Beneath a Steel Sky – Review

Point and clicks aren’t for everyone. Some find them sleep inducing when what they really want is a high tempo adrenaline fuelled experience. However, even though some of us might enjoy a more relaxed experience from time to time, point and clicks can still be incredibly fun. You are basically taking control of an interactive movie. It still takes a lot of work though. There are puzzles to be solved after all, and they won’t solve themselves!

Beneath a Steel Sky is a point and click adventure game developed by Revolution Software and was published by Virgin Interactive Entertainment in 1994. Originally for MS-DOS and Amiga computers, it would be released for iOS in 2009, Apple Arcade and Steam in 2020, and GOG.com in 2022. For this review, I played the version downloaded from Steam.

Gotta love those early 1990s SCUMM graphics (screenshot taken by the author)

Plot

Beneath a Steel Sky is based in a cyberpunk-themed dystopian future. The Earth is a very different place. Set in Australia and against the backdrop of an economic war, a young boy called Robert is the only survivor of a helicopter crash that occurred in ‘The Gap’, an area outside of Union City. Robert is found and adopted by some of the locals who protect him and teach him the necessary skills to survive in The Gap. Over the years, he learns engineering and robotics, and builds a sentient robotic friend called Joey. Joey’s memories and personality are stored on a microchip and can be installed into other robot bodies to utilise them.

One day, a group of soldiers arrive from Union City. They have been sent by LINC (Logical Inter-Neural Connection), a computer system that runs the city, with orders to take Robert into custody without an explanation as to why. As they fly back to Union City, their helicopter malfunctions, and crashes on the city’s upper level. Robert survives and flees into a recycling plant where he hides from his captors.

Gameplay

Played from a third-person perspective, Beneath a Steel Sky is a standard point and click game with simple controls. Using the cursor, you click on parts of the screen move Robert around the environment, or to look at, or interact with people and items. To progress in the game, you must solve puzzles which involve finding objects that can be combined with one another or part of the environment. When conversing with another character, you can ask questions or make statements using a dialogue tree which either furthers the plot or gives you hints as to how to progress in the game.

Using the mouse, the left button looks at the object or part of environment, and the right button allows you to interact with it. By moving your cursor to the top of the screen, the items in your inventory appear. Again, you can use the right mouse button to select the use of an item and drag it to where or who you wish to us it on.

Like other point and clicks of this era, there are plenty of whacky characters to interact with (screenshot taken by the author)

How Does It Handle?

The game is simple to learn and to control, so you are able to dive straight in. One aspect of the controls I found annoying was that the “looking” button was the left mouse button, and the “action” button was on the right. I would have preferred this to be the other way around as it feels more intuitive for me.

Interestingly, you can actually die in this game, a rarity for point and clicks. Luckily you have infinite lives and you are simply taken back to your last save, so remember to save often.

Graphics

Firstly, I love the comic book style introduction (and ending). It is a great way to start the game and engages you instantly with the background story. The in-game graphics have that typical SCUMM (Script Creation Utility for Maniac Mansion) game look to them, which I love. The characters are all unique and the backgrounds are well designed and really give a sense of what a futuristic dystopian city might look like.

Music and SFX

For the most part, the music in many point and clicks are subtle and atmospheric, and at times, completely forgotten. However, in Beneath a Steel Sky, the music is a prominent feature and is very noticeable throughout. It feels like it is constantly changing from scene to scene to stop it from getting monotonous and there is a good mix of dramatic and playful. I found myself rather enjoying it.

This game has excellent dialogue with an array of accents. It is easy to see why it won an award for its dialogue. I really enjoyed the conversations, especially between Robert and Joey. The SFX in general, as I sit here and write this, I don’t really remember much. There are background noises like when you are walking through the factories, and sliding doors opening and closing but apart from that, I don’t seem to be able to remember much about them.

Inside LINC (screenshot take by the author)

Replay Value

There are two endings to this game. A good one and a bad one. However, both endings were disappointing in my opinion. Although I enjoyed the game, it didn’t make me want to play through it again.

Did I Complete The Game?

Yes, I completed the game but had to use a walkthrough to assist me several times.

What The Critics Said:

PC Gamer Online: “A slick, funny, and absorbing adventure that will appeal to a wide variety of gamers–two thumbs up! Overall 91%”.[1]

Awards:

1995 Best Dialogue – PG Gamer[2]

1995 Best Adventure – The Golden Joystick Awards 1995[3]

Verdict

“In my head, I imaged Beneath a Steel Sky to be a serious point and click. I didn’t expect the humour and quirky characters. The game looks great too, has memorable music and excellent dialogue. Not much in the way of replay value, but if you like point and clicks, you can’t go wrong.”

Rating

What are your memories of Beneath a Steel Sky? 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] Poole, S., (December 1994). ‘Beneath a Steel Sky’. PC Gamer Online. (https://web.archive.org/web/20000311190200/http://www.pcgamer.com/reviews/178.html accessed on 13th January 2023).

[2] Petitte, O., (September 24, 2012). ‘Return to Rust: Beneath a Steel Sky 2 Confirmed’. (https://www.pcgamer.com/beneath-a-steel-sky-2-confirmed/ accessed 13th January 2023).

[3] Chalk, A., (24 September 2012). ‘Revolution Confirms Beneath the Sky a Steel Sky 2’. The Escapist.  (https://web.archive.org/web/20140203035828/http://www.escapistmagazine.com/news/view/119762-Revolution-Confirms-Beneath-a-Steel-Sky-2 accessed 13th January 2023).

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PGA Tour Golf II – Review

In the early 1990s, EA Sports quickly made a name for themselves as the producers of the most realistic sports videogames. Their PGA Tour Golf (1990) release set the standard for how realistic and additive a golf videogame could be. The question was: could EA Sports produce a sequel to PGA Tour Golf (1990) that maintained the high standard set by the first instalment but have enough differences to make purchasing copy worthwhile?

PGA Tour Golf II is a sports simulation game developed by Polygon Games and published by EA Sports for the Mega Drive in 1992. A version was released on the Game Gear by Time Warner Interactive in 1995. For this review, I played the Sega Mega Drive version.

(screenshot taken by the author)

Plot

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

Gameplay

With up to four players, there are several modes to play:

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

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

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

The courses you can choose to play include:

TPC at Avenel

TPC at Eagle Trace (New)

TPC at Sawgrass

TPC at Scottsdale (New)

TPC at Southwind (New)

PGA West Stadium

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

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

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

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

A new feature includes a Draw/Fade option allowing you more control over your ball when evading sand bunkers and water hazards.

There is also the new “Hole Browser” feature which allows you to really inspect the course, scrutinize the hazards, and plan the best approach to the green.

PGA Tour Golf (1990) (screenshot taken by the author)
PGA Tour Golf II (screenshot taken by the author)

How Does It Handle?

Very little has changed from PGA Tour Golf (1990). The controls are easy to learn. It’s the execution that proves difficult, but that is what makes the game so frustrating yet addictive.

Graphics

The graphics have improved since PGA Tour Golf (1990). The sprites are more detailed, and the swing animation is smoother and looks more realistic. The courses look better too with more differentiation between the light rough and heavy rough. I also think there are more varieties of trees of which are more detailed. The HUD looks slicker too.

When compare to its 16-bit console contemporaries, I think the sprites and courses look much better than Pebble Beach Golf Links (1992).

Music and SFX

Nice, upbeat pieces of music can be heard over the title screen, at the beginning of each tournament, and at the start of each hole which suits the game. In my mind, it is reminiscent of music that would be heard on Prime Time TV over the intro montages to sports TV programmes. There is no music whilst playing your rounds of golf which I prefer.

SFX are very minimal too. You’ll hear the occasional bird tweeting, the ‘thwack’ as you strike the ball, when ball when it lands, an applause when you putt in the hole, and the frustrating splash as the water lands in a water hazard. You don’t need more than this for a golf game. Less is more in this case.

Use the 3D mapping to read the green (screenshot taken by the author)

Replay Value

Like most sports games, this really comes into its own in multiplayer mode. The addition of the Skins Challenge is certainly something that will have you returning time and again. Add to that, the game is tough but strangely addictive. It is also a relaxing game which can be played in a semi-sedate manner.

Did I Complete The Game?

You can’t complete this game as such. I guess “completing” it would be winning all the tournaments. The best I ever did was place third in the TPC at Scottsdale.

Personal Memories

I used to own this game as a kid, and my father and I would regularly play the Skins Challenge. I was also better than my father at this game and after a few holes…and a few bogeys on his part…he would make an excuse along the lines of “I better get on with some jobs your mum wants me to do.” and would resign from the game, a little to my annoyance.

What The Critics Said:

MegaTech: “Seven 3D courses based on real-life PGA Tour venues are the setting for this prime golf simulation. Multi-player and skins tournaments, on-screen advice form the pros, battery game save – this cartridge is just loaded with features. Overall 94%.[1]

My Verdict

“Arguably, one of the best 16-bit golf games of its time. It looks great but don’t be fooled by its serene atmosphere. It is challenging enough so that you won’t get bored easily, and addictive enough to keep you coming back for more, especially in multiplayer mode.”

Rating

What are your memories of PGA Tour Golf 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] Game Index – PGA Tour Golf 2‘. MegaTech. (October 1993). Issue 22:101.

PGA Tour Golf – Review

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

Title screen (screenshot taken by the author)

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

Plot

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

Gameplay

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

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

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

TPC at Sawgrass (Florida)

TPC at Avenel (Maryland)

PGA West Stadium (California)

Sterling Shores (Fictional)

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

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

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

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

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

How Does It Handle?

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

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

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

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

Graphics

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

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

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

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

Music and SFX

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

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

Replay Value

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

Did I Complete The Game?

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

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

What The Critics Said:

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

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

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

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

My Verdict:

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

Rating:

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


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

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

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

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

Arnold Palmer Tournament Golf – Review

In the 1980s, game developers cottoned on to the fact that celebrity endorsements help increase game sales. Beginning with Atari’s Pele’s Soccer (1980), it wasn’t long before names and likenesses of other celebrities such as Bruce Lee (albeit posthumously) and Daley Thompson soon appeared on video games. The quality would vary, however, and a celebrity endorsement was not always a guarantee of a good game.

Title screen (screenshot taken by the author)

Arnold Palmer Tournament Golf (Naomichi Ozaki Super Masters in Japan) is a golf game developed and published by Sega and released in 1989. AS far as I know, the game has not been ported or re-released at a later date and so the Mega Drive version was the only option I have to review the game. 

Plot

As with most sports games, there is no plot other than you must compete against other golfers to win the tournament. To win the tournaments, you must finish each hole in the least number of shots.

Gameplay

Played in single or two-player modes, you can choose to play practice rounds or full Tournament Mode. Practice Mode can be played with one or two players, and you have a choice to play any of the three courses. The Tournament consist of 12 rounds of 18 holes played over three different courses located in the US, Japan and Great Britain. As you progress, you earn money based on your standings at the end of each round. This money can be used to upgrade your clubs from the default black carbon to the better glass fibre and ceramic clubs. Your skill level also increases allowing for greater distances with your shots and your caddy offers better advice for each shot.

Most of the rounds of are played as normal stroke play golf, in that you simply have to get around the course in the least number of shots. However, rounds seven and eleven are played as match games where you play against one other golfer. All you need to do is finish the hole in less shots than it takes your opponent. If, at the end of the tournament you are tied, you will play a sudden death game where the first golfer to win a hole, wins the match.

When it is your turn to address the ball, the HUD becomes split. On the left, you’ll see an overview of the hole and on the right, you’ll see your golfer and the caddy standing with their golf bag. There are three black boxes on the screen displaying various pieces of information. The top left box consists of the number of the hole, distance from the pin, and the hole’s par length; the top right box is the caddy’s advice; and the bottom right box displays your name, the number shot you are on and the club you are going to select. When you press ‘A’, a fourth black box will appear with the options to get Advice, to see the Green, or to see the Score. Press ‘A’ again, and all the black boxes will disappear, and a weathervane will appear showing the wind speed and direction. Press ‘A’ again and the weathervane disappears and an image of how the ball lies appears. Press ‘A’ again and the lie of the ball disappears, and picture of your club appears. You can use the direction button to search for the club you wish to choose. Press ‘A’ again and you will then be shown the stance of your golfer. Again, using the direction button you can adjust the stance allowing your golfer to deliberately ‘slice’ or ‘draw’ the ball. Press ‘A’ again, and the weathervane will appear once more as will the power gauge, and a small yellow arrow on the horizon. The direction button controls the yellow arrow and allows you to aim where you wish to hit the ball. You then press ‘A’ and two white markers begin to ascend on the power gauge. A third white marker will remain in the bottom third of the power gauge. Once they reach your desired power, you press ‘A’ again. The left marker will stop, and the right marker will begin to descend. You then press ‘A’ a third time to stop the descending marker in line with the stationary marker in the bottom third of the power gauge. Your player will then strike the ball. The progress of your hit ball can be seen on the overview map on the left. You will then be told where the ball lands (E.g., fairway, rough, sand bunker), and the process starts all over again. When you land on the green, the view changes to a near bird’s eye view. The lighter areas of the greens are higher than the darker areas of the green. Pressing ‘A’ will make arrows appear on parts of the green which shows you the direction of the slopes.

To help you during the rounds, you have a caddy who offers advice to you before you take a shot. At first, the advice simply states distance left to the hole. As you progress through the game, the caddy begins to offer more advice regarding how the ball lie and various landmarks and hazards on each hole of the course.

Excellent graphics and beautifully detailed (screenshot taken by the author)

How Does It Handle?

For the most part, the game is easy to pick up and play, but you will need the instruction manual to remind yourself of the maximum distance of each club. Adjusting your strength of shot and direction based on wind speed and direction takes some getting used to but adds a sense of realism to the game. Sometimes the wind works in your favour, other times it works against you. The putting is the hardest part as each increment of the putting gauge equals one yard. Add slopes into the mix and the speed with which the power increases in the power gauge, and you can be forgiven for missing some seemingly straightforward puts. I much prefer the way the greens can be viewed in PGA Tour Golf (1991) but I still prefer it to Power Golf (1989).

One of the things I found frustrating was the HUD display. The remaining distance to the hole wasn’t displayed at all times. Once you play your first stroke, you only need to know the remaining distance and to be reminded of the par of the hole. You don’t need reminded of the hole length. The annoyance of having to constantly click the ‘A’ button and then the ‘B’ button to go back and forth does become tiresome after a while. I actually prefer the HUD display for PGA Tour Golf (1991) and Power Golf (1989) which displays all the information all the time.

Oddly, there is an inaccuracy between the map of the hole and what you can see on the right screen when the ball has struck. Many a time I have struck a ball into an area and the ball is seemingly on the fairway but it is in fact in a bunker or in the rough. For example, on hole 13 of one of the courses, I forget which, the ball was lying on the fairway according to the right section of the screen but on the map sections, it showed I was in the bunker. It was rather annoying at times.

Graphics

I think the game looks great. The colours are vibrant, and the sprites move in a very realistic way. The courses are clearly defined so that you can differentiate between the fairway, rough, sand bunkers and trees. I think I actually prefer the way the courses look here than I do with PGA Tour Golf (1991), which looks a tad bland for me, or Power Golf (1989), which looks a bit too cartoony for me.

Halfway through each course, you have a tea break where you are greeted with one of several animations of Sega Master System hero Alex Kidd playing golf. He is joined by Opa-Opa of Fantasy Zone fame.

Oddly, the backgrounds of the courses do not vary and so the courses are not visually distinctive. This is very disappointing as it would have been a great opportunity to design courses based around styles and fashions from those nations: mountains for the USA and cherry blossom trees and some pagodas for Japan. These may come across as stereotypical, but the visuals would have been a nice way to differentiate the courses.

It is also disaapointing that there is only one player face to choose from and that you cannot change the colour of the jersey. The only colour change is a palette change when you compete against another opponent.

Music & SFX

Music plays throughout in the form of an upbeat and bouncy number which doesn’t really lend itself to the sedate nature of a golf game. I do like the music, but If I’m honest, I prefer silence with the occasional bird tweeting and the gentle ripple of applause from the crowd as you bag another birdie. There is a satisfying noise as you sink your ball and a nice little applause from the crowd, but I found that I just turned down the sound and listened to my own music or podcasts as the music and noise aren’t really needed for the game. Weirdly, there is a slight delay of sound when you hit the ball.

Replay Value

For golfing fans in particular, I think this game has lots of replay value. Picture a relaxing evening with a beer or cup of tea, maybe a bit of light music on in the background whilst you play a genial game of golf. Two-player mode will also ensure that level of competitiveness amongst friends remains ignited.

Apparently, there is a secret Fantasy Zone level hidden within the game. To find it, allegedly hit the ball 100 times on the first hole without putting in. You then enter up, up, down, down, left, right, left, right, B and A on the game over screen. However, I’ve never had the patience to do this and so cannot confirm if this is true.

Did I Complete The Game?

As of yet, I have never won the overall tournament but I have won the GB Pro Tournament and earned a nice set of fibre glass clubs for my troubles.

“Driving for show, putting for dough” (screenshot taken by the author)

What The Critics Said:

Mean Machines: “More fun than Bruce Forsyth, better looking than Tarby, and more strokes than Cecil Parkinson. Overall 83%.[1]

Raze: “The whole game is slickly designed and beautifully executed. Arnold Palmer may sound like a boring old fart to you, but he’s got one hell of a game to play. Overall 89%.[2]

Sega Pro: “One of the first and still one of the best. Accurate graphics, good sound and heaps of playability make this an impressive golf simulation, but PGA Tour Golf plays a lot better. Overall 83%.[3]

Sega Power: “Impressive looking game with convincing 3D courses, good player animation and a hidden Fantasy Zone Game! Simple play-style grows dull so seasoned golfers should go for PGA Tour Golf instead. Overall 3/5.[4]

Verdict:

“I think this is a solid golf game. Lovely colours and animation, and the game is surprisingly addictive. There is a fair amount of replay value and I’d wager than you’ll be paying your golf fees again and again with this one.”

Rating:


[1] ‘Mega Drive Review – Arnold Palmer’s Golf’. Mean Machines. (December 1990). 3:58-60.

[2] Ellis, L., ‘Reviews – Arnold Palmer’s Tournament Golf’. Raze. (February 1991)4:60-61.

[3] Proview – Arnold Palmer’s Tournament Golf’. Sega Pro. (November 1991). 1:37.

[4] ‘The Hard Line – Arnold Palmer Tournament Golf’. Sega Power. (October 1991). 23:52.

Zaxxon – Review

Zaxxon holds the accolade of being the first arcade game advertised on television.[1] A 30 second commercial was created by Paramount for around $150,000.[2] The advertising seems to have had the desired effect as the game was a commercial success and one of highest earners for arcades between October 1981 and September 1982.[3]

Zaxxon is an isometric shooter developed and published by Sega for the arcade in 1982. Over the next three years, Zaxxon was ported to the following: Aaple II, Atari 8-bit family, Atari 2600, Atari 5200, ColecoVision, Commodore 63, Dragon 32, IBM PC compatibles, Intellivision, MSX, Sega SG-1000, TRS-80, TRS-80 Color Computer, and the ZX Spectrum. Over the years, it has ben emulated to many consoles. For this review, I played the version found on the PlayStation 3 as part of Sonic’s Ultimate Genesis Collection (2009).

Plot

You must pilot a ship through a series of heavily defended space fortresses, destroying as many enemy buildings and crafts a possible.

Gameplay

The aim of the game is to earn as many points as possible buy hitting various targets throughout the levels. Danger comes threefold: You must evade enemy fire, evade walls and electrical fields, and be careful not to run out of fuel. To replenish your fuel, simply destroy fuel drums when you see them. Each level also contains a certain number fo enemy planes. If you destroy all the enemy planes then you are rewarded with bonus points.

Zaxxon consists of three levels played in a loop which increase in difficulty as the game progresses. Level 1 is a fortress that you must fly through, level 2 is a battle in outer space, and the third is also a fortress culminating a boss battle at the end.

At several points throughout the fortesses, you will need to ascend or descend to fly through gaps in their defensive walls. To gauge height, your ship casts a shadow and the HUD displays a sort of altimeter.

How Does It Handle?

I think the game handles well. The controls are responsive, but it is very easy to ascend or descend unintentionally which can cause you to crash. This difficulty in judging height can become frustrating. You also need to keep pressing the fire button so be prepared for your thumb to get a workout.

Graphics

Zaxxon has been credited with being the first game to use axonometric projection which emulates 3D from a third-person viewpoint.[4]

I think the levels look really good. There is a good array of colours and detail to the levels. No complaints here.

Music and SFX

There is no music in this game, but there is a permanent sort of white noise in the background adding to the illusion of flying in space. However, the predominant noise you will hear is the pew-pew sound when you fire, followed by booms as you destroy your targets. Also, during your dogfights, when an enemy locks on to you, you will hear a distinctive beep, reminding you to perform some evasive manoeuvres.

Replay Value

If you like this game and have a competitive nature, you will return to this game often. It is a pity that there is no two player option.

What The Critics Said:

At present, I have yet to find a contemporary review. Wikipedia claims that an article from Computer and Video Games magazine has given Zaxxon a position review but upon reading the article they do no such thing. They simply describe how the game is played.

My Verdict:

“I didn’t spend that much time on this game as I just didn’t enjoy playing it. The graphics and SFX are good, and the gameplay is fun if you like this sort of game. I’m not saying this game is bad, far from it. It just wasn’t for me.”

Rating:

What are your memories of Zaxxon? 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] Wolf, M.J.P., ‘A Brief Timeline of Video Game History’. in eds. Wolf, M.J.P. The Video Game Explosion: A history from PONG to Playstation and Beyond. Connecticut: Greenwood Press. pxviii.

[2] Harmetz, A., (Saturday, July 3rd 1982). ‘Movie Themes Come to Video Games’. Star-News.

[3] ‘Industry News – AMOA Announces Jukebox and Games Awards Winners’. Cashbox. (October 30th, 1982). :37.

[4] Therrien, C., ‘Graphics in Video Games’. in eds. Wolf, M.J.P. The Video Game Explosion: A history from PONG to Playstation and Beyond. Connecticut: Greenwood Press. p240.

Space Harrier – Review

“Welcome to the Fantasy Zone. Get Ready!”

Title screen (screenshot taken by the author)

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

Plot

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

Gameplay

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

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

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

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

How Does It Handle?

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

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

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

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

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

Graphics

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

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

Music & SFX

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

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

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

Replay Value

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

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

Did I Complete The Game?

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

Spoiler Alert!

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

What The Critics Said:

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

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

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

My Verdict

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

Rating

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


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

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

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

Shinobi – Review

I can’t speak for females, but I would wager that most boys (and men come to think of it) have fantasised about being a ninja at one point in their lives. The idea of being a stealthy assassin dressed in black and wielding “cool” weapons such as nunchaku, shuriken, and kusarigama is an appealing fantasy…until you realise the amount of training and self-discipline one would need to achieve such expertise. Thank God for video games, eh?

Titlescreen (screenshot taken by the author)

Shinobi is a side-scrolling hack-and-slash action game. It was developed and published by Sega and released in the arcade in 1987. It was ported to the following:

  • Master System (1988)
  • Amiga, Amstrad CPC, Atari ST, Commodore 64, NES, PC Engine (Japan only) and ZX Spectrum (1989)
  • Wii Virtual Console and Xbox Live Arcade
  • PlayStation 3 and Xbox 360 as part Sonic’s Ultimate Genesis Collection (2009)
  • Nintendo Switch as part of Sega Ages series (2020).

Plot

The evil Zeed Terrorist Organization have kidnapped young students who belong to the clan of ninja master Joe Musashi. Joe must battle through a number of levels dodging gunshots and flying swords in order rescue his students.

Rescue the hostages by walking into them (screenshot taken by the author)

Gameplay

The controls are very basic. You can walk, crouch, jump and attack. Depending on your proximity to the enemy will determine if your throw a shuriken or kick. There is only one movement speed, but you can jump into the background and back into the foreground to evade enemies and save your students. You have an unlimited supply of shuriken and when you rescue certain hostages, they are replaced by a gun. You can also find a katana to replace your melee attack too. If things gets too tough, you can use your ninjitsu attack, but only once per level. Your ninjitsu attack changes Depending on the level: thunderstorm, tornado, or doppelganger.

Although you can harmlessly bump into enemies, this is a one hit kill game. If you are killed, the stage begins again minus the hostages that you have saved (if you saved any that is). This game has infinite continues and you will simply restart the stage (apparently this does not happen if you run out of lives on the final stage though).

Each level has a time limit of three minutes. You can gain points by finishing the stage quickly, and refraining from using your special attacks or melee attacks. After each boss, you will fight in a bonus game where, from a first-person perspective, you must throw shuriken at encroaching enemy ninjas. Winning this bonus round will gain you an extra life.

Complete the bonus stage to gain an extra life (screenshot taken by the author)

How Does It Handle?

This game handles incredibly well. The controls are very responsive allowing you to duck or jump and evade enemy attacks. Also, the ability to jump to and from the background adds an element of tactical gameplay too. The game isn’t as fast and furious as The Legend of Kage (1985) but I think the characters look and move more realistically.

The bonus stage was a nice little addition too, to break up the gameplay and offer something a little different.

One of the frustrating aspects to the game are the beige coloured enemies who guard the captives. They have three attacks: they swing their sword, throw their sword at you, or throw their sword in the style of a boomerang. It is difficult to determine what the sword is going to do.

Also, I found the first boss much tougher than the ones at the end of stages two and three. It was incredibly difficult to judge the flight of the fireballs that he shoots.

Graphics

The graphics aren’t ground-breaking but I still I think the game looks good. The sprites aren’t, as detailed or as colourful as the likes of Rastan (1987) or Ninja Gaiden (1988) but I prefer them to The Legend of Kage (1985) and Captain Silver (1987). There is enough detail about the sprites to make them interesting to look at. Th levels and backgrounds are good too, but not very memorable.

Music and SFX

The main music from the first two stages and the boss battle have a good beat and fits very well with this style of game. It returns for later stages and is quite memorable for me, but the other music from the game doesn’t seem to stick in my mind.

I like the voice over stating the mission numbers at the beginning and end of each mission as well as the “Welcome to Bonus Stage” introduction to the bonus stage. The SFX in general are fine. There are no annoying sounds or trings that drive you nuts.

Upgrade your shuriken to the more powerful pistol (screenshot taken by the author)

Replay Value

I think there is replay value to this game because, although it is very difficult, it is very fun to play and I can see myself returning to again.

Did I Complete The Game?

No, as of yet, I cannot get past the first stage of mission four.

What The Critics Said:

Computer & Video Games: “Fast moving and very challenging, Shenobi is well worth playing. I particularly liked it for the controls which weren’t too complex. A straightforward kick and punch game with bags of action.” No rating.[1]

Sinclair User: “Conventional combat ideas – but the gameplay makes up to make a winner. Overall 8/10.[2]

Commodore User: “Shinobi doesn’t break much new ground but nevertheless bares the hallmarks of a coin-op wow. It’s tough, but not so tough that you lose interest. It combines several different kinds of shoot ‘em and beat ‘em up action in one well thought out, well executed game. It looks good, it plays brilliantly and it’s coming to an arcade near your soon. Overall 8/10.[3]

Verdict:

“I like this game. It’s fun and it’s the sort of game I would have spent all my money on in the arcades. There’s nothing ground-breaking about it but there doesn’t need to be. Good music, good graphics…simply a solid game.”

Rating:

What are your memories of Shinobi? 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 Action – Shenobi’. Computer & Video Games. (March 1988). Issue 77:92-3.

[2] ‘Coin-Ops – Shinobi’. Sinclair User. (June 1988). Number 75:83.

[3] Kelly, N., ‘Arcades – Shinobi’. Commodore User. (February 1988). Number 54:104.

Fantasy Zone – Review

In this world of almost unlimited access to video games through emulation, we forget sometimes that once certain games were only released in selected countries. I myself used to own a Honey Bee, which allowed me to play Japanese games on my Mega Drive. Although ported to consoles around the world, as far as I can tell, the Fantasy Zone arcade cabinet could only be found in Japan. It proved very popular in Japan and so it is anyone’s guess as to why it was never exported to Europe or the US.

Title screen (screenshot taken by the author)

Fantasy Zone is a side-scrolling shooter developed and released by Sega. It was released for the arcade in 1986 and was later ported to the Master System, MSX, NES, Sharp X68000 and PC Engine. Each port contained slight alterations to the game. Later releases include:

  • PlayStation 2 as part of Sega Classics Collection (1996), although there were some very noticeable changes to the graphics.
  • Sega Saturn as part of Sega Ages (1997)
  • Mobile devices in 2002 and 2003
  • Virtual Console (2008)
  • PlayStation 3 and Xbox 360 as part of Sonic’s Ultimate Genesis Collection (2009)
  • Nintendo 3DS (3D port) as part of 3D Fantasy Zone: Opa-Opa Bros. (2014).

For this review, I played the version found onSonic’s Ultimate Genesis Collection (2009).

Unlike many other side-scrolling shoot ’em ups, you can turn and fly in the other direction (screenshot taken by the author)

Plot

The Fantasy Zone, a solar system with 8 planets, is under threat from the evil Menons who are using foreign money, acquired by illicit means, to build a force of flying monsters. You must destroy the Menons and recover as many coins as possible along the way.

Gameplay

You control a sentient spaceship called Opa-Opa. Armed with your Twin Shot gun and single bombs, you have 8 stages to conquer. In each stage you must destroy 10 specific ships in order to collect the coins they drop. Once you have collected all the coins from one planet, you can move on to the next…after a boss battle, of course. Oh, and unlike many shooters I’ve played, this one allows you to turn around and fly in the opposite direction.

Throughout the stages, you will occasionally see a balloon which has the word ‘Shop’ written across it. Flying into these balloons will allow you access the shop where you can spend your hard-earned coins on upgrades and weapons:

Shot Type Upgrades:

  • Wide Beam – Damages over a wider area than your Twin Shot
  • Laser Beam – Incredibly powerful laser
  • 7-Way Shot – Shoots in 7 directions at once

Bomb Type Upgrades:

  • Twin Bombs – Launches two bombs at once
  • Fire Bombs – When it hits its target, it fires out a blast in two directions destroying everything in its path
  • Smart Bomb – Damages every enemy on the screen
  • Heavy Bomb – Drop to smash through anything it comes into contact with.

Speedup Parts (Each upgrade allows your ship to fly faster):

  • Big Wings
  • Jet Engine
  • Turbo Engine
  • Rocket Engine

Other:

  • Extra Life

Weapons and bomb power-ups contain a limited number of ammo. When they run out, your ship will revert back to your default weapon.

Beware, one hit from an enemy and your ship will get destroyed, losing any power-ups you have bought!

Don’t be fooled by the cutsie appearance, this game is tough (screenshot taken by the author)

How Does It Handle?

The controls are very responsive, allowing you to quickly evade enemies. You can keep your thumb on the fire button to release a steady stream of fire, or quickly tap the fire button for more rapid fire.

As the levels progress, the main enemies you need to kill require more hits to be destroyed and the screen becomes busier with smaller enemies increasing the level difficulty.

Graphics

This game is very bright and colourful. There is plenty to look at and take in and the many enemy creatures are nicely illustrated and animated. At first glance, you can be forgiven for thinking this is aimed at kids. After all, compared to the likes of Alcon, Darius and Lifeforce (also released in 1986) the graphics have a very cartoon-like feel. These graphics will sit well with some but not with others who may desire a more adult look to their games.

Music and SFX

I quite like the music. It has a good beat and I found myself bopping along to it as I attempted to evade the many flying enemies. The change in tone to a lower register for the boss battles adds a feeling of danger. You find yourself saying “Right, here we go”.

When shooting the enemies where you gain the main coins from, the noise changes slightly which I thought was a nice touch, and there is a satisfying ‘boing’ sound when you blow up the smaller flying enemies.

Replay Value

There is an addictiveness to this game as well as an element of competition in two-player mode. It is a pity that two players can’t play at the same time but it is understandable as it would likely take away the option to scroll the screen in both directions.

As the levels progress, the main enemies take more shots to kill (screenshot taken by the author)

Did I Complete The Game?

At present, I can only get to the third planet.

What The Critics Said:

At present, I have been unable to find a contemporary review for the arcade version.

Verdict

“It may look cute, but it doesn’t play cute. This game is a real challenge! Bright and colourful, with nice music, its simplicity is also its appeal.”

Rating

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

Alien Syndrome – Review

Sadly, I was a bit too young to experience the heyday of the arcade. Being born in 1983, the closest arcade we had was at the Rotunda Amusement Park in Folkestone, England. My parents took me there a handful of times but mainly for the rides. We only ventured into the arcade to play a few games. I remember playing either Hang-On or Super Hang-On where my father had to help me shift my weight on the bike to steer. I also recall a clay pigeon shooting game, but we mostly stuck to playing pinball machines. By the time I began to venture into arcades on my own as a teenager, many of the games had been replaced by fruit machines. There was still a good selection of video games but my pocket money would never last as long I wished it to. Nowadays, the Rotunda has long since gone, and the nearest arcade is over 20 miles away. C’est la vie!

Title screen (screenshot taken by the author)

Alien Syndrome is a run and gun game that can be played in single-player or two-player co-op mode. It was developed and published by Sega and released in the arcade in 1987. A year later, it would be ported to Amiga, Amstrad CPC, Atari ST, Commodore 64, NES (published by Tengen), Master System and MSX. Later ports also appear on the ZX Spectrum in 1989, Game Gear and Sharp X68000 in 1992. For this review, I played the arcade version found as part of Sonic’s Ultimate Genesis Collection (2009).

Plot

An alien fleet has appeared in our solar system and has captured a large number of humans. You must travel from ship to ship and rescue 10 captives from each one before a bomb explodes killing all on board.

Gameplay

You can play as either Ricky or Mary (or both in two-player mode). As you run around the ship looking for captives to free, you will encounter many weird and hostile aliens. You are armed with a gun and will find many power-ups along the way including flame throwers and lasers. Once you have rescued enough captives, you will be told to head for the exit. Once through the exit, you will encounter a boss battle. Once that boss is defeated, you will head to the next alien ship. However, there is time limit so be careful you don’t take too long rescuing the captives. To rescue the captives, simply walk into them.

Shoot those blobs! (screenshot taken by the author)

How Does It Handle?

The controls are tight, much needed for a game of this sort. You are able to fire in eight directions and there is a nice array of different weapons, each with their own merits. These can be found by looking for metallic doors with letters painted on them (L for Laser etc.). You can’t hurt your partner or the captives so I’d recommend pounding that fire button!

Each level also contains maps that are attached to the walls. When you walk near one, a small map appears which shows the exit and locations of the other captives.

This game is very difficult and unforgiving, and you will die a lot! It’s one of those games that older gamers would tell younger gamers about whilst stating things like “Games were harder when I were a lad!”. The difficulty does diminish the fun a little, but I think that if you had a dedicated friend who was willing to play a few hours with you, I reckon it would be completable.

Graphics

The graphics look good. Certainly not as colourful as the likes of Gauntlet (1985), but the backgrounds and levels are certainly more detailed and interesting to look at. There are also levels (like Level 3) where enemies rise and fall giving the game a real feeling of depth. The enemy sprites are more detailed and are nicely animated too.

Music & SFX

At the beginning of every level, a robotic voice states “The time bomb is set!” which is a nice touch as it adds to the tension of the level.

The music is there, but I think you become so engrossed in what’s going on that it is easy to forget it’s there. Add to that the constant zapping from your weapons and I think your brain seems to filter the music out. I’m sure you would miss it though if it wasn’t there.

Replay Value

There are many ways to increase the difficulty of the levels including adjusting the difficulty setting, number of lives and by reducing the time limit. The two-player co-op mode also adds to the replay value because it is quite a fun game to play with a friend.

Don’t be fooled by this weird brain-type thing, the bosses are tough (screenshot taken by the author)

Did I Complete The Game?

No. At present, I can’t get past the second boss on my own and couldn’t get past Level four in two-player mode.

What The Critics Said:

Computer & Video Games: “It is a classic L and R job with the usual high strains of play and presentation expected from Sega. Overall 8/10.[1]

My Verdict:

“This game is tough…but fun. You just enjoy running around the levels blasting away to your heart’s content, especially in two-player mode.”

Rating:

What are your memories of Alien Syndrome? 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] ‘Mean Machines – Alien Syndrome’. Computer & Video Games. (April 1988). Issue 78:23.

Altered Beast (Arcade) – Review

One of the great things about emulation is that you get to play arcade games that you didn’t get the chance to experience first time around. Compared to their console ports, the arcade versions usually had better graphics and sound…but are a lot harder!

Title screen (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. I have already reviewed the Mega Drive version of Altered Beast (1989). For this review, I played the arcade version found on Sonic’s Ultimate Genesis Collection (2009).

Smash your way through a graveyard filled with the undead (Screenshot taken by the author)

Plot

“Rise from your grave!” commands 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.

Gameplay

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 Gothic organ that plays over the cutscenes is awesome (Screenshot taken by the author)

How Does It Handle?

Interestingly, there are one or two differences between the Mega Drive version and the arcade version. For example, the punching and kicking is noticeably slower in the arcade version. This all changes, however, once you transform into your beastie. Your speed increases significantly and you pretty much fly around the screen, which you don’t do when playing the Mega Drive version. The arcade version also sees a slight delay when you try to jump higher because our hero crouches briefly before leaping. This adds an element of realism to the game but takes some getting used to.

Graphics

Being an arcade version, the graphics are obviously superior to any of the console ports, especially where the backgrounds are concerned. The sky on Level One, for example, blends the different shades of blue seamlessly, and the sprites themselves are smoother and more detailed with more vibrant colours. The two-headed dogs, for instance, are more defined and you can actually see what they are. As a kid, I thought they were some kind of bull. When you kill an enemy, rather than just explode, bits of their broken torso fly at the screen towards you which is a gory but cool touch. The animations for when you transform into your beast look great and your attacks are better illustrated and animated. I also like the fact that when you are greeted by Neff at the end of the level, you actually see him grow before he turns into the boss which is a nice little addition. After the boss fight, Neff’s head appears and sucks the orbs out from you, returning you to your puny self. The blue field that surrounds you whilst he does this looks great.

Music and SFX

The music itself isn’t all that memorable but I do like the way that for each level, it starts off quite understated but jacks up when you transform into your beast, and for when you fight the boss battle. The best music from this game, though, comes during the cut scenes. When the purple disc appears showing the various stages of Neff’s ritual, a creepy, Gothic organ plays over the top. It certainly sends a shiver down my spine.

When you collect an orb, your hero proclaims “power up” as he grows into a more muscular version of himself. This is so iconic that I’d wager any gamer worth their salt upon hearing that soundbite would be able to tell you what game it came from.

I also like when you meet Neff and he states, “Welcome to your doom!”. In the arcade version he actually sounds scary, as oppose to the raspy greeting you get on the Mega Drive.

Collect three orbs and become magical beast (Screenshot taken by the author)

Did I Complete The Game?

Yes

What The Critics Said:

The Games Machine: “Altered Beast is an interesting coin-op in that while not being a highly visual game like Space Harrier, Out Run and the like, it offers enough in its gameplay warrant a good play. Overall Positive.[1]

Commodore User: “…the gameplay really doesn’t vary greatly, or increase markedly in toughness. Still, a cleaver game, and still worth a few tens of anybody’s money.  Overall 7/10.[2]

My Verdict:

“Although the graphics are clearly superior to any port version, the action when you’re human is slowed down and gives the game a laboured pace. Disappointing really as even the arcade version falls short of what could’ve been so much better.”

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] ‘Confrontation Co-op – Altered Beast’. The Games Machine. (November 1988). Issue 12:30-1.

[2] Kelly, N., ‘Arcades – Altered Beast’. Commodore User. (September 1988). Issue 60:94-5.