At present I have been unable to complete the game. I managed to reach the octopus boss battle at the end of level 5 but so far am unable to defeat it. I do however have a password and will no doubt return to this game in the future.

What the critics said:

Gamepro: “If Kick Master sounds similar to most NES side-scrolling martial arts offering, you’re right. But that doesn’t mean it’s not great. The challenge pushes the fast-and-furious needle almost off the scale, but that’s cool because you get unlimited continues and passwords. Overall 21/25.[1]

Nintendo Power: “Overall 13.7/20.[2]

My verdict:

“The graphics look great! The gameplay takes a little getting used to but the graphics look great. Take time to get used to Kick Master as it will grow on you. This game is a challenge and will no be completed in an afternoon.”

Rating:

What are your memories of Kick Master? 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 Facebook.


[1] Boss Music. ‘Nintendo Pro Review – Kick Master’. Gamepro. (February 1992). 31:28 https://archive.org/details/GamePro_Issue_031_February_1992/page/n29/mode/2up Accessed 2nd April 2020).

[2] ‘Kick Master’. Nintendo Power. (September 1991). 28:42-47. https://archive.org/stream/Nintendo_Power_Issue001-Issue127/Nintendo%20Power%20Issue%20028%20September%201991#page/n43/mode/2up Accessed 2nd April 2020).

Snow Bros.

What makes a great video game? Graphics, music, replay value, multiplayer options…there is no correct answer. Personally, I feel that gameplay is more important than the others. If a game doesn’t play well, the rest is pointless. That’s just my opinion of course.

Title screen (Screenshot taken by the author)

Snow Bros. was developed and published by Toaplan for the arcade in North America, Japan and Europe in 1990. Over the next few years it was released for home consoles on the NES, Game Boy and Mega Drive in North America and Japan but wasn’t officially released in Europe until the Android and iOS versions in 2012.

In this platform game you play as Prince Nick and/or Prince Tom who are cursed and turned into snowmen by King Scorch whilst he captures Princesses Teri and Tina. Naturally, the two princes pursue King Scorch in order to rescue the princess.

(Screenshot taken by the author)

To progress through each level, you must turn monsters into snowballs by throwing snow at them. Once they are transformed into snowballs, you need to push them into each other or to the bottom of the screen where they smash against the wall and die. Once all monsters in a level are defeated you progress to the next level. There are several power-ups to help you along the way. The power-ups are: Red – increases walking speed; Blue – increases amount of snow you throw; Yellow – increases the distance snow can be thrown; Green – inflates you like a balloon where you can fly around the level killing anything you come into contact with. There are 50 levels in total, with a boss battle occuring every 10 levels.

Every ten levels, there is a big, bad boss to defeat (Screenshot taken by the author)

The levels are very colourful, sometimes so much that it hurts the eyes. The game also tends to flicker a little when the screen is busy. The controls are simple…move left or right, jump and throw. This game looks simple, and older gamers may think this is for children…it is not! It’s challenging and it’ll take you several tries before you can complete the game. The game has limited replay value, but I think you will come back to it more than once after you have beaten the game.

Quite simply, this is a fun game to play, especially in two player mode. Thankfully, you cannot harm each other when you are throwing snow, which could get extremely frustrating if that was a feature.

You must throw snow at the enemy to turn them into snowballs (Screenshot taken by the author)

Did I complete the game?

Although I did play this several times with Mrs. L, I completed it by myself.

What the critics said?

At present I have been unable to find a contemporary review of this game.

My verdict: “This game is fun! It’s easy to control but challenging. It has the added bonus of being two player, and even after you have beaten the game, you’ll want to play through it again and again.”

Rating:

What are your memories of Snow Bros.? 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 Facebook.

Super Mario World 2: Yoshi's Island

Every game from the Super Mario franchise has been hotly anticipated by fans of the series. After the success of Super Mario World, the bar was set extremely high for the sequel. The creators not only succeeded in producing a fantastic sequel (although it’s actually a prequel), but a game that proved so popular that its success spawned a series of spin-offs and sequels in itself. It really does seem like there is no stopping the Super Mario franchise!

Title screen (Screenshot taken by the author)

Super Mario World 2: Yoshi’s Island (SMW2) is a side-scrolling platform game developed and published by Nintendo. It was released for the SNES in 1995, the Game Boy Advance in 2002, the Nintendo 3DS in 2011, and the Wii U Virtual Console in 2014. The version I played can be found on the SNES Mini.

The overworld map is different from Super Mario World, but does allow you to track your progress in each level (Screenshot taken by the author)

SMW2 is a prequel to Super Mario World (SMW), and what a prequel it is! Magikoopa and the Koopalings intercept a stork that is carrying Baby Mario and Luigi. During the attack, Baby Mario is dropped but safely caught by Yoshi. Many Yoshies assist in bringing Baby Mario back to the stalk through a number of challenging levels and bosses. Oddly, it doesn’t explain why Magikoopa and the Koopalings are trying to intercept the brothers, or what they will do with them once they have captured them. Does Bowser know that they will grow up to be a thorn in his side?

Yoshi must carry Baby Mario through some dangerous levels whilst collecting gold coins, red coins, stars and flowers (Screenshot taken by the author)

Keeping with the Super Mario traditions, the game mostly consists of running and jumping through the levels whilst collecting coins and tokens, although this game involves more puzzle-solving and item collecting than other platforms. There is no time limit which allows deeper exploration into each level and enables you to take your time. As well as simply playing through the levels, there is an added challenge of collecting 100% of the flowers, stars and red coins from over 40 levels (plus several different bonus levels and games). This greatly extends the game’s life and adds replay value.

Yoshi has the ability to eat most of his enemies, spit and throw objects at his enemies, and jump or stamp on them (as long as they don’t have spikes). He can also briefly levitate which greatly helps whilst jumping larger gaps.

Yoshi also collects eggs which he can use to fire at enemies and obstacles. These can be found by either hitting a white and green coloured block from below (red and yellow ones also occur), or by eating certain enemies and laying them as eggs. Green eggs can simply be used as a projectile to either kill enemies or aimed to collect coins and flowers. Red eggs produce stars for you to collect when thrown, and yellow eggs produce coins when they are thrown. Yoshi can also eat green and red watermelons and then spit the seeds and fire at his enemies.

There are several areas where Yoshi can touch an icon and be transformed into either a helicopter, car, drill or submarine where applicable. This enables Yoshi to reach bonus coins and flowers etc. that were previously inaccessible. A flashing star power-up is also available which makes Mario invincible for a limited amount of time.

Although Yoshi is basically invincible, he will die if he falls onto spikes and into lava etc. When he does get hit by an enemy, Baby Mario becomes encased in a bubble and begins to fly away. A countdown will begin and you need to retrieve him before the time runs out. Once caught, the timer will increase again to ensure that you have at least 10 seconds on the timer. Throughout the game you can also collect little stars that increase the amount of time you have to retrieve Baby Mario. Two things are incredibly annoying about his feature. Firstly, Baby Mario’s crying makes you want to leave him and turn the game off. Another is that sometimes the bubble Baby Mario is in, floats to areas of the screen that Yoshi cannot reach.

The game’s illustration style is reminiscent of a colouring book coloured by crayons. The levels, backgrounds, sprites and animations look great, but I personally prefer the illustration and colour scheme of SMW. Alas, the music isn’t as memorable as SMW or Super Mario Kart for that matter.

Like Super Mario World, Yoshi can eat most of the enemies (Screenshot taken by the author)

Yoshi’s Island is a very good prequel and I enjoyed playing through it. There are plenty of new features and designs that clearly distinguish this from SMW, but it is easy to learn and familiar enough to not seem too different from other Mario games. However, I feel this game lacks the charm of SMW, and although it is challenging, I found the game too frustrating in places, making me not want to bother trying to achieve 100%.

Did I complete the game?:

I have completed the main storyline, but am yet to achieve 100% throughout.

What the critics thought:

Edge: “…Yoshi’s Island is a welcome addition to the series – as playable, challenging and entertaining as the best of the other Mario games. Overall 9/10.[1]

Gamefan: “One word immediately springs to mind – perfect. Perfect gameplay, perfect graphics, perfect music.  Overall 9.7/10.[2]

Next Generation: “The most impressive features of Yoshi’s Island are its size and playability. Strewn with bonus levels of all kinds, much like the original, this game will keep your dinosaur friend hopping in several different directions. You’ll find yourself baffled at the task of completing this gargantuan game, but you’ll definitely enjoy trying. Overall 5/5.[3]

Nintendo Life: “Yoshi’s Island isn’t just a great platformer: it’s a reminder of why this silly little hobby of ours is so wonderful. Sure, the game contains no political satire, no poetic justice, no character development. But if what Miyamoto and Tezuka crafted isn’t a work of art, then the definition of “art” needs to be amended. Overall 10/10.[4]

My verdict:

“A great and worthy prequel which I feel lacks a bit of the charm of Super Mario World. However, the graphics are gorgeous, and there is plenty to learn and find, differentiating it from its predecessors and most of its contemporaries. Don’t be fooled, this game is much tougher than Super Mario World and although there is plenty here to keep you coming back, rage quits will be frequent!”

My rating:

What are your memories of Yoshi’s Island? 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 Facebook.


[1] ‘Testscreen: SNES – Super Mario World 2: Yoshi’s Island’. Edge. (November 1995). Issue 26:62-65. (https://retrocdn.net/images/a/af/Edge_UK_026.pdf Accessed 10th March 2020).

[2] ‘Viewpoint: SNES – Yoshi’s Island’. Gamefan. (October 1995). Volume 3 Issue 10:18. (https://archive.org/details/GamefanVolume3Issue10October1995ALT/page/n17/mode/2up Accessed 10th March 2020).

[3] Rating: SNES – Yoshi’s Island: Super Mario World 2’. Next Generation. (February 1996). Issue 14:178. (https://archive.org/details/nextgen-issue-014/page/n177/mode/2up Accessed 10th March 2020).

[4] Delgrego, K., (23rd July 2009). ‘Super Mario World: Yoshi’s Island Review’. Nintendolife.com. (http://www.nintendolife.com/reviews/2009/07/super_mario_world_2_yoshis_island_retro Accessed 11th on March 2020).

Aladdin

Aladdin is a Middle-Eastern folk tale about a boy who went from rags to riches with the help of a genie. The Western world embraced this story, and is one of the more well-known stories from the Arabic world. In 1992, Disney released their version, bringing the story to a whole new generation. Its popularity, due to a great soundtrack and an award winning performance by Robin Williams, saw a video game released a year after the films hit the cinemas.

Screenshot taken by the author

Aladdin was developed by Virgin Games. It was published in 1993 by Sega and Disney Software for the Sega Megadrive, and by Capcom for the SNES. It was later ported to the NES, Game Boy, Amiga and DOS formats. I reviewed the Mega Drive Version.

In this side-scrolling platform game you play as the hero Aladdin. The game closely follows the storyline of the Disney film. Whilst traversing the levels you are able to jump, crouch, and climb ropes. To defeat enemies, you have the choice of a scimitar with which to slash your opponent or you can collect apples to use as projectiles. If you collect tokens of the Genie’s head or Abu’s head, you will gain access to bonus stages to gain extra lives and such.

Screenshot taken by the author

The graphics are great and the animation is fun to watch. All the levels look beautiful and make you feel like you’re in the movie. The music consists of songs from the movie so no doubt you will be humming along. There are cut scenes between the levels allowing the storyline to move along, but you do not need to have seen the film in order to enjoy the game.

The difficulty of the levels increase as the game progresses. One level which sees our hero trying to escape the Cave of Wonders is particularly hard and had me swearing many times at the TV and/or controller pad. Frustratingly, at the end of the game you can only defeat Jafar by throwing apples at him. What the game doesn’t tell you is that you need 36 apples to defeat him. If you don’t have enough there is little else you can do other than restart the entire game, and ensure you use the apples sparingly.

Screenshot taken by the author

When the game is completed the ending is practically non-existant, which begs the question, should one have bothered to complete it in the first place. The answer, of course, is yes as this is a good game and worth playing.

Did I complete the game?

Yes, but I wasn’t happy about getting all the way to the end before realising that I had to restart and play through again to ensure I had enough apples to defeat Jafar at the end.

What the critics said:

Edge Magazine: “…almost perfect. The sound could have been better – but that’s a minor quibble. Anyway, at last the Mega Drive has a new platform king. Move over spiky blue one, Aladdin’s in town. Overall 8/10.”[1]

My verdict: “Prince Ali! Fabulous He! Ali Ababwa. A fun little game that is well worth your time. Great graphics and music, however older generations might get bored a little easily with this one.”

Rating:

What are your memories of Aladdin? 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 Facebook.


[1] ‘Review Mega Drive: Aladdin’. Edge Magazine. (November 1993). Issue 2:92-3. (https://segaretro.org/index.php?title=File:Edge_UK_002.pdf&page=92 Accessed 10th December 2019).

European Club Soccer

In 1992, I was just beginning to become interested in football. I was playing in my school team, and at weekends would play for local Saturday morning teams. My love of football meant that I also saught out football computer games. FIFA and Pro Evolution were a few years away yet, so I purchased European Club Soccer.

Screenshot from Video-Games-Museum.com

Known as World Trophy Soccer in North America, and J-League Champion Soccer in Japan, this football game was developed by Krisalis Software (Game Arts in Japan) and published by Virgin Games for the Sega Mega Drive in 1992. I reviewed the Sega Mega Drive version.

Playable in one and two-player mode, you can choose over 150 teams from Europe to compete in tournaments. Naturally they do not have the real player names, but many of the teams are recognisable. For example, Manchester United, Liverpool, Juventus etc., are available, as well as some odd additions such as Rotherham United.

I remember that I always wanted this game as a kid because I thought it looked excellent, and the cover art really sold it to me. The in-game graphics are good (for 1992), but sadly the gameplay was a let-down. Oddly, there is no “shoot” button per se, only low pass and high pass. Frustratingly, the players lose the ball if they change direction too fast whilst dribbling. Scoring from a cross or corner is pretty much impossible too. In order to score, I found that I had to have one of my players stand in front of their goalkeeper to intercept a shot from another of my players. The keeper would dive out the way, allowing the intercepting player to score into an open net.

Screenshot from Video-Games-Museum.com

Due to a lack of storage, any changes made to team strips could not be saved, and the only way to continue progress through a tournament was to use a password.

Did I complete the game?

I successfuly won all leagues and cups without the Three Shredded Wheat cheat.

What the critics said:

Mean Machines: “A superbly presented game which is sadly let down by some awkward gameplay points. Overall 69%.[1]

Mean Machines Index: Megadrive soccer games have a history to beingsad and this effort does little to addressthe situation. Although the graphics and sound are very good, the gameplay is let down by low player intelligence, wonky collision detention and awkward controls. As the (very) old saying goes “try before you buy!”. Overall 69%”[2]

Sega Power: “Nice introduction and options, but the whole thing is a let down by poor gameplay. It’s simply too easy to beat in one-player mode. Overall 3/5[3]

My verdict:Not the worst football game I’ve played, but there are better ones out there to enjoy.”

Rating:

What are your memories of European Club Soccer? 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 Facebook.


[1] ‘Review: Mega Drive – European Club Soccer’. Mean Machines. (June 1992). Issue 21:106-8. (https://ia600306.us.archive.org/2/items/mean-machines-magazine-21/MeanMachines_21_Jun_1992.pdf Accessed 10th December 2019).

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

[3] ‘The Hard Line – Review: Mega Drive – European Club Soccer’. Sega Power. (September 1993). Issue 46:97. (https://retrocdn.net/images/b/b9/SegaPower_UK_46.pdf Accessed 17th February 2020).

Sonic the Hedgehog

In a bid to compete with the popularity of Nintendo’s Super Mario Bros., The early nineties saw Sega introduce a new hero for their latest console, the Sega Mega Drive. Whilst it was still a platform game with a recurring antagonist, it was different enough so as not to be accused of copying Mario’s format. In 1991, Sonic burst onto the scene and has maintained a place in the hearts of retrogamers everywhere.

Copyright © Sega

Sonic the Hedgehog is a side-scrolling platform game developed by Sonic Team and published by Sega. It was released on the Sega Megadrive in 1991, spawning one of the most successful videogame franchises of all time. This review is based on the Mega Drive version.

Sonic is a blue hedgehog who has the ability to run at incredible speeds. This speed, and ability to attack enemies by curling into a ball, allowing his spikes to damage his enemies, is put to use when the evil Dr. Robotnik arrives in Sonic’s homeland. He proceeds to steal the Chaos Emeralds (which have the ability to warp time and space), and captures the local wildlife, transforming them into evil robotic animals. Sonic must navigate through six zones, evading Robotnik’s minions, collecting rings (they act as health), and attempt to steal back the Chaos Emeralds which are found via special stages.

Screenshot from retrogames.cz

We bought our Sega Megadrive for Christmas 1991, and Sonic came with the package. I have very fond memories of this game and have spent many an hour playing through it (it only takes about 25 minutes to complete). Its an easy game to play but still challenging when trying to attain all Chaos Emeralds, and the game appeals to all ages of gamer.

This game really was revolutionary for its time, and still holds up well today. The sprites are beautifully illustrated and coloured, and are all unique. The music is very recognisable and even when I hear it now, I can recite every note. There are two endings depending on if you manage to collect all the Chaos Emeralds which adds a little replay value, and the high speed at which Sonic can achieve makes for exciting gameplay.

Did I complete the game?

Over the years I have completed Sonic the Hedgehog many times without the use of cheats, and will no doubt re-visit the game in the future to make sure I still can.

What the critics said:

Mean Machines:Yep, it’s true – Sonic is really great! I can’t think of a Megadrive game with more spectacular graphics…”. Overall score 92%.[1]

Entertainment Weekly: “Dazzlingly fast yet never chaotic, consistently challenging but never impossible, Sonic the Hedgehog is quite simply one of the best video games I’ve ever played. A+.”[2]

Mean Machines Index: “Sega’s hyped-beyond belief character stars in a game inspired by Nintendo’s Mario platform game series. It’s very addictive with brilliant graphics and speed. However, the gameplay is frustrating at times and experienced gamers should have this one licked within days. Overall 90%[3]

Sega Power: “World famous and rightly so. This is almost certainly the game that has sold more Sega systems than anything else. It’s a bit easy and looks slightly dated now, but it’s still one of the best games around. Overall 5/5”.[4]

Awards:

Overall Game of the Year – Golden Joystick Awards

Game of the Year – Electronic Gaming Monthly

My verdict:A revolutionary riposte to Nintendo’s Mario franchise. Every gamer should play this game as a rite of passage.”

Rating:

What are your memories of Sonic the Hedgehog? 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 Facebook.


[1] ‘Review: Mega Drive – Sonic the Hedgehog’. Mean Machines. (July 1991). Issue 10:42-44. (https://archive.org/details/mean-machines-magazine-10/page/n43/mode/2up Accessed 10th December 2019).

[2] Strauss, B., (August 1991). ‘Review: Mega Drive – Sonic the Hedgehog’. Entertainment Weekly. (https://ew.com/article/1991/08/23/sonic-hedgehog/ Accessed 10th December 2019).

[3] ‘Review Index: Mega Drive – Sonic the Hedgehog’. Mean Machines. (October 1992). Issue 1:140. (https://archive.org/details/mean-machines-sega-magazine-01/page/n139/mode/2up Accessed 16th February 2020).

[4] ‘The Hard Line – Review: Mega Drive – Sonic the Hedgehog’. Sega Power. (September 1993). Issue 46:98. (https://retrocdn.net/images/b/b9/SegaPower_UK_46.pdf Accessed 17th February 2020).