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.

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Vectorman 2 – Review

By 1996, there had been a sharp decline in the titles being released for the Mega Drive. Creators were clearly favouring the next generation of consoles such as the PlayStation, Sega Saturn, and Nintendo 64. However, due to the success of its predecessor, Vectorman returns for a second adventure. The question is, will it receive the same plaudits as the first instalment?

Title screen (screenshot taken by the author)

Vectorman 2 is a single player run and gun platform game and the sequel to Vectorman (1995). It was developed by BlueSky Software and published by Sega for the Mega Drive in 1996. For this review, I played the version found on Sonic’s Ultimate Genesis Collection (2009).

Plot

After defeating Warhead and foiling its plans to kill the humans when they returned to Earth, Vectorman resumes his normal duties. One day whilst completing the routine task of accompanying a sludge barge, his ship is hit by a missile of unknown origin. Vectorman survives the crash landing and finds himself near a research facility. As he investigates the origin of the missile, he discovers a population of mutant insects that have taken up residence in the research facility. The insects show clear signs of a destructive nature towards the Earth, but it is unclear who is controlling them. Vectorman must destroy the insects to once again save Earth.

Use Vectorman’s built-in weapon to destroy the mustant insects (screenshot taken by the author)

Gameplay

Vectoman can run and jump, and fire a weapon from his hand. Whilst at the apex of his jump, he can use his Boot-Blasts to gain even more height. These Boot-Blasts can also be used to cause damage to enemies when ignited. The game consists of seven parts, divided into 22 scenes.

Weapons

Whilst battling through the levels, Vectorman can temporarily acquire other weapons including:

  • Laser – Allows rapid fire.
  • Energy Shot – Solid beam of incredible power.
  • Super Energy Shot – More powerful than the Energy Shot, can ricochet of walls and also break through tiles.
  • Pulse – Fires in a more dispersed range. The second most powerful weapon Vectorman can use.
  • Overkill – A single shot which destroys everything onscreen.

Morphs

At times, Vectorman can also morph into the following:

  • Helicopter – Helps him hover and control his descent.
  • Skates – Enables him to travel through level at high speed.
  • Tornado – Helps Vectorman spin very fast for a limited time causing destruction to whoever comes into contact with him.
  • Tank – Pure firepower.

Power-Ups

Some enemies drop Assimilation icons which temporarily allows Vectorman to take on the characteristics of that enemy:

  • Shell Bug – Shield.
  • Scorpion – Attack using a deadly stinger.
  • Rhino Beetle – Charge through walls and into enemies.
  • Tick – Destroy your enemies by giving them a mighty wallop.
  • Fireant – Fireball.

Other Power-Ups include:

  • Multipliers x2, x3, x5, x10 – Multiplies points earned respectively.
  • Health Point – Restores one health ball.
  • Full Health – Fully restores health.
  • Max Health – Increases number of health balls.
  • 1-Up – Extra life.
  • Milestone – If you die, you will restart the level from this point.
  • Extra Time – Gives you extra time on the level.
  • Power Sacks – Destroy these to get power-ups inside.
  • Photons – Collect these for points. If enough are collected, you will be taken to a bonus round.
(screenshot taken by the author)

How Does It Handle?

The controls are exactly the same as its predecessor. They are tight, and responsive and the game is easy to just pick up and play. I really liked the changes in enemies from the robotic minions of the first game to the mutant insects of this game. It emphasises that you are facing a different challenge and helps differentiate the two games. The addition of different morphs and the ability to take on the characteristics of some of your enemies makes for a more interesting game too.

Graphics

The graphics of the Vectorman’s sprite look a little more refined in my opinion. There seems to be a new sheen to our hero. The levels look good…not spectacular but good. The mutant insect’s look ok, and the bosses look pretty good. One nice touch is that when you are in dark caves and Vectorman fires his gun, the area around him lights up.

Music and SFX

The music was ok, but it was quite forgettable. What I did like was the introduction of Vectorman’s robotic voice which I can’t remember from the first game. When he picks up new weapons and power-ups, he speaks but I couldn’t for the life of me understand what he was saying. It was still cool to hear though. There is also more differentiation between the sounds of the weapons when fired.

Replay Value

Vectorman 2 has three diffficulty settings but other than that, and there isn’t much to keep you coming back time and time again fter completing it a few times.

Did I Complete The Game?

No, I got to the last boss and died.

What The Critics Said:
Electronic Gaming Monthly: “No surprises here. Vectorman 2 is a solid side-scrolling platform game that will keep players busy for a few weekends. It’s levels-which include above-and below-ground areas-are huge and allow for a lot of exploration. Although the graphics are rarely outstanding, they’re always decent (and often very dark, as well). Boss monsters look especially good Many are so huge they fill the screen in fact, most of the game’s enemies look pretty cool. What really calls attention to this title, though, is its soundtrack, a booming techno-beat that sounds nothing like the static-ridden music pumped out by most genesis games. Overall 29/40.[1]

GamePro: “It’s simple mindless fun – just like the good old days. Vectorman 2 is the most addicting Genesis game this year…and it may be one of the last, so enjoy! Overall 19.5/20.[2]

Awards:

Electronic Gaming Monthly – Genesis Game of the Year 1996[3]

My Verdict:

This is another solid action-platformer. Very fun to play and challenging enough more experienced gamers. There is enough to make this game different enough from its predecessor

Rating:

What are your memories of Vectorman 2? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.


[1] ‘Review Crew – Vectorman 2′. Electronic Gaming Monthly. (November 1996) Issue 88:90.

[2] Scary Larry. ‘Genesis Proreview – Vectorman 2 GamePro. (December 1996). Volume 09 Number 12 Issue 99:154.

[3] ”The Best of 96′.  Electronic Gaming Monthly. (March 1997). Number 92:86.

Vectorman – Review

It is always confusing when you come across a game that you’ve never heard of before and it’s awesome. Why? Because you begin to wonder why you haven’t heard of it before! Why were these games not championed more by creators, critics, and gamers alike? I wonder whether Vectorman’s late arrival to the scene was simply overshadowed by the focus on the next generation of consoles. Had Vectorman been released just a year or two earlier, it may have been given higher regard by the gamer community.

Title screen (Screenshot taken by the author)

Vectorman is a single player run and gun platform game developed by BlueSky Software and published by Sega. It was released on the Mega Drive in 1995 and would later appear on a number of compilations such as Sonic Gems Collection (2005) for the GameCube, Sega Genesis Collection (2006/7) for the PlayStation 2 and PlayStation Portable, and Sonic’s Ultimate Genesis Collection (2009) for the PlayStation 3 and Xbox 360. It was also released on the Wii Virtual Console in 2007 and on Steam in 2018 as part of the Sega Genesis Classics Pack. It was also included on the Mega Drive Mini in 2019. For this review, I played dthe version found on Sonic’s Ultimate Genesis Collection (2009).

Plot

In the year 2049, the Earth is one big cesspit of pollution and toxic waste. Humans decide to leave Earth and seek a new home to colonise. In the meantime, they create robots known as “orbots”, designed to clean up the mess whilst the humans are away. Raster, a highly advanced orbot, is accidentally connected to a nuclear weapon by a lesser orbot. This turns Raster from a benevolent orbot into the psychopathic machine known as Warhead. He is hellbent on ruling Earth himself and plans the execution of humans once they return to Earth.

Vectorman is a lesser orbot whose job is to clean up toxic waste and dispose of it in the sun. He was off planet when Raster became Warhead and returns to find the planet in a state of chaos. Vectorman decides that he should try to stop Warhead’s evil plans.

Vectorman has a built-in gun in his hand (Screenshot taken by the author)

Gameplay

The game consists of Vectorman fighting his way through 16 levels, battling Warhead’s minions on the way. At his disposal is his built-in gun, which he uses to destroy the baddies or to blow-up the TV screens that offer power-ups. The weapon power-ups include:

  • Rapid Fire: Keep the fire button held down to produce a continuous stream of bullets.
  • Wave: Useful for killing enemies not directly in your line of sight.
  • Bolo: Fires a bit rotating ball.
  • Orb: Can be used only one and designed to kill all nearby orbots in a huge explosion.
  • Nucleus Shield: Temporary invincibility. Once it runs out, you also lose your previous weapon power-ups.

Note: Shooting downwards whilst falling, will slow your descent.

Other power-ups include:

  • Health Point: Fills one ball on your health indicator.
  • Full Health: Fills all balls on your health indicator.
  • Max Health: Increases number of balls on your health indicator.
  • 1-Up: Gives you an extra life.
  • Milestone: Should you die, you restart the level where you picked this up.
  • Extra Time: Adds time to the count down.
  • Photons: Pick these up for extra points.
  • x2: Multiples points by 2.
  • x3: Multiples points by 3.
  • x5: Multiples points by 5.
  • x10: Multiples points by 10.

Vectorman can also pick up morph icons that will transform him into other types of robots to help him advance in the level:

  • Drill: Allows you to break through certain floors.
  • Bomb: Explosion will kill nearby enemies and destroy certain walls and floors.
  • Jet: Enables you to fly higher than you can jump.
  • Fish: Enables you to swim faster than you can run.
  • Missile: Enables you to break through certain ceilings.
  • Parachute: Allows you to slowly descend with greater manoeuvrability.
  • Buggy: Can be used as a battering ram to break through certain walls.

Vectorman has the ability to jump a little higher by tapping the jump button again whilst when he reaches the top of his initial jump. This will briefly ignite rockets in his feet which also causes damage to enemies.

Destroying satellite dishes allow you access to bonus stages. However, to destroy these you first need to find and destroy the shield generators which are hidden throughout the levels.

(Screenshot taken by the author)

How Does It Handle?

The game is quite chaotic at times and there is a lot on the screen to take in, and at first, I had no idea what was going on. However, there is lots of fun to be had charging through the levels and blasting all the baddies. I feel it would have been better to have the view zoomed out a little more so that you can take in more of the level.

Graphics

The Vectorman sprite looks awesome and the movements are incredibly fluid. When you move into dark areas, your sprite also goes dark, but you can still see red flashing lights on his body, face and extremities that remind us that he is a robot. This was a nice touch. I also liked the lightning flashes on Day 12.

Most of the backgrounds for the levels looked good, but I just felt that they lacked something. Maybe they just weren’t full of vibrant colour that I have been used to with so many Mega Drive games. Then again, maybe the drabness was to emphasise the polluted state the Earth is in. Even so, the flags flying in the breeze in particular look very realistic.

Music

The game contains electronic techno dance music throughout which I though suited the game very well.

Replay Value

The game has three difficulty settings Lame, wicked, and insane which offers some relay value. However, although the end of level scores state whether you picked up all the photons and destroyed all the TV screens, there is no difference to the outcome of the game if you do destroy all TV screens and pick up all the photons. I think this is a missed opportunity to add something more to the game encouraging gamers to return to it.

Did I Complete The Game?

Yes, but so far, only on the Lame setting.

What The Critics Thought?

Electronic Gaming Monthly: “It seems like Sega has a new mascot. Vectorman offers graphics that make it look like it’s on a system other than the Genesis. The animation is really smooth. Surprisingly, VM excels in the control department. It doesn’t have anything really new, but it plays well. The gameplay is fast, and the action generally is intense but not frustrating. Think of Strider with a gun. The audio is just right. Overall 33/40.[1]

GamePro: “Your 16-bit system isn’t dead yet, and Vectorman is the reason why! This entertaining platform game is tough, but it rewards you with tons of fun. Overall 19.5/20.[2]

Awards:

GamePro Editor’s Choice Awards 1995 – Best Genesis Game[3]

GameFan’s 1995 Megawards – Genesis Game of the Year[4]

GameFan’s 1995 Megawards – Best Genesis Action Platformer[5]

My Verdict:

“This is a fun game. Lots of charging through levels blasting everything in sight with an array of weapons. It’s a beautiful looking game with a solid soundtrack. My only criticism is the lack of replay value for me. Definitely worth your time though!”.

Rating:

What are your memories of Vectorman? 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] ‘Vectorman’. Electronic Gaming Monthly. (November 1995). Number 76:42.

[2] ProReview – Vectorman‘.GamePro. (November 1995). Issue 76:70-1.

[3] Editor’s Choice Awards 1995‘. GamePro. (February 1996). Issue 79:26.

[4] ‘GameFan’s 1995 Megawards’ GameFan. (January 1996). Volume 4 Issue 1:106.

[5] ‘GameFan’s 1995 Megawards’ GameFan. (January 1996). Volume 4 Issue 1:104.

Sonic Spinball – Review

In a bid to cash in a franchise’s success, creators will often produce spin-off games that are usually inferior in quality to the main releases. Many would argue that these games are simply cheap and awful. However, occasionally you will find spin-offs such as Dr. Mario (1990) and Dr Robotnik’s Mean Bean Machine (1993) that are actually worth owning (although this is likely because the Tetris (1984) like format had already been tried and tested and found to be successful). How would a Sonic themed pinball game fare?

Title screen (screenshot taken by the author)

Sonic the Hedgehog Spinball is cross between a platformer and a pinball game. It was developed by Sega Technical Institute and published by Sega. It was released in 1993 for the Sega Mega Drive and in 1994 for the Game Gear and Master System. It has also had multiple re-releases on the following:

  • Sonic Mega Collection (2002) – GameCube, PlayStation 2, Xbox and PC
  • Sonic’s Ultimate Genesis Collection (2009) – PlayStation 3 and Xbox 360
  • Sega Smash Pack – PC (1999), Dreamcast (2001), and Game Boy Advance (2002)
  • Sonic Gems Collection (2005) – GameCube and PlayStation 2
  • Wii Virtual Console (2007)
  • iOS and Steam (2010)

For this review, I played the Mega Drive version found on the Sonic’s Ultimate Genesis Collection (2009).

Sonic acts like a pinball throughout most of the game (screenshot taken by the author)

Plot

On the Planet Mobius, the evil Dr. Robotnik is putting his latest dastardly scheme into action. He has created the Veg-O-Fortress, a monstrous machine built into Mount Mobius so that it can draw energy from the volcano via the lava flow. His plan is to trap the wildlife of Planet Mobius and convert them into mindless machines. Knowing that Sonic and his friends may soon try to foil his plans, he has created a Pinball Defense System to protect his latest invention. As Sonic and Tails approach the mountain in their plane, they are shot down. After escaping a watery grave, Sonic must play the Pinball Defense System to destroy the Veg-O-Fortress and save Planet Mobius.

Although I think Sonic’s moving reflection is good, these bonus stages are a bit pointless (no pun intended) (screenshot taken by the author)

Gameplay

The levels are designed to simulate a pinball machine. You control Sonic and although he acts like a pinball for most of the game, there are times when you can walk/run. The aim of the game is to collect the Chaos Emeralds which will destabilize Mount Mobius and destroy the Veg-O-Fortress. After gaining all the Chaos Emeralds from one level, you must then fight and destroy one of Robotnik’s many boss machines.

There are only four levels:

The Toxic Caves – This is where Robotnik dumps his industrial waste. When you gain the Chaos Emeralds, Scorpius awaits. 

Lava Powerhouse – The heart of the Veg-O-Fortress where the lava-powered generators lie.

The Machine – This is where the inhabitants of Planet Mobius are held captive and where they are transformed into machines.

Showdown – Grab the last of the Chaos Emeralds and flee before the Veg-O-Fortress explodes.

At the end of every level, Sonic will enter a bonus stage which is also designed like a pinball machine. but where the view is different, and the object is to simply score as many points until you lose all three balls.

Up to four players can join in the fun but like pinball machines in real life, each player must wait their turn until the previous player loses a ball (Sonic dies).

The game also features some play firming elements too (screenshot taken by the author)

How Does It Handle?

Sonic’s move set is the same as it would have been in Sonic the Hedgehog 2, in that can still do the Spin Dash. However, when falling off an edge, Sonic will perform a Cliffhanger Flip that allows him to pull himself to safety. You can even control Sonic’s trajectory to a certain extent. For example, if he is falling back to the flippers, you can press left or right to make him veer in that direction which is incredibly helpful at times.

One incredibly annoying aspect to the game is that if Sonic dies, the level is reset and so you have to go through the whole rigmarole of pulling levels or opening doors again. I understand that arcade pinball machines are like this, but I think the realism actually is a detriment to the video game.

Graphics

I think the game looks great! The levels and sprites are colourful and very detailed. I particularly like the bonus stage where you can see Sonic move in the reflection which is a nice touch. However, when you defeat a boss and they begin to explode, the explosions can make the game slow down and blocks of exploding graphics can disappear.

Music & SFX

The music is pretty good and fits the game well. The funky music of first level in particular is distinctive enough to get stuck in your head.

Oddly, the sound Sonic makes when he performs a Spin Dash has changed. It no longer sounds like a bandsaw speeding up but more the sort of sound one would associate with a jumping action. You’ll know what I mean when you hear it.

Replay Value

This game does have some replay value. As well as the multi-player option, you can also change the speed of the game. I also find myself returning to this game generally. There is something about it which draws you back.

Did I Complete The Game?

No, I haven’t yet gotten past Level 3.

What The Critics Said:

Electronic Gaming Monthly: “Sonic Spinball is definitely a new setting for the hedgehog and there are points for originality, but the overall execution of the game seems like an afterthought. The scrolling of the pinball boards is choppy and it’s hard to control what you want to do. As a plus, the boards are huge with lots of nooks and crannies with items to seek out. It’s worth a look. Overall 28/40.[1]

GamePro: “Some animals just refuse to walk out into the roadway when their time is up. Sonic is one of those critters, but, fortunately, the wizards of Sega have come up with a fun, fast and frenetic pinball game to offset all that running and jumping. Overall 17.5/20.[2] 

Mean Machines Sega: “Eminently playable, and full marks for the ingenious approach to pinball, but Sonic Spinball is not the Twix of Megadrive games. One bite and it’s gone. Overall 81%” .[3] 

Electronic Games: “Spinball’s graphics and sound, while not as impressive as Sonic 2, are very good…The sound and music effects not only maintain the game’s internal rhythm but also provide audio game clues. No Rating.[4]

Entertainment Weekly: The first, a video pinball game in which Sonic is the ball, boasts a terrific concept but an ultimately flawed execution — Sonic often moves like a leaden marble. Overall C.[5] 

MegaTech: “Sonic Goes Pinball with five huge levels and a good feel from the flippers and Sonic-ball. Fun and very addictive – the first four levels are pretty easy, but the last one’s dead hard. Not really enough there to warrant the asking price. Overall 86%”.[6]

My Verdict:

“I must confess, I actually like this game even though I can’t complete it and find it incredibly frustrating and cheap at times. It looks great, sounds great, and although the scrolling isn’t as smooth as it could be, I find that this game draws me back again and again. It has a certain charm that warrants a better reputation.”

Rating:

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


[1] ‘Review Crew – Sonic Spinball’. Electronic Gaming Monthly. (December 1993). Number 53 Volume 6 Issue 12:48.

[2] Scary Larry. ‘Genesis ProReview – Sonic Spinball‘. GamePro. (January 1994). Volume 6 Number 1:48-9.

[3] ‘Megadrive Review – Sonic Spinball’.  (December 1993). Number 14:70-2.

[4] ‘Video Game Gallery – Sonic Spinball’. Electronic Games. (January 1994). Volume 2 Number 4:90.

[5] Strauss, B., (February 11, 1994). Entertainment Weekly. (https://ew.com/article/1994/02/11/sonic-cd-sonic-chaos-sonic-spinball-sonic-3/ Accessed 13th January 2022).

[6] ‘Game Index – Sonic Spinball’ MegaTech. (May 1995). Issue 42:30-1.

Ristar – Review

By 1995, 16-bit gaming was in its descendancy. The PlayStation and Sega Saturn had been released, demonstrating the future potential for video gaming to the world. The 32-bit era had arrived!!! Technology had finally reached a stage where 3D polygonal graphics were actually beginning to look good, and gamers were demanding longer more complex challenges. However, there were still a few gem 16-bit games in the wings, waiting to make their appearance.

Title screen (screenshot taken by the author)

Ristar is a single-player platform game developed and published by Sega and released on the Mega Drive for 1995. You can also find this game on various Sega compilations on systems such as the PlayStation 3 and 4. For this review, played the version found on Sonic’s Ultimate Genesis Collection (2009).

In a far-off galaxy, a band of space pirates led by their tyrannical leader Greedy is brainwashing the leaders of a nearby solar system and forcing them to do his bidding. On the planet Flora, Ristar, son of a captured space hero has pledged to travel from planet to planet to rescue his father and free all the brainwashed leaders which will in turn loosen Greedy’s power.

Superb graphics! (screenshot taken by the author)

There are seven worlds for you to save from Greedy:
 
Planet Flora
Planet Undertow
Planet Scorch
Planet Sonata
Planet Freon
Planet Automation
Greedy’s Space City

Ristar’s unique way of attacking any foe he encounters is by extending his arms to grab them and bring them towards him in what can only be described as a headbutt. Since his hands can be made to extend in all directions, this can make for some incredibly acrobatic gameplay.

There are times in the game where you will come across a Star Handle. By grabbing this, Ristar proceeds to swing like a gymnast. By pressing a direction button you can pick up speed until tiny stars start to appear. This indicates that Ristar is now a shooting star and when he lets go of the bar, will fly at great speed and will be able to reach very high places as well as kill any enemy he comes into contact with. You will find Star Handles at the end of each level where the higher you exit the screen the more points your earn.

There are also hidden Star Handles that allow you access to bonus stages. Each bonus stage has a treasure that you must find within a time limit. I’m unsure if collecting all these treasures makes a difference to the ending of the game.

Along the way you will find power-ups to help you on your journey:

Little Star – Yellow and black gives you an extra life, and black and white helps you through traps.
Restore Star – The gold star adds one more hit to your Gold Star count and a silver star resets your Gold Star count to four hit points.
Yellow Jewel – Collect these to gain points.

Ristar is an incredibly acrobatic sprite (screenshot taken by the author)

This game is fun and very enjoyable to play. Oddly there is no run button, so Ristar will always run at the same speed (unless using the Star Handle, of course). The controls are easy to learn but that doesn’t detract from the gameplay as there are plenty of enemies and handholds to grab thorughout the levels allowing Ristar to show off his agility. The controls are tight and the physics of the game are easy to get used to. However, one annoying aspect to the gameplay is that when you kill and enemy, Ristar backflips. You have no control over this and it leaves him vulnerable if another enemy is nearby.

For the most part the game is easy enough, although, I found the boss at the end of Planet Freon difficult to get past and it took me several attempts to defeat it.

Unlike many platformers which keep to the same formula of simply running and jumping through the levels, there is a puzzle aspect to Planet Sonata. You must find metronomes and take them to weird singing bird creatures that block your way.

There is little argument about it. This is one of the most beautiful Mega Drive games you will see. The levels are incredibly detailed and colourful with multi-layered parallax scrolling, and the sprites look superb. on occasion when Ristar is sliding on ice, or jumping from springs, he rotates which allows the Mega Drive to show of its graphics capability.

During the swimming levels when Ristar swims deeper, the screen becomes darker as it would in the real world adding a touch of realism to the game. Although, it would make sense to keep a circle around him which is brighter since he is a star and he emanates light. Ristar swims very well and doesn’t need to breath underwater either…which is a relief to platformer fans everywhere no doubt.

When Ristar has been standing still for too long, he begins to amuse himself in different ways depending on the planet you are on. For example, on Planet Freon, he will begin to make a snowman.

I can understand how this game has been criticised for being a Sonic the Hedgehog clone. The animations that appear at the beginning of every level telling you the stage are almost identical to what you would see in Sonic. The music, whilst being upbeat and enjoyable to listen to also reminds me of the Sonic franchise. This doesn’t bother me though as good music is good music.

Did I complete the game?

Not yet, I couldn’t get past Planet Automation.

What the critics said:
Computer & Video Games: “At first glance it just doesn’t have any original features, which is the real lifeblood of a decent jumpy game like Ristar. However, despite the absence of any real gaming inspiration so far as the format goes, Risatr is actually a pretty darned playable title. Overall 83%.[1]

Electronic Gaming Monthly: “An excellent new character, Ristar requires more technique than the typical run-and jump action titles. The stages are very colourful, with good graphics and control. The sounds could be a bit pumped up. Overall 38/50.[2]

Next Generation: “Ristar borrows heavily from Sega’s other budding mascot, Dynamite Headdy, but it still contains enough original gameplay, solid action, and fun to escape the ‘copy-cat’ labl and be one of 1995’s more promising games. Overall 3/5.[3]

Games World: “Beautiful and enjoyable platform adventure in true Sega style. No attempt is made to hide the fact that Ristar takes most of its influence and style – no all of its influence and style from the Sonic games. The idea for his telescopic arms has been lifted from Dynamite Headdy, (although he didn’t use his arms mush of course). Very playable but maybe a little easy to finish. Overall 83%.[4]

Mean Machines Sega: “Likeable, if not exactly lovable, and pretty interpretation of the old platform chestnut. Now does anyone have some new ideas? Overall 84%.[5]

Sega Magazine: “A highly polished platform game. Not up there with Headdy or Earthworm Jim, but Ristar has its own charms. Worth giving a try. Overall 87%”.[6]

Sega Power: “Far too close to Sonic to be judged on its own merits. It’s not as good as Sonic either – which doesn’t help. Overall 74%.[7]

Sega Pro: “A promising debut by RIstar, this guy will go far. Good stuff, but a touch more originality would have made it even better. Overall 90%.[8]

My Verdict:

“I really enjoyed playing this game. It looks gorgeous, is fun to play, and has a good soundtrack. It shows how incredible 16-bit games can look.”

Rating:

What are your memories of Ristar? 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] ‘CVG Review – Ristar’. Computer & Video Games. (February 1995). Issue 159:66-7.

[2] ‘Review Crew – Ristar’. Electronic Gaming Monthly. (February 1995). :36. 

[3] ‘Rating Genesis – Ristar’. Next Generation. (March 1995). Issue 3:101.

[4] Reviews – Ristar‘. Games World. (March 1995). Issue 9:12.

[5] ‘Mega Drive Review – Ristar’. Mean Machines Sega. (February 1995). Issue 28:60-2.

[6] Mega Drive Review – Ristar’. Sega Magazine. (January 1995). Issue 13:889.

[7] ‘Mega Drive – Ristar’. Sega Power. (March 1995). Issue 64:50-1.

[8] ‘Review Mega Drive – Ristar’. Sega Pro. (February 1995). Issue 41:40-1.

Kid Chameleon – Review

16-bit consoles are never short of platform games, all with varying degrees of popularity and success. Once you have a game like Sonic the Hedgehog, all platformers will naturally be compared to it. Originality isn’t always easy to produce and so many will naturally fall short.

Title screen (screenshot taken by the author)

Kid Chameleon is a platform game developed and published by Sega. It was released for the Mega Drive in 1992 and latterly as part of the Sega Smash Pack 2 (2000) for the PC, Sega Genesis Collection (2006 for the PlayStation Portable and the PlayStation 2, on the Wii Virtual Console in 2007, and Sonic’s Ultimate Genesis Collection (2009) for the Xbox 260 and PlayStation 3, and on the Sega Forever service in 2017.

The Samurai helmet transforms you into Red Stealth (screenshot taken by the author)

In an unnamed town in the US, a new and exciting game has hit the arcades. Wild Side uses holograms to create a fully immersive video gaming experience, much like the holodeck from Star Trek. Soon children start to go missing once they enter Wild Side and they are never seen again. It is soon discovered that the boss of the game, Heady Metal, has escaped the confines of his programming and is kidnapping the children once he defeats them at the game. Kid Chameleon is the toughest and coolest kid in town. He agrees to take on the challenge of Wild Side, defeat Heady Metal and rescues the children imprisoned within the game.

The controls are simple. You can walk, run, crawl and jump. Like many platformers, you need to hit the blocks from below to gain whatever bonus is inside. The bonuses you receive will increase your time, contain different helmets to transform you and gain different abilities, and diamonds. Collecting diamonds helps energise your abilities. If you have 2, 5, 20 or 50, then you can engage your Diamond Power which is dependant on what sort of helmet you are wearing. You can also find Ankh’s which give you extra lives and coins which give you extra continues. Once you collect a helmet, you will automatically transform into a new character and will be bestowed unique abilities.

There are nine helmets that Kid Chameleon can wear, and they all have unique powers:

Iron Knight – Enables you to climbs walls.

Red Stealth – Samurai that can use his sword to attack or as a pogo stick to smash blocks below your feet.

Berzerker – An American football helmet with horn on the top. When you run at walls, he can smash them to break through.

Maniaxe – Jason from Friday 13th’s mask. He throws axes.

Juggernaut – Turns Kid Chameleon into a tank that fires skull bombs.

Micromax – Shrinks Kid Chameleon to access smaller places. He alsouses wallas to jump higher.

EyeClops – Allows Kid Chameleon to see invisible blocks.

Skycutter – Enables you to fly upside down and traverse ceilings.

Cyclone – Enables you to fly.

When you aren’t wearing a helmet, you can still attack some enemies by jumping on them (screenshot taken by the author)

Kid Chameleon can be played in one- and two-player modes. In two-player mode, each player simply takes turns. The physics of the game take some getting used to. When you begin to move, he starts slowly and quickly gathers speed. This sounds pretty straight forward but it just feels odd in this game. The physics when jumping are very unforgiving and I found him difficult to control. An interesting option is that you can choose whether to have Kid Chameleon walk and then use the speed button to speed up, or to run all the time and use the speed button to slow down.

I thought the graphics were pretty good. The sprites are clearly defined, colourful and are nicely animated. The levels and background are also colourful and very detailed. A nice touch is where on the first level, the reflections of the trees on the water are moving.

The music is fine for the game, no complaints here. It just hovers in the background not imposing itself too much on the game.

Interestingly, there is only one difficulty setting which obviously limits its replay value.

There is something about this game that just didn’t click with me. I liked the idea of the helmets giving you unique powers, but I felt the way they were used fell short of their initial vision. At the end of the day, I felt that the physics of the game made it feel that you weren’t really in control of the character. That could just be me sucking at video games of course.

Did I complete the game?

Not yet, I am currently unable to get past the Bagel Brothers level.

What the critics thought:

MegaTech: “Kid C is a platform game with a novel twist, the hero can change his form by collecting hats. This power lets him masquerade as a samurai, a tank, a psycho and a host of other characters. What lets it down is the lack of challenge which persists throughout the game bar one level. Overall 64%.[1]

Sega Force: “Aesthetically its ok: backgrounds are good, sprites are excellent, tunes and FX are reasonable – there’s nothing fault. Hardened platformers will take to this, those looking for the next Sonic should wait. Overall 82%.[2]

Console XS: “Above all, the kid is cool. With his Ray-Bans glistening in the midday sun, he must venture over and underground to rescue his mates. Best of all, kid can change his persona, resulting in constant variety. Overall 89%.[3]

My verdict:

“Great graphics but I don’t think the physics of the game is very good and the game can be very unforgiving at times. Other than that, there is nothing necessarily wrong with this game, but it lacks a bit of the “WOW” factor for me.”

Rating:

What are your memories of Kid Chameleon? 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 – Kid Chameleon’. MegaTech. (May 1992). Issue 5:77.

[2] ‘Reviewed! – Kid Chameleon’. Sega Force. (April 1992). Issue 4:12-16.

[3] ‘Console XS AZ – Kid Chameleon’. Console XS. (June 1992). Issue 1:12-131.

Golden Axe III – Review

Golden Axe (1989) has gone down in history as being one of the greatest hack ‘n’ slash games of its generation. Golden Axe II (1991) was a respectable sequel but isn’t held in as high regard as its predecessor. The arcade sequel Golden Axe: The Revenge of Death Adder (1992), wasn’t released onto home consoles until decades later. Naturally, one can be forgiven for thinking that the franchise had ended. However, Sega decided to have one more stab at rivalling the original.

Title screen (screenshot taken by the author)

Golden Axe III is a side-scrolling hack ‘n’ slash developed and published by Sega. It was released on the Mega Drive in Japan in 1993 and north America in 1995 for the Sega Channel. For some reason, it didn’t get a European release until it became available as part of Sega Genesis Collection (2006) for the PlayStation 2 and PlayStation Portable, and the Xbox 360 and PlayStation 3 as part of Sonic’s Ultimate Genesis Collection (2009). It can also be found on Wii Virtual Console. I chose to review the version found on Sonic’s Ultimate Genesis Collection (2009) for the PlayStation 3.

The sprites are more detailed than in Golden Axe (1989) and Golden Axe II (1991) (screenshot taken by the author)

Plot

It has been many years since Gilius Thunderhead, accompanied by Ax Battler and Tyris Flare, retrieved the Golden Axe from Dark Guld. Both Battler and Flare has since passed away, leaving only Gilius, a dwarf whose life expectancy is greater than humans, to relive their battles alone. Gilius vowed to travel to the ends of the Earth to find the Gods who had bestowed the Golden Axe among the humans to return it to ensure that future dark powers could not use it for their evil ends. As his ship sailed across the ocean and mighty tempest sank his ship. The next thing he knew, he had awoken in a land he had never been to before. He may have imagined it, but he could have sworn that the last thing he heard before losing consciousness was an evil laughter. There was one thing he that he is sure of. The Golden Axe he was carrying to the Gods has been lost…

Half a year later, Gilius’ injuries are healing and he feels strong enough to set out again in search of the Golden Axe. He is soon caught up in war between good and evil. The Kingdom of Splash Hill where he had been recovering is under attack from the armies of the evil Damned Hellstrike who has conquered and enslaved the people. The king is missing and the queen is confined to the castle. Gilius soon puts two and two together and realises that Damned Hellstrike is in possession of the Golden Axe. However, Gilius is too old to go into battle and must seek out four warriors to go in his place.

These four warriors are:
Kain Gurindaa – A soldier who wields a battle sword. His closes friends were killed by the Demon Army and he is seeking revenge. He is basically Ax Battler.
 
Sara Baan – Once part of a troupe of travelling entertainers, her friends were killed when the Demon Army invaded. Possessing the Blue Dragon Sword given to her by her father, she too seeks revenge. She is bascially Tyris Flare.
 
Puraudo Kuragga – A descendant of the giants, he lends his strength to the cause after Gillius rescued him from the Demon Army where he was being held captive.
 
Kuronosu “Ibiru” Reito – This half-man half-beast was once a human. He has been cursed by the Demon Army and seeks to regain his human form.

Gameplay

As with the prequels, you must battle through a variety of areas using hand to hand combat and magic. You can now block enemy attacks. To do this, you need to push the D-pad backward away from the enemy.

One nice addition to this game is that there are times when you can choose which path to take. Some paths will be easier, but the harder paths yield better power-ups, so the choice is yours.

Once again you can use Bizzarians. There are four types. The Red Dragon who fires flames, the Green Dragon that bites, the Purple Snail that uses its tongue to attack, the Green Snail, which is superior to the Purple Snail, because it has a longer tongue. Unlike Golden Axe II, if you are riding a Bizzarian and you get hit, you WILL lose some of your health. If you wish to mount one, you will need to press the action button near one. You will not mount one automatically. This also goes for picking up potions and health.

As with previous games in the series, you can gain potions to increase your magical power (screenshot taken by the author)

How Does It Handle?

The gameplay is very simple, if not a little repetitive due to the limited move set that each character has. The enemies are wiser to your offensive tactics and defend themselves better than in previous instalments. This is particularly noticeable when fighting the skeletons who have shields, and the big bosses who are exceptionally good at defending themselves.

In previous Golden Axe games, the attributes of the characters were clear. Gilius Thunderhead was the strongest in hand-to-hand combat but had the weakest spells, Ax Battler was in the middle ground and Tyris Flare was weaker in battle but had the strongest spells. In Golden Axe III it is unclear who the strongest is in hand-to-hand combat. To me, it seems that it’s Puraudo Kuragga as he seems to take less time to kill the evil minions. However, each character seems to have the same number and strength in spells, which doesn’t make sense as this means there is no advantage in playing with Sara Baan who is weaker and has less of a reach even though she wields a sword.

The new blocking action doesn’t work very well. You need to guess when they are going to attack else your fighter simply turns around and starts walking the other way. This method of defence is fine for one-vs-one fighter games when attack will only come from one direction, but when attacks can come from multiple directions, its just doesn’t work. It would have made more sense and would have been more intuitive to have a button to act as the blocking function. Also when fighting the baddies, they have the odd ability to be either slightly high or lower in the foreground and can still hit you with an attack which is incredibly annoying.

Annoyingly, you now seem to have no control over how much of your magic you use. I don’t understand why they didn’t keep this in from Golden Axe II (1991) as this adds strategy to the game.

The Bizzarians really are pathetic in this game and really are not worth the hassle of mounting them only to get knocked off almost instantly.

One good feature of this game is that you can rescue villagers to gain extra lives (I think it’s five per extra life). You can also find hearts which increase the size of your health bar.

Graphics

The graphics, as far as the sprites are concerned, are much larger and more detailed than in previous instalments and look great! However, the backgrounds are very lacklustre (only occasionally is there parallaxing), and the animations of the spells are really crap!

Out of the four characters, I preferred weather playing as Kain Gurindaa or Puraudo Kuragga; the former because of the reach of his sword, and the latter because of his strength.

Music

The music is more fitting than it was with Golden Axe II (1991), but again, is very forgetable.

Replay Value

There are two endings: one good, one bad. To get the good ending, you’ll need to reach the final boss with at least one continue left. Incidentally, when you do die, a message appears on the screen stating “And You Dead!” which made my brother and I laugh. It must be a translation issue.

Did I Complete The Game?

No, I made it the castle but have not gotten any further as of yet.

What The Critics Said:

Electronic Gaming Monthly “The graphics are by far some of the most plain looking on the Mega Drive. Plus, the new magic effects aren’t as impressive as before. No rating given.”[1]
  
Sega Power: “Not the sequel we expected, I’m afraid. Everything about this game smells. If you’ve got the superior Golden Axe II, be content with that – you won’t find anything here. Overall 34%.[2]

Sega Pro: “The competitive two player mode still remains, but the moves are limited and the control a little too shabby in comparison to modern head-to-heads we see today. Again, the challenge is far too easy and the gameplay soon becomes repetitive and boring. This is one too many. Overall 54%.[3]

Computer & Video Games: “Loads of levels and stacks of moves. Boring, tedious, dull, unattractive. Is that enough? Overall 62%.[4]

My Verdict:

“A disappointing sequel. This game is just not fun to play. Which is a shame as the graphics of the sprites are greatly improved from the previous instalments. There is more wrong with this game than right.”

Rating:

What are your memories of Golden Axe III? 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] ‘Golden Axe III’. Electronic Gaming Monthly. (December 1993). Issue 53:111-1.

[2] Mortlock, D., ‘Mega Drive Review: Golden Axe 3’. Sega Power. (September 1993). Issue 46:50-1.

[3] ‘Short Reviews – Golden Axe III’ Sega Pro. (September 1993). Issue 23:84.

[4] Anglin, P. & Rand, P., ‘Review Mega Drive – Golden Axe III’. Computer & Video Games. (September 1993). Issue 142:54-5.

Fatal Labyrinth – Review

Some gamers love nothing better than to take control of an individual or a group of fighters and battle through endless dungeons gaining experience points, better armour, better weaponry and even stronger magic spells. To me, these games feel a tad monotonous and I rarely complete them purely because I don’t have the desire to spend hours fighting the same monsters to gain a few levels to help defeat a big boss only to have to do the same again soon after. It feels like a waste of time to me. Fatal Labyrinth, although containing RPG elements, is an alternative to these types of games. A sort of RPG-lite if you will. The question is, is it any good?

Title screen (Screenshot taken by the author)

Fatal Labyrinth is a single-player RPG developed and published by Sega. It was released on the Mega Drive in 1991 and appears on Sonic’s Ultimate genesis Collection (2009) for the Xbox 360 and PlayStation 3. It was also released for Microsoft Windows in 2010 and can also be found on the Nintendo Switch. For this review, I played the version found on Sonic’s Ultimate genesis Collection (2009) on the PlayStation 3.

Plot

One day, in an unnamed village in a faraway unnamed land, the monstrous castle of doom known as Dragonia rises from the earth. Ghouls from the castle pour out and head towards the village. They steal the Holy Goblet, a sacred artifact and source of light in the world, and take it back with them to the castle leaving the villagers in a state of terror.

One man, Trykaar, volunteers to take up arms and infiltrate the castle to steal back the goblet. To find the goblet, he must search through 30 levels of labyrinth that are filled with all manner of creatures hellbent on stopping him.

Beware the wizards, for they can paralyse you, leaving youu open to attack. (Screenshot taken by the author)

Gameplay

Throughout the labyrinth, you can pick up various weapons, shields, body armour, helmets and bows to defend yourself with. You can also find many magical items such as canes, potions, scrolls and rings. Initially, you don’t know how strong each weapon is or what each of these magical items do until you use them.

You do not automatically pick up these items though, and only have limited numbers you can carry. However, rather than just discarding them, you can choose to throw them at the enemy which I think is a nice, realistic touch. Afterall, having a metal helmet thrown at your face isn’t exactly going to tickle.

Like other RPGs, you gain experience points when you kill enemies. You start as “Beginner” and as you level-up progress onto “Valet” and countless other names. With each level you increase your attack, defence and HP also increase.

When battling the monsters, they will only move in response to you moving. When you take a step, they will take a step at the same time. Some need to be next to you to attack, and others can throw projectiles at you. This means that once one is chasing you, it’s incredibly difficult to lose them so you may have to simply fight them.

Every five levels is an automatic checkpoint so that if you die, you will go back to Level 5, 10, 15 etc. You seem to have infinite continues so in theory can play until you get tired of the game. If you stay on the same level for too long, then the screen flashes and the monsters will respawn.

Food is a vital part of the game. When fed, the hero slowly regenerates health. If unfed for extended periods of time, the hero becomes hungry and loses health. If too much food is eaten, the character’s movements become sluggish due of overeating. This is an unnecessary addition to making the game even harder.

Throughout the levels, you can pick up gold. This has very little benefit in the game other than when you die, your gravestone is more elaborate, and more mourners attend your funeral. It’s almost as if the game creators know you are going to die a lot during this game.

Features to watch out for:

Secret Doors – You actively have to press the ‘Pick Up’ button (the square button on the PlayStation joypad) when you are next to a wall to find these secret doors.

Trap Doors – Occasionally, you will fall through the floor to the level below. You simply have to find the stairs again to take you up.

Booby Traps – You may also set off an alarm which causes enemies to respawn and surround you.

There are lots of items to search for and pick up throught the labyrinth. Beware, as not all items will aid you. Some are cursed! (Screenshot taken by the author)

How Does It Handle?

Disappointingly, There is very little intro to this game. You simply speak to a few people in the village before heading off to the castle. They don’t confide any information that is particularly helpful, and it all feels like a half-arsed afterthought.

This game is simple enough to play. The not knowing the strength of the weapons or what the magical items do works well as it forces you to experiment with your items and adds an element of danger and risk.

An annoying aspect to the game is that when you are approaching an enemy to attack, they will move aside one square and so you’ll turn to face them but they will move again meaning that you also move a square. It is as if you are engaging in a medieval dance with a monster. It’s very frustrating. Also, when you do get hit, you are frozen for a split second, and this makes it very difficult to escape, especially when surrounded by multiple enemies.

Graphics

Personally, I feel the graphics leave a lot to be desired. The initial top down view is similar to other games such as Phantasy Star III: Generations of Doom (1991), but that is all you get. There are no additional battle scenes where player and foes are seen with more elaborate illustrations and animations. The game also lacks the scary atmosphere of Shining in the Darkness (1991).

Music

The music in this game is very unassuming and very repetitive. You won’t need SFX or the music anyway for this game as they add very little to the atmosphere, so I just turned down the volume and listening to a podcast.

Replay Value

This game has plenty of replay value. Although it only has one difficulty setting, the levels are randomly generated so that every time you play, you are greeted with a new labyrinth, and the items will never be in the same place twice.

Did I Complete The Game?

No, I couldn’t get past Level 11.

What The Critics Thought:

Electronic Gaming Monthly: “Even though the mazes change constantly, the gameplay itself never changes, let alone the music! How Irritating! The price is right, however, for the Gauntlet fan who hates playing the same levels over and over. Since no passwords exist, you can only finish in one sitting. Yikes! Overall 20/40.[1]

Mean Machines Sega: “This Cross between a scrolling beat ‘em up and a role-playing game fails to deliver in both categories. The RPG aspect is dull and limited and slow, boring action fails to offer any thrills and spills. Overall 51%.”[2]

SegaPower: “Addictive roam around the labyrinth and collect the goodies RPG. Overhead graphics reveal themselves as you enter each room, which is nice, but it’s just too easy. Overall 2/5.[3]

My Verdict:

“Sadly, this game is rather monotonous and lacks atmosphere. The constant “swing and a miss” dynamic of the fighting is downright tedious. Mediocre graphics and dull music mean that you won’t be missing much if you give this game a miss. Pity really, as the concept had potential.”

My Rating:

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


[1] ‘Review Crew – Fatal Labyrinth’. Electronic Gaming Monthly. (April 1991). Issue 21:22.

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

[3] ‘The Hard Line – Fatal Labyrinth’. SegaPower. (October 1991). Issue 23:53.

Ecco the Dolphin – Review

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

Titlescreen (Screenshot taken by the author)

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

Plot

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

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

Gameplay

The basics of the game are simple. When pressing a direction, Ecco will swim in that direction. When you stop swimming, Ecco will drift, adding some realism to the game, since the sea is always moving with the tides. To increase speed, press the ‘C’ button, and Ecco will speed up, handy for when you’re almost out of oxygen or when you need to leap out of the water and over obstacles. The ‘B’ button makes Ecco dash. This is mainly used to attack the many dangerous and deadly creatures he encounters, as well as, breaking down shelled walls.

In each level, you must explore each area Ecco travels through looking for clues as to where your pod has gone. This includes rescuing other dolphins, speaking to killer whales, and swimming though mazes to find glyphs that give Ecco a sonar song that you can sing to other glyphs that are blocking your way.

Rather than have time limits for the levels, Sega offer us two energy bars. One is health and the other is oxygen. To replenish your health, simply dash and catch smaller fish. To replenish your oxygen bar, you need to find an area where you can breach the surface of the water or find where oxygen bubbles are rising from cracks in the seabed.

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

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

How Does It Handle?

This becomes challenging when you are deep under sea in a labyrinth of caves. To recover health, Ecco must dash into the shoals of smaller fish to gobble them up. If you die, you simply go back to the beginning of the level. You have infinte lives in this game and believe me, you’ll need the am all!

The enemies include sharks, jellyfish, pufferfish, and crabs….those crabs can fucking do one! They come out of nowhere and make a ‘B’ line for you. I admit, I dropped the ‘C’ bomb several times during my playthrough due to those little wankers. Frustratingly, the enemies also respawn which pisses me off even more and makes the game even harder.

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

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

Graphics

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

Music

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

Personal Memories

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

Replay Value

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

Did I Complete The Game?

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

What The Critics Said:

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

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

My Verdict:

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

Rating:

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


[1] ‘Ecco the Dolphin – Review’. Mean Machines Sega. (December 1992). Issue 3:24-8.

[2] ‘Game Index – Ecco the Dolphin’. MegaTech. (October 1993). Issue 22:99.

ESWAT: City Under Siege – Review

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

Titlescreen (Screenshot taken by the author)

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

Plot

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

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

Gameplay

There are eight missions for you to battle through:

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

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

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

How Does It Handle?

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

Graphics

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

Music

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

Replay Value

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

Did I Compete The Game?

No, I could not get past mission five.

What The Critics Said:

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

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

My Verdict:

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

Rating:

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


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

[2] ‘The Hard Line – E.S.W.A.T. City Under Siege’. Rage Magazine. (October 1991). Issue 23:53.