Bonanza Brothers – Review

Revisiting retro video games can be perilous. Over the years, our gaming prowess increases (or decreases for some of us), our tastes change and many games simply don’t age well. This week, I revisited Bonanza Bros., a game that I thought was lots of fun in the early 1990s…after almost 30 years, does the game still hold up?

Title screen (Screenshot taken by the author)

Bonanza Bros. is a 2D shooter platform game created in a 3D style. It was developed and published by Sega for the Arcade in 1990 (U.S. Gold published the game for home computer systems). In 1991, it was released on the Amstrad CPC, Atari ST, Commodore 64, Amiga, Master System, TurboGrafix-CD, Mega Drive, Sharp X68000 and ZX spectrum. For this review, I played the Mega Drive version found on Sonic’s Ultimate Genesis Collection (2009).

In the game, you are hired by the Police of Badville to test the security of buildings around the town where some very valuable objects are housed. These include a mansion, yacht, bank and a casino. To steal the objects, you must use your stealth skills and your wits to evade the security stationed to protect the valuables. Once you have all the valuables, you must reach the roof so that you can be whisked away in a hot air balloon.

Bonanza Bros. can be played in both one and two-player modes. The characters consist of Robo (red) and Mobo (blue). In the European version, they are named Mike and Spike. The two-player mode is co-operative, with the screen split horizontally, allowing both players to explore each level individually.

The graphics are a bit too basic when compared to its contemporaries (Screenshot taken by the author)

The game contains three difficulty settings and allows you to increase or decrease the number of lives you are assigned. This adds a lot of replay value to a game that is pretty short and easy to complete for any gamer with half a brain cell. There is also a time limit of three minutes for each level.

The controls are very simple. You can walk, jump and shoot your gun…that’s it. To make the game a little more interesting, you can move back and forth by one square from the foreground to the background. This enables you to hide behind walls and objects, as well as dodging shots from the guards. When you shoot the guards, they do not die, they are simply stunned for a few seconds. The guards are alerted to your presence when you either walk into their field of vision or if you make a noise near them, such as kicking a soda can. Some guards are armed with riot shields, protecting them from your gunshots. If you are hit by a bullet or if the guards are close enough to hit you with their truncheon, then you lose a life. Running out of time also causes you to lose a life and you must restart the level.

I first played Bonanza Bros. back in the early 1990s when my older brother either borrowed it from a friend or rented it from the local Blockbusters. At the time, I thought it was one of the best games I’d ever played (bearing in mind I was only about nine years old), and was really looking forward to revisiting the game.

Although more enjoyable in two-player mode, the game is too easy and becomes repetitve very quickly (Screenshot taken by the author)

So does the game hold up? Sadly no.

What are the pros?

I think the music is great! Its upbeat, funky a fun, and fits well with the game. I also think it is a game best played in two-player mode, perfect for a parent and child or for an older sibling playing with a younger one.

Some nice little touches to the game come in the form of being able to splat a guard against the wall when you open a door, and a fly buzzing around and landing on you if you stay still for too long.

Now the cons:

The game is very easy, even for less experienced gamers, and the gameplay is so simple that it becomes boring very quickly. Frustratingly, you cannot duck which becomes frustrating particularly in the later levels. Also, for a game that is supposed to be designed around stealth, there is little finesse to it. There are very little consequences to alerting the guards to your presence as all you need to do is stun them and run off screen and they seem to forget you were even there.

The graphics, although quite cute, are below standard, even for 1991. When compared to contemporary games such as Sonic the Hedgehog (1991) and Quackshot (1991), the graphics were found wanting.

Did I complete the game?

Yes, but I don’t think I will be revisiting it very often.

What the critics said:

Mean Machines: “Fans of the coin-op will love this – but others might find the action a little too repetitive. If in doubt, check it out. Overall 82%.[1]

Mean Machines Sega: “Like Alien Storm, this is another superb conversion which is let down by the fact that it is just too easy. The two-player action is fun, but at the end of the day what you need is a challenge, and unless you’re a games novice, this simply fails to deliver. Overall 73%.[2]

Sega Power: “The graphics are faithfully reproduced, the split- screen two-player mode is included and the gameplay, if a bit repetitive, is all there. Overall 4/5.[3]

My Verdict: “This game is not without its charm. Its cute, and quite fun in two-player mode. However, the graphics are below standard when compared to its contemporaries, and the gameplay becomes too repetitive too quickly. Definitely one for younger gamers.”

My Rating:

What are your memories of Bonanza 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.


[1] ‘Mega Drive Review – Bonanza Brothers’. (July 1991). Mean Machines. Issue 10:86-8. (https://archive.org/details/mean-machines-magazine-10/page/n87/mode/2up Accessed 10th December 2019).

[2] ‘Review: Mega Drive – Bonanza Bros’. Mean Machines. (October 1992). Issue 1:137. (https://archive.org/details/mean-machines-sega-magazine-01/page/n135/mode/2up Accessed 16th February 2020).

[3] ‘The Hard Line – Bonanza Brothers’. Sega Power. (October 1991). Issue 23:53. https://retrocdn.net/images/8/89/SegaPower_UK_23.pdf Accessed 10th April 2021).

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 incredible magic when the situation warrants it. I mean, who doesn’t want to play a video game like that?

Titlescreen (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 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.

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. 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.

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, 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”.[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]

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.(https://retrocdn.net/images/6/6e/EGM_US_008.pdf Accessed 23rd September 2020)

[2] ‘Mega Drive Review – Golden Axe’. Mean Machines. (October 1990). Issue 1:42-4. (https://archive.org/details/Mean_Machines_Issue_01_1990-10_EMAP_Images_GB/page/n43/mode/2up Accessed 23rd September 2020).

[3] ‘Review: Mega Drive – Golden Axe’. Game Machine. (March 1990). Issue 28:30-1. (http://amr.abime.net/issue_841_pages Accessed 24th September 2020).

[4] ‘Review: Mega Drive – Golden Axe’. (April 1990) Issue 6:74. (https://archive.org/details/zero-magazine-06/page/n73/mode/2up Accessed 24th September 2020).

[5] ‘Game Reviews – Golden Axe’. Wizard. (January 1993). Issue 17:24. (https://archive.org/details/WizardMagazine017/page/n27/mode/2up Accessed 24th September 2020).

[6] ‘The Hard Line – Golden Axe.’ Sega Power. (October 1991). Issue 23:53. (https://retrocdn.net/images/8/89/SegaPower_UK_23.pdf Accessed 6th October 2020).

Bomb Jack – Review

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.

Title screen (Screenshot taken by the author)

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.

Personally, I think the backgrounds look awesome (Screenshot taken by the author)

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.

Collecting the ‘P’ power block will temporarily turn the enemies into octagonal blocks(Screenshot taken by the author)

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%.[

My verdict:

“A simple but somewhat addictive game. Tight controls, easy to learn and fun to play. Beautiful backgrounds too, especially for a ZX Spectrum!”

Rating:

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.


[1] ‘Reviews – Bomb Jack’. Crash. (April 1986). 27:20-1. (https://archive.org/details/Crash_No._27_1986-04_Newsfield_GB/page/n19/mode/2up Accessed 29th August 2020).

Teenage Mutant Ninja Turtles II: The Arcade Game – Review

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?

Title screen (Screenshot taken by the author)

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.

The graphics are far superior to the original Nes TMNT game (Screenshot taken by the author)

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.

Donatello takes on Bebop (Screenshot taken by the author)

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 Dragon had 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.[1]

My verdict:

“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.”

Rating:

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.


[1] Arcade, J., ‘Proview – Teenage Mutant Ninja Turtles II: The Arcade Game’. GamePro. (December 1990). :106-8. (https://retrocdn.net/images/9/90/GamePro_US_017.pdf Accessed 24th August 2020).

Altered Beast – Review

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?

Titlescreen (Screenshot taken by the author)

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.

After rising from your grave, you must fight your way through a graveyard whilst collecting orbs that turn you into an anthropomorphic beast (Screenshot taken by the author)

“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.

The cutscenes are accompanied by some incredibly eerie gothic organ music (Screenshot taken by the author)

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.

Chicken Stingers, as they are called in the manual, are similar to the pink creatures you ride in Golden Axe, with a similar attack. Does this mean Altered Beast and Golden Axe are in the same universe? (Screenshot taken by the author)

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?

Yes

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%.”[1]

Sega Pro: “For its day, it was amazing – speech, smooth scrolling and lots of playability. However, its finest hour has truly passed. Overall 74%.[2]

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%.[3]

Sega Power: “However much you enjoy the coin-op, give this one a miss. Poor scrolling, jerky animation and limited gameplay. Overall 2/5.[4]

My verdict:

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.

Rating:

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.


[1] ‘Review: Mega Drive – Altered Beast’. Mean Machines Sega. (October 1992). Issue 1:137. (https://archive.org/details/mean-machines-sega-magazine-01/page/n135/mode/2up Accessed 28th July 2020).

[2] ‘Sega Software Showdown – Altered Beast – Mega Drive.’ Sega Pro. (November 1991). Issue 1:19. (https://retrocdn.net/images/7/75/SegaPro_UK_01.pdf Accessed 28th July 2020).

[3] ‘Review – Altered Beast’. The Games Machine. Issue 19:17.  (https://archive.org/details/the-games-machine-19/page/n15/mode/2up Accessed 28th July 2020).

[4] Jarrett, S., ‘The Hard Line – Altered Beast’. Sega Power. (April 1991). Issue 23:52. (https://retrocdn.net/images/8/89/SegaPower_UK_23.pdf Accessed 29th July 2020).

Double Dragon – Review

If memory serves, my first time playing Double Dragon was on the Sinclair Spectrum ZX. I remember loving it and I’m sure this was another game that I played with my dad and my older brother. It has gone down in history as a classic game and I was certainly looking forward to revisiting it again.

Title screen (Screenshot taken by the author)

Double Dragon is a beat-em up developed by Technōs Japan and released in the Arcade in 1987. It was published in Europe and North America by Trade West, coming to home consoles in 1988. Versions have been released on the NES, Master System, Atari 2600, Atari 7800, Atari ST, Amiga, Amstrad CPC, Commodore 64, Game Boy, Mega Drive, Game Gear, ZX Spectrum and Atari Lynx to name a few. It appeared on the Wii Virtual Console in 2008, Nintendo 3DS in 2013 and Wii U in 2013. For this review, I played was the NES version.

You play as twin brothers Billy and Jimmy Lee (Hammer and Spike in the American versions), who must fight their way through the territory of the Black Warriors gang to rescue Billy’s girlfriend Marian. At your disposal are an array of punches, kicks, headbutts, throws and elbow strikes. Along the way, you can temporarily use weapons such as baseball bats, knives, whips and dynamite sticks. There are only four levels, but the game is quite challenging and, at present, I can only make it to level three (I swear I completed this game as a kid!).

(Screenshot taken by the author)

Unlike the arcade, the home console version’s two-player co-operative mode was replaced by alternating play, meaning each player plays the game on their own, which was a poor decision by the game designers. Initially, you are limited to just a few fighting moves but as your gain experience points, more fighting moves become available to you which I thought was a nice touch. Due to the lack of power, the NES could only generate two enemies on the screen at any one time.

The NES version also contains a MODE B for both one and two-players where you can select any character from the game to fight in one-on-one battles which adds some replay value.

The graphics are good, especially the background of level one, and are superior to many contemporary games such as Renegade. The characters are distinctive, but the protagonist looks like he’s barefoot. The controls are easy to learn but aren’t as responsive as they could be. You can’t turn around quickly whilst punching but you can whilst kicking. I’d recommend kicking rather than punching anyway. One annoying part of level three is where you need to jump across a stream but as soon as you land you are hit by an enemy and fall into the water, losing a life.

Oddly, this character looks like The Thing from Marvel’s Fantastic Four (Screenshot taken by the author)

Did I complete the game?

No, I’ve yet to complete the NES version.

What the critics said:

Entertainment Weekly Magazine: “…Double Dragon now has quality as well as content. There are more screens than the arcade, as well as vertical scrolling and the one on one match that is very reminiscent of Karate Champ (thrown in for free!)…This game is worth every penny! DIRECT HIT!”.[1]

Computer and Video Games: “Nintendo unfortunately locks the two-player mode option, but more than makes up for this deficiency with an extra one-on-one Street Fighter-style game included on the ROM. Overall 83%.[2]

Joystick: “Overall 75%”.[3]

Awards:

Best Graphics – Electronic Gaming Monthly “1989 Player’s Choice Awards”[4]

My verdict:

“Double Dragon is a classic title and I don’t know anyone who hasn’t played it. In fact, I’d wager that I have never met a gamer who hasn’t at least heard of it. The game looks good, and there is a nice amount of hand-to-hand attacks and weapons to use. When this game was released, I can imagine it being a great game! However, it loses marks for the lack of a two-player co-op mode and its short length. It is not a game that encourages regular revisits. Sadly, the game is not as good as I remember but then it is always difficult to revisit games.”

Rating:

What are your memories of Double Dragon? 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] Moon, J., ‘Review – Double Dragon’. Electronic Gaming Monthly – 1989 Annual. (March 31 1989). :44. (https://retrocdn.net/images/6/64/EGM_US_BuyersGuide_1989.pdf Accessed on 6th February 2020).

[2] Rignall, J., ‘Mean Machines – Double Dragon’. Computer and Video Games. (December 1988). : (https://ia800604.us.archive.org/view_archive.php?archive=/1/items/World_of_Spectrum_June_2017_Mirror/World%20of%20Spectrum%20June%202017%20Mirror.zip&file=World%20of%20Spectrum%20June%202017%20Mirror/sinclair/magazines/Computer-and-Video-Games/Issue086/Pages/CVG08600175.jpg Accessed on 4th July 2020).

[3] Huyghues-Lacour, A., ‘Double Dragon’. Joystick. (April 1991). 15:112 (https://archive.org/details/joystick015/page/n111/mode/2up Accessed 6th July 2020).

[4] The 1989 “Player’s Choice Awards” – Best Graphics: Double Dragon. Electronic Gaming Monthly – 1989 Annual. (March 31 1989). :19. (https://retrocdn.net/images/6/64/EGM_US_BuyersGuide_1989.pdf Accessed on 6th February 2020).

Robocop – Review

“Dead or alive, you’re coming with me!”

Title screen (Screenshot taken by the author)

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.

A short but well illustrated cut scene kicks the game off (Screenshot taken by the author)

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.

Why unarmed criminals try to take on a cyborg I’ll never know! (Screenshot taken by the author)

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.

Robocop will only use his gun when the threat level increases (Screenshot taken by the author)

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.

My verdict:

“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.”

Rating:

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.

Teenage Mutant Ninja Turtles – Review

“They’re the world’s most fearsome fighting team.
(We’re really hip!)
They’re heroes in a half-shell and they’re green.
(Hey, get a grip!)
When the evil Shredder attacks,
These Turtle boys don’t cut him no slack!”

The Teenage Mutant Ninja Turtles burst onto our TV screens in 1987. I had very mixed feelings towards them. On the one hand, ninjas were cool to most boys when I was a kid. On the otherhand, it coincided with the end of my favourite cartoon series Transformers. Over the next few years their star rose culminating in a trio of mediocre live action films in 1990, 1991, and 1993. With such a high evel of popularity, it was only a matter of time before video games featuring Turtle Power would appear.

A picture containing food

Description automatically generated
Title screen (Screenshot taken by author)

Teenage Mutant Ninja Turtles is a side-scrolling platform game developed and published by Konami in 1989 for the NES (Ultra Games published it for the North American and European markets in 1989 and 1990 respectively). It was later released on the Amiga, Amstrad CPC, Atari ST, Commodore 64, DOS, MSX, ZX Spectrum, and Playchoice 10. For this review, I played the NES version.

The story follows the main objective of the animated series. Leonardo, Donatello, Raphael and Michaelangelo must retrieve the Life Transformer Gun from Shredder in order to return Splinter to his human form.

The overworld map allows you to explore buildings before heading back to the sewers (Screenshot taken by author)

There is a basic intro which shows the Turtles mutating from their smaller selves, before showing the range of moves they can perform. It music over the intro is quite good as to seems signifying the tough attitude of the Turtles. Sadly, the intro is pretty dull when compared to the likes of Batman and Castlevania III.

There are three aspects to the game: A side-scrolling platform part, a swimming part, and top down adventure style part.

The menu screen allows you to see a map of your area, receive instructions from Splinter, and change between the Turtles if their energy is getting too low (Screenshot taken by author)

You begin in the overworld adventure mode, on the streets of the city. There is some catchy music playing whilst you investigate your surroundings. For some reason the energy meter at the bottom flickers, and I’m unsure if that was intentional, to draw your attention to it, or simply an error on the creators’ part. If at anytime you are unsure what to do, you can select the information area where either Splinter or April will explain your task. You can also see a map of the area, and the energy levels of each Turtle. If you need to, you can select which Turtle to use at any time.

When you enter buildings and sewers, you begin the platform part of the game. Which involves battling through enemies from left to right, and interestingly, right to left. Each Turtle is equipped with their respective weapon of either a katana, sai, bow and nunchuks. Along the way they can also pick up weapons such as shurikens with which to throw at the baddies. To gain health, keep an eye out for slices of pizza.

The sewers contain lots of baddies for you to defeat (Screenshot taken by author)

During all levels you can change between Turtles at any time. Each Turtle is distinguishable by their coloured bands and weapons just like the animated series. I tended to favour Donatello because of his long reach and power with the bow.

The gameplay itself is simple. Walk, jump, swing your weapons in various directions, and throw projectiles. Annoyingly, the movement can get a bit choppy and jerky when there are too many enemies on screen.

Occasionally you get a cut scene using a mix of in-game sprites and nicer drawn character close-ups. I feel they could have done better with these cut scenes, they feel lazy and uninspiring.

Some of the baddies are poorly illustrated , and it is unclear exactly what they are (Screenshot taken by author)

In overworld areas, the graphics are clean and colourful. However, some of sprites during the platform section are poorly illustrated and it’s difficult to identify what they are. Some enemies are clearly defined, but others look a bit hazy, and stick out like a sore thumb. The NES is clearly capable of so much more. You only have to look at Duck Tales and Batman to see how naff the platform level sprites are, including the Turtles themselves.

The swimming level is notoriously tough. You need to find and disarm bombs that have been planted to destroy the dam. Although they can breathe underwater (not accurate for turtles but we won’t hold that against the creators), for Turtles, they don’t seem to be able to swim very well, and are hard to control. Often you must swim through tight gaps where “electric seaweed” damages you if you touch it. You also need to evade electric beams and disarm all the bombs before the time runs out.

The swimming level has gone down in history as being very tough to complete (Screenshot taken by author)

The music, though fitting for the game, lacks the recognisable traits of the animated series. The only time you hear anything resembling the original theme at certain times like when you rescue April or finish the swimming level. This is stark contrast to games like Duck Tales where the recognisable theme is present throughout.

The game is notoriously challenging. There are lots of baddies to kill but completing missions with all Turtles and health intact is nigh impossible. If you re-enter buildings and sewers, the levels are reset meaning you have to fight all the baddies again, but this is handy when needing to find pizza to gain health.

Did I complete the game?

No, I just about got past the swimming level.

What the critics said:

Computer & Video Games: “The graphics are great, a bit on the blocky side at times but with lots of colour and some nice additions such as the opening sequence which shows the turtles being transformed into their mutant alter-egos. The game itself is very tough…the high level of difficulty isn’t at all frustrating, in fact it only adds to the overall brilliance of the product. Overall 89%[1]

Electronic Gaming Monthly: Donn – “TMNT wasn’t overly impressive – I thought it would have been much better considering all the hype that t achieved. The game play is there and the graphics are nice, but the whole cart didn’t meet my expectations. It is good, but I was expecting more. Overall 5.75/10.[2]

Nintendo Power: “The sound effects and the music in the tunnels and buildings are excellent…Great graphics and excellent character control in Action Scenes make this an exceptional game…cool storyboard graphics. Overall 4.125/5.[3]

The Games Machine: “The game kicks off to a great start with an oriental tune and some impressive portraits of the turtles. Though, sadly, some of the in-game graphics are a bit iffy and there is the odd screen glitch. Initial playability is high, all the turtle sprites are well drawn and animated and the bad guys present quite a challenge. Overall 86%.[4]

Gamepro: “The absence of a multi-player option detracts from the whole concept of Turtle togetherness, the overall action is average, and it’s nearly impossible to finish with only two continues. Also, although the Turtles look cool, the Foot Clanners’ graphics are a little weak. Turtles Overall 3.8/5.[5]

Raze: “The difficulty factory is set just right; frustrating but nothing to put your Nintendo in physical danger. The graphics are impressive for the NES, with superb use of vivid colours and impressive animation. Overall 87%.[6]

Mean Machines: “Bodacious stuff! Definitely worth shelling out for! Overall 90%.[7]

Awards:

Best Theme, Fun 1989 – Nintendo Power Awards 1989[8]

Best Overall 1989 – Nintendo Power Awards 1989[9]

Most Eagerly Anticipated Game (That Was Released) – Electronic Gaming Monthly Best and Worst of 1989[10]

My verdict:

“TMNT is as tough as I remember. Graphically, the platform levels should have been much better. The gameplay would be great if it wasn’t so choppy, and it was disappointing that the original theme tune didn’t feature more. However, It was still a fond trip down memory lane, and I will certainly pick it up the controller up again at some point to try and beat the game in the future.”

Rating:

What are your memories of TMNT? 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] Rand, P., ‘Mean Machines: Nintendo – Teenage Mutant Hero Turtles’. Computer and Video Games. (June 1990). Issue 104:98-9. (https://archive.org/details/computer-and-videogames-104/page/n97/mode/2up Accessed 20th March 2020).

[2] ‘Review Crew – TMNT’. Electronic Gaming Monthly. (October 1989). Issue 4:10. (https://retrocdn.net/images/6/6e/EGM_US_004.pdf Accessed 20th March 2020).

[3] ‘Previews – Teenage Mutant Ninja Turtles.’ Nintendo Power. (March/April 1989). Issue 5:52-5. (https://archive.org/stream/Nintendo_Power_Issue001-Issue127/Nintendo%20Power%20Issue%20005%20March-April%201989#page/n47/mode/2up Accessed 20th March 2020).

[4] Caswell, M., ‘Reviews – Teenage Mutant Hero Turtles.’ The Games Machine. (July 1990). Issue 32:28-9. (https://archive.org/details/the-games-machine-32/page/n27/mode/2up Accessed 20th March 2020).

[5] Slasher Quan, ‘Pro Classics – Teenage Mutant Ninja Turtles’. Gamepro. (March 1991). Volume 3 Issue 3:28-9. (https://retrocdn.net/images/9/92/GamePro_US_020.pdf Accessed 20th March 2020).

[6] Ellis, L., ‘Reviews – Teenage Mutant Hero Turtles.’ Raze. (December 1990). Issue 2:46-7. (https://archive.org/details/raze-magazine-02/page/n45/mode/2up Accessed 20th March 2020).

[7] ‘NES Review – Teenage Mutant Ninja Turtles’. Mean Machines. (October 1990). Issue 1:62-4. (https://archive.org/details/Mean_Machines_Issue_01_1990-10_EMAP_Images_GB/page/n63/mode/2up Accessed 23rd September 2020).

[8] ‘Nintendo Power Awards ‘89’. Nintendo Power. (May/June 1990). Issue 12:27. (https://archive.org/stream/Nintendo_Power_Issue001-Issue127/Nintendo%20Power%20Issue%20012%20May-June%201990#page/n23/mode/2up Accessed 1st July 2020).

[9] ‘Nintendo Power Awards ‘89’. Nintendo Power. (May/June 1990). Issue 12:28. (https://archive.org/stream/Nintendo_Power_Issue001-Issue127/Nintendo%20Power%20Issue%20012%20May-June%201990#page/n23/mode/2up Accessed 1st July 2020).

[10] ‘Best and Worst of 1989’. Electronic Gaming Monthly – 1990 Video Game Buyer’s guide. Issue 5:19. (https://retrocdn.net/images/d/d5/EGM_US_005.pdf Accessed 1st July 2020).

Street Fighter II – Review

Every once in a while, a game comes along and raises the bar for video games everywhere. In the 70s there was Space Invaders, Pong and Asteroids. In the 80s you had Pacman, Super Mario Bros. and Tetris. In 1991 Street Fighter II hit the arcade and was an instant hit, and people lined up to spend their pocket money for a few minutes of intense action.

Title screen (Screenshot taken by the author)

Street Fighter II Turbo: Hyper Fighting is a competitive fighting game developed and published by Capcom for the arcade and released in 1992. It is part of a sub-series of Street Fighter II games along with Street Fighter II: Championship Edition, Super Street Fighter II: The New Challengers, Super Street Fighter Turbo, and Hyper Street Fighter II: The Anniversary Edition. I will not be reviewing each sub-series instalment individually, so they will all be lumped in together. For this review, I revisited Street Fighter II Turbo: Hyper Fighting version that can be found of the SNES Mini.

Street Fighter II Turbo: Hyper Fighting was also ported to the following:

  • 1992 – Amiga, Atari ST, Commodore 64, Amstrad CPC, Spectrum ZX and PC (DOS)
  • 1994 – CPS Changer
  • 1995 – Game Boy
  • 1997 – Master System
  • 1998 – Saturn and PlayStation
  • 2004 – Mobile
  • 2006 – PlayStation 2, XBox and PlayStation Portable
  • 2018 – PlayStation 4, XBox One, Nintendo Switch and Windows

According to Street Fighter “canon”, Ryu won the first tournament by defeating Sagat. During the battle, Sagat was badly injured by Ryu, hence his chest scar, and suffered a mental breakdown. Later, the story seems to have changed a bit. Now, Sagat was winning the fight quite easily. When Ryu had been knocked down, Sagat offers a hand to help him up. Ryu, possibly affected by the darker nature of his martial art, takes advantage of this show of mercy and performs a Shoryuken to Sagat’s chest. Ryu goes on to win the tournament. Sagat melts away, is recruited by M. Bison and joins Shadaloo (Shadowloo – a powerful and deadly criminal organisation).[1]

There are 12 characters to choose from and the fights take place all over the world (Screenshot taken by the author)

So, we find ourselves entering a second tournament. Who are the competitors?

  • Ryu is the champion of the first tournament and a student of Shotoken karate. Dedicating his entire life to martial arts, Ryu has no home, no family or friends. He wanders the globe testing his skills against other fighters.
  • Ken is also a student of Shotoken karate, but has a huge ego to match his fighting ability. In recent years, Ken has not been training as hard, and is not as sharp as he used to be. A challenge from fellow student Ryu prompts Ken back into action and he enters the tournament.
  • E. Honda is the greatest sumo wrestler of all time and has received the highly prestigious title of “Yokozuna” (Grand Champion). After hearing that the world doesn’t consider sumo wrestling a true sport, he has entered the tournament to prove the them all wrong.
  • Guile is ex-special forces. He was captured and imprisoned, along with co-pilot Charlie, during a mission to Cambodia (or Malaysia depending on which information you read). After months of imprisonment in the jungle, they escaped and began their long trek back to civilisation. Along the way Charlie died, and Guile has been seeking vengeance ever since.
  • Chun-li is an undercover Interpol officer secretly tracking a smuggling organisation known as Shadowloo. The trail leads to the tournament in which she enters, believing that one of the Grand Masters (Balrog, Vega, Sagat or M. Bison) is responsible for her father’s death.
  • Blanka is somewhat of an enigma. From the rainforest of Brazil, he is the source of reported sightings of a creature that is half-man, half-beast. Recently he has been found wandering into cities and fighting whoever dares to confront him.
  • Zangief is a proud Russian. He loves his country and he loves fighting! One of his favourite pastimes is wrestling bears, hence the scars all over his body.
  • Dhalsim has spent a lifetime dedicating himself to yoga. He has a disciplined mind, but now he wishes to enter the tournament to test his fighting skills. Proving himself will help him gain a higher state of consciousness.
  • Balrog (based on boxer Mike Tyson) is a former Heavyweight boxing champion who has been banned from the ring for disobeying the rules. He is very strong and very aggressive, and fights in the streets of Las Vegas for money. He is also bodyguard to M. Bison.
  • Vega is a nobleman by birth, he has spent time blending Ninjitsu with skills learnt while he was a matador. He has been nicknamed the “Spanish Ninja”.
  • Sagat was once labelled “King of the Street Fighters” but has since lost this title due to being defeated by Ryu in the first tournament. Skilled in Muay Thai boxing, he plans to regain his title in this tournament.
  • M. Bison is a mysterious but powerful man. He is the leader of the criminal organisation Shadowloo. He is the ultimate boss that must be defeated to ensure victory.[2]
Fight! (Screenshot taken by the author)

Street Fighter II can be played in one or two-player modes. In one-player mode, once you have selected a fighter, you must battle your way through all the other opponents before fighting the Grand Masters: Balrog, Vega, Sagat and M. Bison. There are eight difficulty settings allowing for less experienced players to practice on easier settings. Each character has their own motivation for entering the tournament, and in order to see each character’s own unique ending, you need to defeat the game on at least level six (as I recall but I may be wrong).

Shoryuken! (Screenshot taken by the author)

Each character is distinct (although nowadays some argue a little stereotyped) and has their own individual fighting styles, except for Ken and Ryu who have the same Shotoken fighting style. The fights take place all over the world with beautifully illustrated and animated backdrops. The music is memorable, with each fighter having their own distinct tune. Some, annoyingly, get stuck in your head.

(Screenshot taken by the author)

Like all great games, Street Fighter II is easy to play but difficult to master. Once the fun of the one-player mode has been exhausted, Street Fighter II really comes into its own with a highly addictive two-player mode. All over the world, you can be guaranteed to bump into people who have memories and stories about late rainy afternoons and nights with friends playing into the the early hours of the morn. Additionally, during one and two-player modes, you can increase the fun and challenge even more by turning the time limit and increasing or decreasing the speed of the game.

Did I complete the game?

I have completed the game in the sense that I have finished the game with all 12 characters and have seen their respective endings. However, I have not defeated the game with all 12 players on the hardest setting.

What the critics said:

Edge Magazine: “If you own SNES SFII it’s still a tricky decision whether you should buy Turbo: at current import prices, probably not. But if you’ve yet to be introduced to the genteel art of street-fighting, and have a few pounds to shed, SFII Turbo is the one to get. Overall 9/10“.[3]

Gamepro: “Despite the minor quibbles with the AI of the computer, the repetitive crowd-noise effect, and the removal Re-Dizzy Combos from CE mode, SF II Turbo is worth every penny for its boss and speed features alone. Overall 5/5“.[4]

Nintendo Power: “This game is a must have for all Super NES players who like action and competition. Overall 4/5.[5]

Electronic Games: “For those looking for a good fighting game, Street Fighter II is the best to date. Capcom should be proud. This translation has no equal. Overall 94%.[6]

Superplay: “Faults? Well, as a one-player game it’s superb, but inevitably has its limits – it’s the two-player game that makes it so great, even trouncing Super Tennis for laughs and general lasting interst. Overall 94%.[7]

Super NES Buyer’s Guide: “Spectacular graphics, great animations and realistic sounds make this a great game to get! Overall 9.3/10.[8]

Electronic Gaming Monthly: Steve: “All the moves, graphics, gameplay and sounds are rolled into a 16-Meg cartridge that will do anything but disappoint fans of the arcade original or fighting games in general. Awesome! Overall 9.5/10.[9]

N-Force: “The smooth animation’s poetry in motion, it’s martial art! Apart from minor control problems which will be remedied with the new joypad, this is everything you could ask for. If you’ve got a SNES you’ve got to get a copy. It’s the game of the year! Overall 96%.[10]

Megazone: “Street Fighter II is already and undoubted classic on the arcades and this classy conversion will be a smash hit for the Super Nintendo. Overall 95%.[11]

Awards:

Best Game of the Year (All Games Systems) & (SNES) – Electronic Gaming Monthly’s Best and Worst of 1992[12]

Best Video Game Ending (All Systems) – Electronic Gaming Monthly’s Best and Worst of 1992[13]

Joint winner of Best Video Game Babe (All Systems) – Electronic Gaming Monthly’s Best and Worst of 1992[14]

Hottest New Character in a Video Game (All Systems) – Electronic Gaming Monthly’s Best and Worst of 1992[15]

Best Trick That Didn’t Work (All Systems) – Electronic Gaming Monthly’s Best and Worst of 1992[16]

According to Wikipedia, Street Fighter II won several more accolades, but as of yet, I have been unable to find the original magazines to verify.

My verdict: “Memorbale characters, memorable music, and fab gameplay. SFII has multiple difficulty levels, plenty of different characters to use, and a competitive two-player mode, giving this game huge replay value. SFII remains close to the hearts of gamers everywhere.”

Rating:

What are your memories of Street Fighter II? 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] Jasper, G., (July 20th, 2018). ‘Street Fighter: Timeline and Story Explained’. www.denofgeek.com. (https://www.denofgeek.com/us/games/street-fighter-v/242133/street-fighter-timeline-and-story-explained Accessed 20th February 2020).

[2] ‘The World Warriors’. Street Fighter II: Turbo Instruction Manual. (March 1991). :14-37. https://www.nintendo.co.jp/clvs/manuals/common/pdf/CLV-P-SABHE.pdf Accessed 20th February 2020).

[3] ‘Testscreen: SNES – Street Fighter II: Turbo’. Edge Magazine. (October 1993). Issue 1:82. https://archive.org/details/EDGE.N001.1993.10-Escapade/page/n81/mode/2up Accessed 21st February 2020).

[4] Quan, S., ‘Super NES ProReview: Street Fighter II: Turbo’. Gamepro. (August 1993). Issue 49:26-35. (https://retrocdn.net/images/0/04/EGM_US_BuyersGuide_1993.pdf Accessed 21st February 2020).

[5] ‘Now Playing: SNES – Street Fighter II’. Nintendo Power. (August 1993). Issue 38:105. (https://archive.org/stream/Nintendo_Power_Issue001-Issue127/Nintendo%20Power%20Issue%20038%20July%201992#page/n113/mode/2up Accessed 21st February 2020).

[6] Camron, M., ‘Video Game Gallery: SNES – Street Fighter II’. Electronic Games. (October 1992). Volume 1 Issue 1:72. (https://archive.org/stream/Electronic-Games-1992-10/Electronic%20Games%201992-10#page/n71/mode/2up Accessed 21st February 2020).

[7] Brookes, J., ‘UK Review: SNES – Street Fighter II’. Superplay. (November 1992). Issue 1:67. (https://archive.org/details/Superplay_Issue_01_1992-11_Future_Publishing_GB/page/n65/mode/2up Accessed 22nd February 2020).

[8] ‘Super NES Review – Street Fighter II’. Super Nes Buyer’s Guide. (July 1992). Volume 1 Issue 2:60. (https://archive.org/details/snes_buyers_guide_002r_-_1992_jul/page/n59/mode/2up Accessed 22nd February 2020).

[9] Steve., ‘Review Crew – Street Fighter II’. Electronic Gaming Monthly. (July 1992). Volume 5 Issue 7:18. (https://retrocdn.net/images/0/04/EGM_US_036.pdf Accessed 23rd February 2020).

[10] ‘Reviewed! – Street Fighter II’. N-Force. (August 1992). Issue 2:48-9. (https://archive.org/details/N-Force_No_2_1992-08_Europress_Impact_GB/page/n47/mode/2up Accessed 23rd February 2020).

[11] Iredale, A., ‘Review: SNES – Street Fighter II’. Megazone. (October/November 1992). Issue :36-7. (https://retrocdn.net/images/5/55/Megazone_AU_24.pdf Accessed 23rd February 2020).

[12] ‘EGM’s Best and Worst of 1992: Best Game of the Year (All Game Systems) & (SNES) – Street Fighter II: Turbo’. Electronic Gaming Monthly’s 1993 Video Game Buyer’s Guide. (1993). :14. (https://retrocdn.net/images/0/04/EGM_US_BuyersGuide_1993.pdf Accessed 21st February 2020).

[13] ‘EGM’s Best and Worst of 1992: Best Video Game Ending (All Systems) – Street Fighter II’. Electronic Gaming Monthly’s 1993 Video Game Buyer’s Guide. (1993). :20. (https://retrocdn.net/images/0/04/EGM_US_BuyersGuide_1993.pdf Accessed 21st February 2020).

[14] ‘EGM’s Best and Worst of 1992: Best Video Game Babe (All Systems) – Street Fighter II’. Electronic Gaming Monthly’s 1993 Video Game Buyer’s Guide. (1993). :20. (https://retrocdn.net/images/0/04/EGM_US_BuyersGuide_1993.pdf Accessed 21st February 2020).

[15] ‘EGM’s Best and Worst of 1992: Hottest New Character in a Video Game (All Systems) – Street Fighter II’. Electronic Gaming Monthly’s 1993 Video Game Buyer’s Guide. (1993). :20. (https://retrocdn.net/images/0/04/EGM_US_BuyersGuide_1993.pdf Accessed 21st February 2020).

[16] ‘EGM’s Best and Worst of 1992: Best Trick That Didn’t Work (All Systems) – Street Fighter II’. Electronic Gaming Monthly’s 1993 Video Game Buyer’s Guide. (1993). :22. (https://retrocdn.net/images/0/04/EGM_US_BuyersGuide_1993.pdf Accessed 21st February 2020).

Super Hang-On – Review

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!

Screenshot taken by the author

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.

Screenshot taken by the author

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.

Screenshot taken by the author

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%.[1]

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%.”[2]

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.[3]

Sega Power “Another coin-op classic of yesteryear. Fine, but a bit mouldy. Overall 4/5.”[4]

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.”

Ratings:

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.


[1] ‘Mega Drive Review – Super Hang-On’. Mean Machines. (October 1990). Issue 1:82-4. (https://archive.org/details/Mean_Machines_Issue_01_1990-10_EMAP_Images_GB/page/n83/mode/2up Accessed 23rd September 2020).

[2] Leadbetter, R.,’Review: Mega Drive – Super Hang-On’. Mean Machines. (October 1992). Issue 1:127.

[3] Jarrett, S., ‘The Hard Line – Super Hang-On’. Sega Power. (April 1991). Issue 23:54.

[4] ‘The Hard Line – Review: Mega Drive – Super Hang-On’. Sega Power. (September 1993). Issue 46:98.