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 incredible magic when the situation warrants it. I mean, who doesn’t want to play a video game like that?
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:
For this review, I replayed the Mega Drive version from 1990.
Set in a 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.
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. Galius is limited to three bars, Ax to four bars and Tyrius to six bars. Tyrius magic is the more powerful out of the three.
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, thetail 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 3 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 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”.
Mean Machines: “A flawless conversion that even improves on the arcade game! Superb! Overall 91%”.
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%”.
Zero: “Everything about this game is good; graphics, sound and playability. One-player is brill; two-player is unbeatable. Overall 94%”.
Wizard: “Again, another first generation Sega game. Medieval action game. Overall C”.
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”.
“An excellent coin-op conversion. It looks great, plays great and the two-player mode will have you coming back again and again.”
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.
Video games do not have to be complex to be enjoyable and challenging. If they did, early video games such as Space Invaders and Asteroid would never have gained popularity. I feel it is important for modern gamers to go back and play early retro games to help them appreciate just how far video games have developed in such a short space of time.
Bomb Jack is a platform game developed and published by Tehkan. It was released in the arcade in 1984, and later ported to SG100 (1985), Amstrad CPC, Commodore 64, ZX Spectrum and Commodore 16 (1986), Atari ST and Amiga (1988), Game Boy (1992), Java ME (2003) and Atari XL (2008). For this review, I chose to play the ZX Spectrum version.
You play as Bomb Jack. The object of the game is to collect bombs that have been laid on each level, all the while dodging an array of monsters. Collecting the bombs also increases your score. If you collect the special power block with a ‘P’ on it, the enemies will temporarily turn into octagonal blocks with smiley faces on them. Collect these to rid yourself of these enemies and to gain extra points. Other power blocks include: ‘B’ – increases score multiplier by 5x; ‘E’ – extra life; and ‘S’ – awards a free game (I think this was only present in the arcade version).
There are five different screens. Once you have completed the five screens, you simply go around again and again until all your lives are lost. You must try to gain the highest score possible to reach the top of the scoreboard.
The sprite is easy to control. You simply move left or right and jump. To make things a little easier, Bomb Jack can float after jumping, reducing his falling speed.
The backgrounds to the levels are gorgeous! Although the sprites, power-ups and enemies are plain black, it is all you need for this sort of game. There is no need for over the top sprite design or animation.
The game is challenging and strangly addictive, and although the replay value is limited, it’s the sort of game that nowdays keeps people glued to their smart phones on public transport.
Did I complete this game?
I don’t think this is the sort of game you complete. You simply keep going, trying to get the highest score possible.
What the critics said:
Crash: “A great arcade conversion, don’t miss it! Overall 92%”.[
“A simple but somewhat addictive game. Tight controls, easy to learn and fun to play. Beautiful backgrounds too, especially for a ZX Spectrum!”
What are your memories of Bomb Jack? 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.
Multiplayer arcade games used to be goldmines in the arcades. There’s not much better as a teenager than spending your pocket money battling alongside your friends in a bid to rescue a (insert person here). Many of these games were ported to home consoles meaning you could do battle without leaving the comfort of your own home. However, not all converted coin-op games were successful. How did Teenage Mutant Ninja Turtles II: The Arcade Game fair?
Teenage Mutant Ninja Turtles: The Arcade Game (TMNT II on the NES) is a side-scrolling beat ‘em up, developed and released by Konami for the Arcade in 1989. It was ported to the NES in 1990 with some additional levels and enemies that were different from the arcade version. In 1991, it was released for the ZX Spectrum, Amiga, Amstrad CPC, Atari ST, PC and Commodore 64. For this review, I chose to play the NES version.
Tempted by a large bounty placed on the heads of the Turtles by arch-nemesis Shredder, two intergalactic bounty hunters kidnap April O’Neil and use her as bait to lure the Turtles out into the open. The Turtles give chase and must fight their way through 10 hazardous levels, enemies and boss battles to defeat Shredder and rescue their friend.
Straight away, it is clear to see how much the graphics have been improved when compared to the first TMNT Nes game. The levels and characters look great! They are colourful and vibrant, and the sprites are very well animated. The intro, although short, gets you straight into the action and contains the authentic TMNT theme. The game is faster, slicker, and the upbeat music really gets your blood pumping.
You start with three lives but can gain more every 200 enemies you defeat. You can also regain health by eating pizza slices.
I do, however, have a few gripes with this game. Firstly, these are supposed to be “ninja” Turtles, yet they have maybe three different moves: a flying kick, and two different ways to swing their weapons. WTF? There are no throws, there are no kick or punch combinations, and you cannot pick up extra weapons to throw at the enemies. Earlier games such as Double Dragonhad more of a move set to prevent the fighting from becoming monotonous. Secondly, Donatello is supposed to have a bo, a long wooden stick. Yet, his reach is pitiful. You have to get close to the enemies, within their striking range, to attack. If you don’t wish the game to be too easy, simply slow down his attack or make his bo attacks weaker. These points made the game very frsutrating and dull for me.
Disappointingly, the NES version could only cope with a one- and two-player mode, so it loses some of what made the arcade version an awesome fighting experience.
Did I complete the game?
No, nowhere near.
What the critics said:
GamePro: “The heavy-duty faithful-to-the-arcade style game play (and it’s a long game!) are real crowd pleasers, and the radioactive mutants are as personable as ever. The new scenes blended in with the original arcade scenes are a great addition. The music could have been better but, hey, you can’t have everything.Overall 4.6/5”.
“This game looks fantastic! With the music, it looks and sounds just like a Turtle game should be! However, the gameplay is dull. These guys are supposed to be ninjas. Where are all their moves? The game becomes very boring, very quickly, even in two-player mode. I think this is a game for the younger gamer. It is overrated and only hardcore Turtles fans should bother with this game.”
What are your memories of Teenage Mutant Ninja Turtles II: The Arcade Game? 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.
Normally, fighting games aren’t for me. I have neither the patience nor desire to learn all the moves and master them so that I can spend hours on a single play at the arcades, defeating all opponents who dare to approach the arcade machine. There are, however, a few exceptions to this rule. The Street Fighter, Tekken and Soul Blade franchises have always managed to gain my attention. Tekken 3 is now 23 years old. The question is, does it still hold up?
Tekken 3 is a fighting game, and the third instalment in the Tekken franchise. It was developed and published by Namco and was released in the arcade in 1997 before being ported to the PlayStation in 1998. The arcade version was released for the PlayStation 2 in 2005, and re-released on PlayStation Classic Mini in 2018. Although I have previously owned Tekken 3 on the PlayStation, I chose to review the PlayStation Classic Mini version.
15 years after Tekken 2, Heihachi Mishima has established a paramilitary defence force, known as Tekken Force, to protect his company. Upon searching an ancient temple, they unwittingly release an ancient demon known as Ogre. Ogre proceeds to travel the world killing martial artists. In order to lure Ogre into a trap, Heihachi organises a third Iron Fist tournament.
The game contains 21 characters (11 of which need to be unlocked by completing the game with different characters). Each character has their own unique back stories, endings and fighting styles. There were two characters only available on PlayStation: Dr. Boskonovitch and Gon.
The returning characters were:
Anna Williams – Younger sister of Nina Williams, she wa placed in suspended animation after the second Iron Fist Tournament. Before the third tournament she was reanimated. She follows Nina into the third tournament in a bid to help her regain her memory and to stop her from becoming an assassin again.
Heihachi Mishima – Head of Mishima Zaibatsu and grandfather of Jin Kazama, he arranges the third Iron Fist Tournament to lure Ogre into the open.
Lei Wulong – A respected detective, Lei has entered the tournament to investigate the disappearance of the martial artists masters.
Nina Williams – After failing to assassinate Kazuya Mishima in the last tournament, Nina was forced to become a test subject for cryogenic experiments. She has been reawakened by Ogre’s powers and plans to assassinate Jin Kazama.
Paul Phoenix – Frustrated by letting victory in the previous tournament slip from his grasp, he has renewed his training. He is determined not to let vistory escape him this time.
Yoshimitsu – Leader of the Manji Clan, Yoshimitsu and his clan act as a modern day Robin Hood. Upon learning his friend Dr. Bosconovitch needs Ogre’s blood to survive, he has entered the tournament to help the man who once saved him.
Bryan Fury – A cyborg kickboxer who plans to kidnap Dr. Bosconovitch for his creator Dr. Abel.
Dr. Bosconovitch – Elderly genius scientist and friend of Yoshimitsu’s. Currently imprisoned by the Mishima Zaibatsu.
Eddy Gordo – Eddy seeks to avenge his father who was killed by the “Organsiation”, and were also responsible for him being thrown in jail. By winning the Iron Fist Tournament, he hopes to take over the Mishima Financial Empire and use their resources against the “Organisation”.
Forest Law – Son of Marshal Law, he was persuaded to enter the Iron Fist Tournament by Paul Phoenix where he can prove himself to his father.
Gon – An unlockable fighting dinosaur.
Gun Jack – Third in the series of the Jack robots. He has been sent into the tournament to retrieve the memory data of Jack 2.
Hwoarang – Hwoarang has two motives for entering the Iron Fist Tournament. The first is to defeat Ogre who killed his mentor, Baek. The second, is to defeat Jin, who he had previously lost to in a fight.
Jin Kazama – Jin is Jun Kazama’s son. He was trained by his grandfather, Heihachi, and seeks to defeat Ogre in order to avenge the death of his mother.
Julia Chang – Adopted daughter of Michelle Chang. She has entered the tournament to rescue he mother who has been kidnapped by Mishima Zaibatsu.
King II – A protege of the original King, who was killed by Ogre, King II wishes to become a professional wrestler and take over his mentor’s orphanage.
Kuma II – Son of the original Kuma, he is Heihachi’s loyal bodyguard.
Ling Xiaoyu – Ling is a huge fan of amusement parks. She wishes to win the Iron Fist Tournament to raise enough money to build an amusement park in China.
Mokujin – A 2000 year old training dummy who has been brought to life by Ogre’s release.
Panda – Xiaoyu’s pet and bodyguard.
Tiger Jackson – A disco man with an afro. Basically, a palette swap of Eddy Gordo.
Ogre – The God of Fighting, he is a mysterious humanoid who is immortal.
True Ogre – Ogre’s true self.
Ok, let’s not beat around the bush. This game is awesome! There really is no disputing that statement. I remember when this game came out. I was blown away by the graphics. Although nowadays, it looks a little rough around the edges, I still think it looks great and, graphically, has held up.
The basics of the game are easy to learn. Advance, retreat, left punch, right punch, left kick, right kick, jump etc. However, this is a 3D game, so you are able to side step into the back and foreground. If you’re close enough to the opponent and perform a throw, your chareacter will perform different throws depending on which way your opponent is facing. During the fights, you are able to access the move manual which shows you how to perform a large array of moves, which is handy for beginners.
As well as the standard Arcade/Story Mode and Two Player Vs. Mode, there are several other modes which really add to the replay value of this game:
Team Battle Mode – Each team chooses four players in a winner stays on fight. The first defeat all characters in the other team wins.
Survival Mode – Choose a character to fight with and see how many fights you can win consecutively. You gain back a little bit of energy after each fight, but not much. You cannot change the difficulty setting, time limit or number of rounds. There is no option for Player 2 to join.
Time Attack Mode – Compete against the clock to complete all stages. Again, you cannot change the difficulty setting, time limit or number of rounds. You cannot change characters when continuing and Player 2 cannot join.
Tekken Force Mode – This beat ‘em up style mode sees you fight your way through several levels battling the Tekken Force. Although it was a nice idea, this mode falls a bit flat in practice. It’s a poor man’s side-scrolling beat ‘em up.
Practice Mode – Pretty self-explanatory.
Tekken Ball Mode – This is great fun. It’s beach volleyball, but using fighting moves to hit the ball. The stronger your attack, the more power the ball absorbs until it finally hits someone, dealing them a devastating blow, or until it hits the floor.
Theatre Mode – This mode allows you to re-watch all the FMV sequences that you have unlocked in the game.
You’ll have hours and even weeks of enjoyment out of this one. I’ll say it, this game is amazeballs! My favourite character to play with is Hwoarang. Some of his kick combinations are phenomenal, and I throroughly enjoy kicking my little brother’s butt with him.
Did I complete the game?
Yes, I unlocked all videos, modes and characters
What the critics said:
Allgame: “It’s loads of fun with quick and deep gameplay that’ll keep you, your friends, and most of the gamers in this genre busy for weeks and months on end. Overall 4.5/5“.
Computer and Video Games: “Fantastic! Own the arcade at home, plus a whole bunch of new features and characters. Overall 5/5”.
Edge Magazine:“Edge’s only – slight – reservation is that those who have played Tekken 2 to the point of exhausting all enthusiasm for the game may not find this new version initially appealing. Those prodigal sons should persevere, as even a short sequence of bouts will bring the reward of instant addiction. Make no mistake, the master has returned. Overall 9/10”.
Entertainment Weekly: “Building on its predecessors (both all-time PlayStation best-sellers), the latest version has crisper graphics and speedier martial-arts animation. Watch the characters sidestep, punch, and kick in their beautifully detailed costumes, and you’ll think you’re performing in a ballet choreographed by Jackie Chan. Overall A”.
Game Informer: “Tekken 3 is just plain awesome. Tekken 2 is still one of my favorite(sic) fighters, but 3 just puts it to shame. There are so many unique fighters like Lei, King, Gordo, and Hwoarang that can be played by anyone; but only a select few will be able to master their fighting styles. It is a shame though that the 1-player Arcade mode can still be beaten on Easy set at one round, but the Force Mode does make for some very interesting and entertaining 1-player fighting. Of course, 2-player mode is where Tekken 3 is at. Spend a night unlocking the characters and a lifetime battling it out with your friends. If you only buy one fighting game this year, make it Tekken 3. Overall 9.5/10”.
GamePro: “There’s no arguing that other games will try to topple Tekken 3, but that’s a tall order to fill. Trust us-Tekken 3 is the best fighting game ever. Overall 5/5“. 
Game Revolution: “All in all, Tekken 3 ranks as one of the best console fighting games ever…If you have a PlayStation, and you love fighting games, the decision to buy this game is a no-brainer. If you’re still dropping quarters in the arcade version, forget it, just get the home version. With everything that the arcade version has and more, this is one of the few times that a console game outshines its arcade counterpart. Overall 4.5/5”.
GameSpot:“Not much stands between Tekken 3 and a perfect 10 score. If the PlayStation exclusive characters were better and Force mode a bit more enthralling, it could have come closer to a perfect score. Needless to say, Tekken 3 is the best PlayStation game to come along in a long time, and this one won’t be topped anytime soon. Overall 9.9/10”.
IGN: “Tekken 3 on the PlayStation is the most well-rounded fighting package on the market. Not only does it provide an excellent fighting game, but the extra modes and practice features make it the benchmark for fighters to come. The only gripe that we’d have with it is that Namco’s set the bar so high that we shudder with anticipation and dread over what the designers’ll have to do to top this. Overall 9.3/10”.
Next Generation: “There is no better fighting game, on this system or any other. It’s clearly superior to the previous games in the series and a stunning value for Tekken aficionados. Overall 4.5/5”.
Best Fighting Game – 1998 Best of E3 Game Critics Awards
Fighting Game of the Year – 1998 Gamers’ Choice Awards
Best Fighting Game of the Year – Video Games Awards
“Great graphics (with the exception of a few shaky parts) and great gameplay, full of unique characters and storylines. There is plenty here to keep you coming back for more time and time again. The game has aged very well and still feels fresh.”
Altered Beast was one of the first 16-bit games I played as child and I have idealised memories of how good the game was. The question is…how will I feel revisiting it after 25 years?
Altered Beast is a side-scrolling beat ‘em up with some platform gaming elements. It was developed and published by Sega, and released in the arcade in 1988. It was later ported to the Master System, PC, NES, Atari ST, Mega Drive, ZX Spectrum, MSX, Commodore 64, Amstrad CPC, Amiga and MS-DOS. It was later released in the Wii Virtual Console, Xbox and PlayStation. For this review, I played the Mega Drive version.
“Rise from your grave!” demands Zeus, as you emerge from your tomb. You play as a Roman Centurion who is resurrected by Zeus (I know Zeus was a Greek God and the Roman equivalent was Jupiter, but let’s overlook the mythological inconsistencies). Your mission is to rescue Zeus’ daughter, Athena, (Minerva for the Romans) from the evil Demon God known as Neff who has taken her to the Underworld.
you must punch and kick your way through graveyards and caverns to reach the Underworld, all the while fighting numerous undead minions and monsters. In order to meet and defeat the end of level bosses, you need to collect three orbs which increase your strength and eventually morph you into anthropomorphised animals such as wolves, bears, tigers and dragons, each with unique abilities.
The game is tougher and more frustrating than I remember. The screen scrolls slowly from left to right automatically, meaning you have no choice but you advance. The controls are sluggish and your punching and kicking range is so small that you need to get very close to the enemies. They are quicker than you and so can kick your arse pretty easily. Modern critics argue that the game doesn’t hold up to today and I have to agree.
The graphics are clearly, early 16-bit. The sprites and backgrounds would be cleaner and more detailed if this game was released a few years later. Having said that, I still think the games looks good. The creepy gothic organ music during the cutscenes is pretty cool.
In a previous review, Shining in the Darkness, I discussed the possible links that suggest Shining in the Darkness and Golden Axe were in the same universe, due to the presence of Gilius-Thunderhead, the green dwarf. During this review, I noticed that the Chicken Stingers, are identical (except for athe colour palette change) to some of the Bizzarians in Golden Axe. Does this mean that Altered Beast is also set in the same universe as Shining in the Darkness and Golden Axe?
Did I complete the game?
What the critics said:
Mean Machines Sega:“Altered Beast is a spot-on conversion of the coin-op. The trouble is, the game wasn’t exactly a smash-hit – it’s a very simply beat ‘em up with only five levels. The gameplay is very samey, and it doesn’t take long to get all the way through the game. Overall 67%.”
The Games Machine: “Altered Beast turns out very close indeed to its arcade origins, complete with two-player mode. The main characters and enemy sprites look ever so slightly washed out, but the detail is all there, and background graphics are spot on. Overall 87%.“
Sega Power:“However much you enjoy the coin-op, give this one a miss. Poor scrolling, jerky animation and limited gameplay. Overall 2/5”.
Does Altered Beast deserve the accolade of being a classic title? There are many video games that acheive the accolade as a ‘classic’ but not all of them are worthy of title. Having revisisted Altered Beast, I can say that the concept was great, but the execution was lacking. The game is too short, the controls too sluggish and frustrating, and the graphics should have been better. I think this game is better remembered than played.
What are your memories of Altered Beast? 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.
Robocop is a beat ’em up/run and gun arcade game developed and published by Data East. Based on the 1987 film Robocop, it was released in 1988 for the Arcade, Apple 2, PC, Amiga and Atari ST. It was later release on the NES in 1989 and the Game Boy in 1990. For this review, I chose to play the NES version.
A crime wave has swept the city of Detroit and the streets are no longer safe. OCP, a private company, have developed a cyborg to assist law enforcement. Using his fists, and an array of guns, the cyborg known as Robocop aims to clean up the streets, destroy ED-209, and defeat Dick James, the mastermind behind the crime epidemic.
Before the game starts, the intro consists of a run through of Robocop’s cybernetic make-up, which I think would have been made better with a bit more backstory as to how Robocop came to be. Not everyone has seen the film after all. However, the cut scene between the levels are nicely illustrated and the phrase “Crime in progress” appears which is a nice nod to the movie.
That game is very easy to play. Robocop is a big hunk of machinery and so he can only walk at one speed (As you can imagine, he cannot jump). However, he can also climb and descend stairs, crouch and block, and punch or fire his gun (Note: when descending the stairs you only need to press down as oppose to diagonally down). He can fire his gun in all directions except straight down. During the levels, Robocop can pick up and use other firearms other than his standard side-arm including a machine gun and cobra gun (Robocops standard side-arm has infinite ammo but these other weapons do not).
There is no time limit to the levels, but Robocop’s energy bar depletes as he progresses through the level. Once the bar is depleted he will cease to function and need to restart the level. Thankfully, he can pick up batteries along the way to restore his energy bar. Robocop’s health bar will deplete if he is hit by an enemy. Collecting bottles labelled ‘P’ will help restore his health.
At the bottom right of the screen are four symbols. When they flash they indicate the following:
Infrared Vision – Which will help you locate a weak wall that you need to punch to break through.
Punch – You can only defeat an enemy by punching.
Foe Detector – Begins to flash faster and faster the closer you get to a boss/sub-boss.
Energy/Power Alarm – Indicates when energy or health levels are low or when they drop dramatically.
Graphically, this game is good for an 8-bit console in 1989, and matches the likes of Ninja Gaiden. The sprites are detailed and clearly defined against the backgrounds, and when using his gun, Robocop even mimics the one-handed stance seen in the film. The backgrounds themselves are pretty good too. However, there is a fair bit of sprite flicker, especially from the dogs and when you’re shooting at the first boss.
Like the film, Robocop matches his weapon to the threat level of his attackesr, which I think is a very neat feature and adds an element of realism to the game. This means that Robocop won’t use his gun until he comes face to face with an enemy who uses guns, flamethrowers or explosives etc.
I do have a few issues with this game though. Firstly, the stupidity of the unarmed enemies and dogs. Why on Earth would you run towards a huge bloody cyborg that can dispatch you quite easily with one punch…especially when your only attack is a flying kick?! Also, you have one life, then it’s game over. You do seem to get an infinite number of continues but when you use them it takes you back to the beginning of that level. If you are going to force people to use continues and restart the level, then please give them more than one life.
This game only has one difficulty setting so there really is not much to keep you coming back once the game is completed.
Did I complete the game?
No, I barely got past the first level. I just couldn’t be bothered with getting to the end of level boss, dying and being sent back to beginning of the level.
What the critics said:
At present I have been unable to locate contemporary reviews for the NES version.
“Graphically, this game is good and the controls are simple and responsive. However, the game itself is very tough, and although it will certainly pose a challenge to gamers everywhere, the lack of lives sees you having to repeat the same monotonous levels over and over again. This game could have been so much more.”
What are your memories of Robocop? 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.
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.
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. For this review, I played the NES version.
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.
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.
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.
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.”
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 Instagram: @nicklovestogame.
Arcade games were designed to be nigh on impossible to complete. This was because not only did the creators want to challenge gamers, but they also needed to be able to sell a product to arcade owners who in turn wanted games that gamers would repeatedly pump their pocket money in to continue playing…it is a business after all. When arcade games were ported to home consoles, it often seems that the creators failed to adjust the difficulty levels. Young gamers today have no idea how easy they have it all with constant automatic saving, online walkthroughs and cheat pages close-by, at the touch of a button.
Contra is a run and gun video game developed and published by Konami for the Arcade in 1987. A home version was released on the NES in 1988 (in Europe, Contra was known as Probotector). Ocean Software ported the game to the ZX Spectrum, Commodore 64 and Amstrad CPC in Europe in 1988 under the name Gryzor. Interestingly, Ocean’s cover art for the game was a clearly influenced by a photograph of Arnold Schwarzenegger in the film Predator. For this review, I played the NES version of this game.
According to the NES manual, in 1957, a large object crashed into the Amazon near some Mayan ruins. Nothing further seemed to have happened and the incident was forgotten about. 30 years later, reports of weird alien monsters terrorising the local villages have been received by the Pentagon. Rather than create a political incident by sending in an army, the US send in two commandos, Lance and Bill, to find and destroy the aliens.
Contra is easy to play but tough to master. You mainly run, jump, lay down, and shoot. The controls are nice and responsive, and you can shoot in all directions. However, if you want to shoot directly down, then you need to jump. You can jump down to a lower platform simply by pressing down and jump. Be careful though…one shot can kill you and you only get a finite amount of lives and continues
The manual describes all the levels you will fight through as well as what all the power-ups do. The power ups are greatly appreciated as you progress through the games and the enemies begin to increase in number and strength. They also make defeating the end of level bosses much easier.
After every level, the perspective changes and your character begins in the foreground firing at enemies and defensive weapons in the background. Once you destroy the circular flashing light, which powers the electrical fence stopping you from moving forward, the rear wall explodes and you can progress to the next room. This must be done several times before you complete the level.
The levels are very well designed and very detailed. They are brightly coloured with many different platforms for you to jump up to and down from. The music fits the game well, and the sprites are clean and nicely animated. The overall graphics are pretty damn good for a home console in 1988.
The game becomes a lot more fun in two-player mode. Although you are competing for points, you are actually co-operating to beat the game, and it certainly makes the game easier. Mrs. L was my co-op buddy for this run through.
Did I complete the game?
Mrs. L and I did complete the game, but we needed the cheat that gave us 30 odd lives each. Else we could only get past the first few levels. On YouTube I did see one video where someone completed the game without dying once. Fair play to them.
What the critics said:
Computer Gaming World: “Two player contests are always in demand, because most video games are designed for a solo gamer. Contra is doubly welcome, because it is a truly outstanding action epic.” No rating given.
“Although this game is tough, it is also a lot of fun, especially in two player mode. Great graphics, tight controls, and adrenalin inducing levels. I think that you will find yourself returning to this game again and again.”
What are your memories of Contra? 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.
In 1989, Nintendo released Tetris on the Game Boy, and it proved to be an instant hit. By its 25-year anniversary Tetris had sold over 70 million copies worldwide. Sega, eager to compete, needed a puzzle game of their own. They settled-on Columns, similar enough not to deter Tetris fans, but different enough to try and attract a new audience. Sadly, Columns couldn’t imitate Tetris’ success.
Columns is a puzzle game created by Jay Geertsen for the arcade in 1989. Its success led to it being ported to many other platforms. The version I chose to review was from the Sonic’s Ultimate Sega Collection (2009) on the Playstation 3. It was originally developed and published by Sega in 1990.
The game consists of three coloured jewels being dropped to the bottom of a rectangular screen, similar to Tetris. However, instead of aiming to complete horizontal lines, you must match three or more of the same coloured jewels in either a vertical, horizontal or diagonal line. Once lined up the jewels will disappear allowing any jewels above to fall down to the lowest point possible. You will also be awarded points. You are able to cycle the order of the jewels to aid in your organisation of landed jewels. If a multi-coloured, flashing set of jewels appears, you can land any colour of jewel that you wish and all of that type of jewel will disappear. The higher your score, the faster the jewels will fall. Columns can be played in one-player and multiplayer modes, flash-modes and a time trial mode which add to the replay value of such a seemingly simple but highly addictive game.
I have a real soft spot for this game and prefer it to Tetris, possibly because of the beautifully coloured jewels. The graphics in general have a classical Greek/Roman feel to them and each jewel is brightly coloured and easily distinguishable from the others. The music is rather basic but does have a tendency to get stuck in your head, but mostly you will find that you’ll turn the sound down and listen to your own music, podcast or an audiobook.
I used to play this game a lot and got pretty damn good at it. As you can see from the photograph below, the highest score I achieved was 5408848 at level 121. I would have continued but I had been playing for a while and was due to go out for the evening. I could have paused and come back to it but I feel that I had proved my aptitude for the game.
Did I complete the game?
No one seems to know how high the score or levels go, and I don’t know of anyone who has “completed” this game, so I’m going to assume this is a game that cannot be completed.
What the critics said:
Mean Machines Index:“Sega’s answer to Tetris, this puzzle game is excellent. There’s a huge variety of options, including arcade-style time trials, three different difficulty settings, nine different starting levels, and a two-plater head-to-head made which adds to the game’s lasting appeal. Overall 88%”
Sega Power: “A Tetris clone with a superb challenge mode. Simple and addictive. Overall 4/5”.
Sega Power:“A Tetris clone with superb one-on-one challenge mode. More of an end-of-blast relaxer than a main game. Simple, addictive , but expensive for what it is. Overall 4/5”.
Wizard: “Good puzzle game, drop jewels, like Tetris but a bit better. Overall B+”.
“It’s like Tetris, but better in my opinion. Colourful, challenging and surprisingly addictive.”
What are your memories of Columns? 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.
Hold on to your hats guys, its time to rev that engine, feel the horsepower, and leave your competitors to eat your dust. Glory awaits!
Super Hang-On is a single-player motorcycle racing game developed and published by Sega. Originally released in the arcade in 1987 as a sequel to Hang-On, it would later be released for the following:
1987 – Amstrad CPC, Arcade, Commodore 64, and ZX Spectrum.
1989/1990 – Atari ST, Commodore Amiga, Macintosh, DOS, Sega Megadrive, and Sharp X68000.
2003 – Game Boy Advance (Sega Arcade Gallery)
2010 – Wii’s Virtual Console (2012 in North America)
2012 – Xbox Live Arcade (Sega Vintage Collection)
I chose to review the Sega Mega Drive version found on the Mega Games I (1992) package.
Whilst still similar to Hang-On, there is now a choice of four new tracks, based on the continents of the world. Each continent contains a different number of stages to increase difficulty (Africa = 6 stages, Asia = 10 stages etc.). A turbo button is also available should you need an extra boost.
The Mega Drive version, which I played as part of Sega’s Mega Games I (1992), contains both the full arcade mode, and an original mode. The original mode is a bit more in-depth and allows you to gain sponsorship and earn money to upgrade your motorbike.
I have vague recollections of playing this in the arcade at Folkestone Rotunda Amusement Park when I was a pre-pubescent imp. It had the full arcade set up complete with a replica motorbike that you could sit on and use your weight to lean left or right. Being small at the time, my father would stand at the back of the bike and help me lean it, ensuring I didn’t go flying off.
The bike is easy to control, and the game is easy to learn. The graphics are clean, with brightly coloured sprites making it easy to distinguish yourself from other riders. The backgrounds and time of day change as you move through the stages of the races giving you a real sense of location and distance. At the top of the screen you have information telling you your score, speed, what course and stage you are on, and a countdown dial.
The game can become frustrating when you crash in Arcade mode as there is no way to make the time up again, so you may as well restart the game. I also dislike the time countdown in Arcade mode too. In the arcade one can understand a time limit as you want games that are “quarter guzzlers”, but for gaming at home, it’s just plain annoying. Admittedly I didn’t spend that much time on this game as I’m not a racing fan, but if you are, I am sure that you will enjoy the challenge of this game.
Did I complete the game?
Nope, nowhere near.
What the critics said:
Mean Machines: “A high quality racing game which is a must for speed freaks. Overall 86%”.
Mean Machines:“This cart manages to contain all of the playability of the coin-op, coulpled with slick audio-visuals. Definitely worth getting if you enjoyed the coin-op, or if you’re after a decent Mega Drive game at a bargain price. Overall 90%.”
Sega Power: “Brilliant biking coin-op conversion. Terrific sensation of speed and movement, with good graphics and smooth 3D update. Thrilling to play and lasts for ages. Overall 5/5“.
Sega Power “Another coin-op classic of yesteryear. Fine, but a bit mouldy. Overall 4/5.”
My Verdict:“I’m not a fan of racing games but if you are, this may prove a challenge. Beautiful graphics and scenery too, and enough replay value to make it worth adding to your collection.”
What are your memories of Super Hang-On? 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.