Spider-Man: Return of the Sinister Six – Review

I love a superhero game. I imagine nearly everyone wishes they had some kind of superpower (although whether you’d use your powers for good or for evil I can only guess). Superhero games, although popular are, for the most part, disappointing. Why is it so hard to get superhero games right? Is it because they are difficult to translate into video games? Are they just a quick money grabbing scheme on an unsuspecting public? Are our expectations simply too high? I’d love to hear your thoughts on this.

Title screen (Screenshot taken by the author)

Spider-Man: Return of the Sinister Six is a single-player action-adventure game developed by Bits Studios. It was published by LJN for the NES in 1992, and Flying Edge for Master System and Game Gear in 1992 and 1993 respectively. For this review, I played the NES version.

The game is based off the story arc found in The Amazing Spider-Man #334-339. The plot sees Doctor Octopus attempting to take over the world with the Sinister Six (Electro, Sandman, Mysterio, Vulture, Hobgoblin and, of course, Doctor Octopus himself).

I think the graphics and animations are pretty darn good. Although when standing still, Spidey looks like he has developed a bit of a paunch (Screenshot taken by the author)

There are six levels which will see Spidey swing through. At the end of each level, you will face one of the Sinister Six:

Level 1: The Power Station

Level 2: Toxic Waste Dump

Level 3: The House of Illusion

Level 4: Streets and Rooftops

Level 5: The Forest & Hobgoblin’s Cave

Level 6: Doc Ock’s Castle

Throughout the levels, There are two types of pick-ups available to you. Attack Web Fluid (which one can only assume is different from swinging web fluid), and a special item which is different on every level. This item needs to be found for you to progress to the next level.

Spidey takes on The Sandman (Screenshot taken by the author)

First of all, let me get this out the way…the music sucks! Nuff said!

The graphics are pretty good. The backgrounds are incredibly detailed and the animation of Spidey is smooth, although oddly, when he stands still, it looks like he has bit of a paunch and not like the svelte superhero we are all used to.

Before each level, there is a very brief illustration letting you know which member of the Sinister Six you wil be facing next. The illustration looks good but I feel the cutscenes should have been a bit more in the comic-strip style with more than one slide, which in turn would give the story a bit more depth.

The gameplay is a let down. Firstly, the buttons have been mapped incorrectly. ‘A’ is punch and ‘B’ is jump. This may seem pedantic to some, but it makes the game feel “unnatural” and less intuitive. Spider-Man’s flying kick needs to be surprisingly accurate to cause damage. So many times you completely miss the enemy and fly straight past them.

Spidey is only able to shoot a web at his enemies when he picks up web packs…oddly, he seems to have an endless supply to swing around the levels. Whilst we’re on the subject of web-swinging, this is supposed to be a Spider-Man game, but you really don’t need to use your web-swinging or wall-climbing skills at all. Why Spidey can climb some walls and not others is anyone’s guess. At least the jumping is easy to control I guess.

For the most part, Spidey’s movements are very quick as one would expect, but he is quite slow when turning around. This frustrating, particularly when fighting The Sandman.

Interestingly, the enemies only inflict damage on you when they actively strike you. You can easily run and jump past them with no damage taken.

This game DOES win back points with me because the levels aren’t simply a case of running through, evading enemies and reaching the end. You actively need to find objects to help you progress in the level. For example, on Level 2, you need to find dynamite and a detonator in order to porgress.

There is only one difficulty setting which limits its replay value.

I really didn’t spend that much time on this game, nor did I wish to. Where was the need for using your web to swing over large gaps or over pools of deadly lava or fire? Why couldn’t Spidey hand upside down on the ceiling to avoid enemies or to crawl into small spaces? This game is not fun and I found it very disappointing.

Did I complete the game?

Nope, at present I’ve been unable to complete Level 3.

What the critics said:

Nintendo Power: “George: ‘The graphics are good and the villains are great, but play control is a little rough’; Rob: ‘You can release what looks like a perfect punch and end up releasing right past your enemy. That gets kind of frustrating, but otherwise it’s a fun game. Overall 2.925/5.[1]

Electronic Games: “The graphics are average for the NES, though the flicker is excessive in a few spots. The Spiderman figure is failry well animated and holds together during leaps, climbing, and somersaults. As in many 8bit cartridges, it isn’t always easy to tell three dimensional objects from non-interactive backgrounds. Overall 72%.[2]

My verdict:

“Initially, I disliked this game outright. After revisiting it, it has gone up a little in my estimation. The game looks good, but is let down by the gameplay and the music. You really could take a character from another game and swap them for Spidey because his special skills of web-slinging and wall-climbing aren’t really needed for this game. It’s not a game you’ll be returning too. Unless you’re a Marvel fan, I’d not bother with this one.”

Rating:

What are your memories of Spider-Man: Return of the Sinister Six? 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] George & Rob., ‘Now Playing – Spider-Man: Return of the Sinister Six’. Nintendo Power. (October 1992). Issue 41:103 &105. (https://archive.org/details/Nintendo_Power_Issue001-Issue127/Nintendo%20Power%20Issue%20041%20October%201992/page/n113/mode/2up Accessed 1st January 2020).

[2] Stevens, S., ‘Video Game Gallery: NES – Spiderman: Return of the Sinister Six’. Electronic Games. (December 1992). Volume 1 Issue 3:61-2. (https://archive.org/stream/Electronic-Games-1992-12/Electronic%20Games%201992-12#page/n61/mode/2up Accessed 25th February 2020).

Mitsume ga Tooru (The Third-Eyed One) – Review

When a games console is coming to the end of its life, the output of the games can seem odd, as if the creators are just trying to cash in one last time before taking the console out back and humanely laying it to rest. One would assume that the last few games would be the ones that really push the console to its limits, highlighting the need to move to a more powerful machine. However, it seems that some creators delve into the depths of their rejected titles to see if they can use up the last of their stockpile before moving on to pastures new. Mitsume ga Tooru (The Third-Eyed One) was one such game.

Title screen (Screenshot taken by the author)

This week’s review, is Mitsume ga Tooru (The Third-Eyed One) an action-platformer based on the manga and anime series of the same name. It was developed by Natsume and published by Tomy for the NES in 1992.

Hosuke’s main attack is a bullet fired from his third eye (Screenshot taken by the author)

Hosuke Sharaku is the last Three-Eyed Man. He must rescue his friend Wato Chiyoko who has been captured by Prince Godaru.

The game contains five levels with a boss at the end of each level. The levels are:

Level 1 – The City, where Hosuke searches for his girlfriend.

Level 2 – Forest and Caves

Level 3 – Ancient Pyramid and Catacombs

Level 4 – Abandoned Ship

Level 5 – Sodom

When you destroy enemies, they drop coins for you to collect and spend at your girlfriend’s shop (Screenshot taken by the author)

The backgrounds and sprites are really nice (if a little limited in variety) and are just as good as other games released on the NES c.1992 like Felix the Cat and Joe & Mac, and are better than others like The Simpsons: Bartman Meets Radioactive Man, Hudson Hawk, and The Blues Brothers.

For me, the gameplay just feels very lacklustre. You can jump and shoot (from your third eye), and summon a red condor (which can be used as a platform), but that is about it. You cannot crouch, or shoot in any direction other than forward, which is annoying to say the least. Occasionally, you need to use a spear to help you jump over tall walls or large gaps. When you throw the spear, it only goes a short distance before turning and coming back toward you. You need to jump and land on it for it to stop and become a platform for you.

You also only run at one speed, which is lucky because there is no time limit to race against. The controls are tight and there is practically no slide when you come to a stop. Jumping is easy to control too.

You have six bars of life in your life meter which deplete by one whenever you get hit. If you fall off the edge into a hole, your red condor swoops down to save you but you still lose one bar of life. If you lose all your lives, you can continue but will be taken back to the beginning of the stage.

When you destroy an enemy, they will drop coins for you to collect. These coins can be used to buy special weapons and bonuses from your girlfirend. These include:

Wave – It allows you to curve your shot up and down, handy for enemies attacking at higher and lower altitudes.

Sonic – Three consecutive shots (High Middle and low)

High – Fires three laser blasts straight at the enemy

Spear – I’m not entirely sure what this one does as the language of the game is in Japanese.

You can also buy medikits to increase health, and extra lives. In order to select the different weapons, you need to pause the game. However, you will lose those weapons if you die.

The issue I have with the gameplay is that one expects more from a game released in 1992, even from the outdated (by 1992 the NES was outdated) NES. You’ve only got to look at other titles such as Vice: Project Doom (1991), Duck Tales (1989), and even Jackie Chan’s Action Kung-Fu (1990) to see how fun and interesting gameplay can be on the NES.

The sprites and backgrounds are beautifful illustrated (Screenshot taken by the author)

At least the fact that there are two difficulty settings offers the gamer some replay value.

Did I complete the game:

I lost all my lives on stage 3. Although you can continue, I didn’t enjoy this game that much to warrant continuing to play.

What the critics said:

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

My verdict:

“This game looks great and has tight controls…but there just isn’t that much to it. This game could have been awesome but it just felt half-arsed. By all means, play it if a friend has it or you can find a cheap copy, but you won’t be losing sleep if you never play this game. I feel this game is aimed toward a younger audience and so is not a game I shall be returning to anytime soon.”

Rating:

What are your memories of Mitsume ga Tooru (The Third-Eyed One)? 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.

Metal Gear Solid – Review

Every now and then, a video game comes along that defines a generation. The game in question is always innovative and pushes the boundaries of what we thought was possible from a video game. These are the games that are burned into the brains of gamers everywhere. We’ve all heard of them, we’ve all played them, we’ve all loved them! In the late 70s it was Space Invaders, in the 80s it was Pac-Man and Super Mario Bros. In the early 90s it was The Legend of Zelda: Link to the Past and Sonic the Hedgehog. In 1998 it was Metal Gear Solid!

Title screen (Screenshot take by the author)

Metal Gear Solid (MGS) is a stealth game, billed as tactical espionage action. It was developed and published by Konami and released on the PlayStation in 1998 and for the PC in 2000. I used to own this game for the PlayStation all those years ago. However, for this review, I played the version found on the PlayStation Mini Classic.

Set in the year 2005, six years after the events of Metal Gear 2: Solid Snake (1990), a genetically enhanced special forces unit known as FOXHOUND has gone rogue and taken control of an island off the coast of Alaska. Why? Because the island contains a nuclear weapons disposal facility, meaning there are nuclear warheads present. Once they commandeer the facility, FOXHOUND threaten the US government with Metal Gear REX, a mecha capable of wielding and using nuclear weapons. To prevent nuclear weapons from being fired at the US, FOXHOUND demand the return of the remains of their deceased leader Big Boss as well as $1 billion within 24 hours.

Veteran Solid Snake is forced out of retirement by his former commanding officer and ordered to infiltrate the island and stop FOXHOUND.

The map allows you to see the line of sight of the enemy soldiers and security cameras, allowing you to evade detection (Screenshot take by the author)

The object of the game is to use stealth. Your mantra should be discretion is the better part of valour.

You take control of Snake as soon as he has entered the facility. To help navigate your way through the facility, you have a map in the top right hand of the screen that shows you where soldiers and security cameras are located. It also shows you their line of sight allowing you to evade notice. This is particularly handy because the game is played mostly from an almost top down view. There are only a few occasions when the angle changes: if you are crawling through a tunnel or under something, if you are pressed against a wall in an attempt to peer around it, or if you are using binoculars or a sight on a rifle or missile launcher.

A smart feature I was impressed with is the ability to knock down on walls and crates to get the attention of a nearby guard who will approach the sound. This allows you to slip by undetected.

Should you be detected, the music will change to a dramatic theme, your map will turn red and a countdown will begin once you have moved out of the enemy’s line of sight. Once the timer reaches zero, the map turns yellow and begins another countdown. You must continue to stay out of the enemies’ line of sight else they will spot you again and your map will turn red. Once the yellow timer reaches zero the enemy stop chasing you and you can use the map again to see where the enemy are located.

The codec allows you to communicate with mission control. They will either offer tips on how to procede or will contact you when the story is progressing (Screenshot take by the author)

You also have a codec, a communication device that allows you to speak to team members back at mission control. The people you communicate with will give you hints and tips on how to proceed. They will also contact you when the story progresses.

As the game progresses, you will trigger many cutscenes that will help story along and offer you more information. These cutscenes really draw you in. It’s the first game I played when I really felt like I was actively participating in a movie.

MGS really was a novel and innovative game when it was released. So much so that a training mode was needed. This could be found in VR Training Mode which allows you to get to grips with the controls and teachs you how to evade capture. It was very useful for gamers like myself who had hitherto been used to simple platform and sport games.

The cutscenes looked great for 1998, and really helped immerse you inot the story (Screenshot take by the author)

I remember when this game came out. A friend of mine bought it and lent it to me after he’d completed it. I was amazed! The graphics looked great for the time and the game felt eerily realistic.

The storyline is full of twists and turns and I still don’t think I fully understand what was going on. It will certainly have you reading up more about the game trying to make heads and tails of it.

The controls and camera angles take some getting used to. The almost top down perspective, even when firing your gun or rifle, make it difficult to see where the enemy is if they are not on screen which is very frustrating. The left joystick is used for aiming but takes practice to become accurate with it.

MGS really was imaginative in many ways. It broke the fourth wall on several occasions which, as a younger gamer, really freaked me out. Naturally, I won’t spoil it for you here but all I will say is that when fighting Psycho Mantis, you really DO need to think outside the box to defeat him.

MSG has several nice little touches too. For example, when it’s cold, you will see the breath from the sprites and when you are walking on snow, the guards will spot your footsteps. Also, when walking on some surfaces, if you run, you will create loud footsteps which will also alert the guards to your presence.

The over head angle can become frustrating as it is very limiting, particularly for a game where you really need to see your surroundings (Screenshot take by the author)

Did I complete the game?

Yes, but only on the easiest setting.

What the critics said:

Computer and Video Games: “Metalgear is distinctive in that the game is woven around the story, rather than the opposite way around. The story sections are all portrayed using polygons, but look as slick as any FMV. Occasionally it’s quite funny – the wobbly bum close-ups in the prison block should raise a titter – but it’s always gripping. Overall 9/10.[1]

Gamepro: “However, Metal Gear’s solid works get slowed by a few wrenches. An inconsistent frame rate occasionally stalls the eye-catching graphics. Especially annoying are instances where you zoom in with binoculars or the rifle scope, and the graphics slow to a crawl while you pan back and forth. Another annoyance is in the early stages of the game, as you’re constantly interrupted with advice from your team that’s all listed in the instruction manual. Yet, even with its minor and distracting faults, Solid is this season’s top offering and one game no self-respecting gamer should be without. Forget fast-food action titles with rehashed formulas that never worked; Metal Gear Solid elevates video gaming to high art. Overall 5/5[2]

Game Revolution: “Let’s face it – the hype surrounding Metal Gear Solid would be hard for any game to match. It won numerous awards after E3, and deserved most of them. In the end, we have a great game, one of the best for the system. But its diminished length and excessive no-interactive plot hold it back from truly reaching the highest plateau. Still, this is a must have for any PSX library and a ton of fun. Overall A-.[3]

Gamespot: “Five years from now, when we look back upon Metal Gear Solid, what will we see? The game definitely is revolutionary in many ways. It breaks new ground in gameplay and truly brings the video game one step closer to the realm of movies. It is, without a doubt, a landmark game. But the extreme ease with which it can be mastered and the game’s insultingly short length keep it from perfection. Plus, do we really want games that are more like movies? If Hideo Kojima, the game’s producer, was so set on this type of cinematic experience, he should really be making movies instead of games. While Metal Gear Solid currently stands alone, it stands as more of a work of art than as an actual game. It’s definitely worth purchasing, but don’t be surprised if you suddenly get extremely angry when you finish the game the day after you brought it home. Overall 8.5/10.”[4]

IGN: “I’m in awe. An admittedly ambitious project from the very beginning, Metal Gear Solid has managed to deliver dutifully on all of its promises. From beginning to end, it comes closer to perfection than any other game in PlayStation’s action genre. Beautiful, engrossing, and innovative, it excels in every conceivable category. Overall 9.8/10.[5]

Next Generation: “There are precious few games in this world that end up living up to the hype when they are released – especially when they’ve been hyped as much as this one. However, rest assured that this is a game no player should miss and the best reason to own a PlayStation. Overall 5/5.[6]

Official PlayStation Magazine: “Metal gear Solid is just asking to be teased and dominated, and any gamer wanting to lock horns with the ultimate in plot, action and originality must grab a copy immediately. Overall 10/10.[7]

Arcade: “A brilliant, technically stunning, well thought through release  that’s sure to influence action adventure games for many years. Overall 5/5. [8]

Awards:

PlayStation Game of the Year – Electronic Gaming Monthly 1998 Gamers’ Choice Awards (Editor and Reader’s Choice)

Adventure Game of the Year – Electronic Gaming Monthly 1998 Gamers’ Choice Awards (Editor and Reader’s Choice)

Best Sound Effects – Electronic Gaming Monthly 1998 Gamers’ Choice Awards (Editor and Reader’s Choice)

Best Graphics – Electronic Gaming Monthly 1998 Gamers’ Choice Awards[9] (Editor Choice)

Excellence Award for Interactive Art – 1998 Japan Media Arts Festival[10]

My verdict:

“A truly legendary and ground-breaking game. Fantastic graphics and a fully engrossing storyline that will draw you in and mess with your head. Challenging and inventive boss battles will really test your mettle. You will certainly play through this game more than once!”

Rating:

What are your memories of Metal Gear Solid? 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] Alex C., (15th Aug 2001). ‘Playstation Reviews – Metal Gear Solid’. Computer and Video Games. (https://web.archive.org/web/20080615233719/http://www.computerandvideogames.com/article.php?id=8389 Accessed 13th December 2020).

[2] Major Mike, (13th July 2005). ‘Review – Metal Gear Solid’. Gamepro. (https://web.archive.org/web/20080602095023/http://www.gamepro.com/sony/psx/games/reviews/236.shtml Acessed 13th December 2020).

[3]  (10/1/1998). ‘Metal gear Solid – PS’. Game Revolution. (https://web.archive.org/web/20070219011314/http://www.gamerevolution.com/review/sony/metal_gear_solid Accessed 13th December 2020).

[4] Gerstmann, J., (September 25, 1998). ‘Metal Gear Solid Review’. Gamespot.com. (https://www.gamespot.com/reviews/metal-gear-solid-review/1900-2546002/ Accessed 13th December 2020).

[5] Nelson, R., (22 Oct 1998). ‘Metal gear Solid’. IGN. (https://www.ign.com/articles/1998/10/22/metal-gear-solid-6 Accessed 13th December 2020).

[6]  ‘Playstation – Metal Gear Solid’. Next Generation. (December 1998). Issue 48:118-9. (https://archive.org/details/NextGeneration48Dec1998/page/n119/mode/2up accessed 13th December 2020).

[7] Griffiths, D., ‘Play Test – Metal Gear Solid’. OPM. (February 1999). Issue 42:88. (https://archive.org/details/official-uk-playstation-magazine-42/page/n87/mode/2up Accessed 13th December 2020).

[8] Pelley, R.,  ‘New PlayStation Games – Snakecharmer’. Arcade. (December 1998). Issue 1:126. (https://retrocdn.net/images/0/0e/Arcade_UK_01.pdf#page=128 Accessed 13th December 2020).

[9] ‘1998 Gamers’ Choice Awards’. Electronic Gaming Monthly. Issue 117:109-113. (https://retrocdn.net/images/4/4d/EGM_US_117.pdf Accessed 13th December 2020).

[10] ‘1998 Japan Media Arts Festival’. Plaza.bunka.go.jp. (https://archive.vn/gkmXZ Accessed 13th December 2020).

Astyanax – Review

Game creators have never been shy about using aspects of ancient mythology as a basis for their games, and why wouldn’t they? Ancient mythology is filled with stories of derring-do: defeating giants, outsmarting the Gods and rescuing fair maidens. In Greek mythology, Astyanax (also known as Scamandrius) was the son of Hector, prince of Troy, and Andromache. When Troy fell, he was either thrown from the walls to his death by Neoptolemus or killed by Odysseus (depending on your source).[1]

Title screen (Screenshot taken by the author)

Astyanax, known in Japan as The Lord of King, is a side-scrolling platform action game developed by Aicom and published by Jaleco. It was first released in the arcade in 1989, then later that year on the NES in Japan before getting a release in Europe and North America in 1990. For this review, I revisited the NES version.

Astyanax is a 16-year-old student from Greenview High who keeps having a recurring dream of a woman calling his name. One day, he is transported to another dimension where he meets a fairy named Cutie. She persuades Astyanax to rescue Princess Rosebud, Ruler of Remlia, from the evil wizard Blackhorn. Using either the legendary axe known as ‘Bash’, a spear or a sword, Astyanax must fight through forests, caves and a castle to reach Blackhorn.

Graphics-wise, the game looks good. (Screenshot taken by the author)

You have energy three bars: the first is a power gauge showing how hard you hit the enemy. This descreases anytime you swing your weapon at an enemy. When you stop attacking, the bar increases again. The length of your power bar increases as you find power-ups. The second is your health bar, and the third is your magic bar. Unlike the arcade version, the NES version can only be played in one player mode.

Graphically, this game looks good, especially when compared to its contemporaries such as Iron Sword: Wizards and Warriors 2 and Clash at Demonhead, both released in 1989. It has detailed and colourful backgrounds, and well defined sprites, especially the end of level bosses. After each level, you are treated to some beautifully illustrated cut scenes which help move the story along. However, there is a bit of flicker when you attack the enemy and at times, whole blocks of detail disappear.

Attack of the Green Monster type thing! (Screenshot taken by the author)

The controls, whilst easy to learn, are frustrating because you can only strike straight ahead, whilst crouching or whilst jumping. you cannot jab upwards. It is ridiculously tough too. Many enemies attack at awkward heights, and you find yourself accidentally pressing up and attack which casts a spell and uses up your magic. Some later levels have an insane number of monsters swarming the screen at once. Oddly enough, the end of level bosses are not that difficult to defeat.

I wanted to give this game a better score but due to the monotonous music, the attacking issue, and the fact that you will need a cheat code to complete this game, lowers the score for me. There are better, more enjoyable games out there. Once completed though, there is little to make you want to play through again as the game only has one difficulty setting. There is also the opinion that I just didn’t enjoy playing this game that much.

Did I complete the game?

Yes, but I had to use the invincibility cheat, as this game is too damn hard. Without the cheat, I could only get to the end of level boss on level 3.

What the critics said:

As of yet, I have been unable to find contemporary reviews.

Verdict:

This game looks good, has tight controls, and a challenge that hardened gamers look for. The issue is that the controls are limited. It is perhaps too tough for the average gamer and has little in the way of replay value. It’s worth playing, but it’s not a game you’ll return to very often, if at all.

Rating:

What are your memories of Astyanax? 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] ‘Astyanax’. (22nd December 2015). Oxford Classic Dictionary. (https://oxfordre.com/classics/search?siteToSearch=classics&q=astyanax&searchBtn=Search&isQuickSearch=true Accessed 24th November 2020).

Sonic the Hedgehog 3 – Review

It must be difficult for game creators. Do they stick to a winning formula for a sequel and run the risk of the concept becoming stale, or do they gamble on new features that have the potential to disgruntle loyal fans to the franchise? It’s a hard balance to get right as many games have shown over the years. The question is, will Sonic 3 fall foul of over-zealous creators or will they get it right for a third time in a row?

Title screen (Screenshot taken by the author)

Sonic the Hedgehog 3 is a platform game developed and published by Sega. It was released in 1994 on the Sega Mega Drive/Genesis and latterly for Windows in 1997. Later, it would be made available for the Game Cube, PS3 and Xbox 360. For this review, I revisited the Sega Mega Drive version.

Visually, very little has changed between Sonic 1, 2, and 3 (Screenshot taken by the author)

After Sonic 2, Dr. Robotnik’s spaceship crashed into the mysteriously floating Angel Island. He meets and tricks the island’s guardian, Knuckles the Echidna, into believing that Sonic is trying to steal the Master Emerald. Sonic and Tails must once again defeat Dr. Robotnik who is being aided by Knuckles.

There are several new features to this game. Sonic can attain three shields: lightning, bubble and fire, each giving him a unique ability when using them. The giant gold rings, which are portals to finding the Chaos Emeralds, are now found in secret locations.

The bonus stages themselves are much for interesting and fun than Sonic 2. They consist of Sonic and Tails running around a globe in third person view. The object is to collect all the blue spheres. If you hit a red sphere you fail. The more blue spheres you collect, the faster Sonic runs, adding some difficulty to the harder bonus stages.

Once Sonic gains all the Chaos Emeralds, he can become Super Sonic, making him invincible for a short period of time.

The new bonus stages are so much more enjoyable than the tunnels of Sonic 2 (Screenshot taken by the author)

As expected, the game looks great. Lots of beautifully designed levels for you to navigate through, and plenty of unique sprites to evade or destroy. However, I feel that if you were to be shown screenshots of Sonic 1, 2 and 3, there are times you’d be hard pressed to distinguish between the three. This is certainly not the case with the Mario franchise where the graphics of each game are very distinguishable. Now, I concede that Super Mario 1, 2 and 3 were all released on the NES and Super Mario World on the SNES, and so is bound to look different. However, even when comparing Super Mario World to Super Mario World 2: Yoshi’s Island, there is a clear distinctive design to the levels and enough gameplay changes so that both games can stand on their own.

The all too familiar underwater levels…you’d have thought he would have learnt to swim by now! (Screenshot taken by the author)

One of the issues I have with this game is that the levels are so much bigger than previous games, but are filled with slopes and shoots and other features that you feel like you’re just whizzing through the levels without actually doing much. I appreciate that the whole appeal of Sonic is that he is fast, but sometimes it feels like you’re just on autopilot because he just whizzes through the game. Along with this speed comes another issue that the creators have yet to rectify…when Sonic is going at full speed, the game lags and the sprites flicker.

That being said, I enjoyed playing Sonic 3 much more than Sonic 2, but for the reasons stated above I cannot give Sonic 3 5 stars.

Did I complete the game?

Yes, with all Chaos Emeralds captured.

What the critics said:

Electronic Gaming Monthly: “Sonic 3 is simply the perfect Sonic game. It beats out all previous Sonics with outstanding graphics, more hidden items and new items like many types of shields…The bonus rounds give the average player a fair chance this time, unlike “those tunnels” of part 2. It seems unlikely that Sega will be able to top this one. Overall 38/40.[1]

Gamepro: “Sonic 3 proves that you can teach the old hedgehog new and exciting tricks. Take that old Sonic magic, add fun new variations, and you have another spectacular game. Overall 19/20.[2]

Hyper: “Everything you expect from a Sonic game, nothing more. If it was just me, the score would be lower, but Sonic freaks are going to go off. Overall 90%[3]

Entertainment Weekly: “Sonic 3, by contrast, represents the apotheosis of the Sonic concept: Unlike previous games, the stages are linked cinematically (Sonic and Tails literally tumble from one scene to the next), and the characters have some stunning new techniques — I, for one, never thought I’d see a spiny blue hedgehog on a pair of skis. Ovearll A+[4]

Mean Machines Sega: “Sonic’s Back! Back! Back! This game re-establishes him as King of the Hill, Top of the Heap and Life Emperor of the Platform Universe. Huzzah! Huzzah! Overall 94%[5]

Sega Power: “No radical changes to the game, but its sheer size, super graphics, wealth of imagination and above all playability, guarantee Sonic gold status. Overall 90%.[6]

Sega Magazine: “An amazing release and serious contender for Best Platform Game ever award. Overall 95%.[7]

My verdict:

“Sonic 3 is a very good game. If you like the solid formula of speed, ring collecting and bonus stages that the creators have been successful with in their first two outings, then this game is for you and you’ll enjoy every second of it. Personally, I worry that there aren’t enough differences between this and the previous two games and it’s in danger of going stale.”

Rating:

What are your memories of Sonic the Hedgehog 3? 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] ‘Sonic 3’. Electronic Gaming Monthly. (March 1994). Volume 7, Issue 3:30. https://retrocdn.net/images/a/ae/EGM_US_056.pdf Accessed 23rd November 2020).

[2] ‘Proreview – Sonic the Hedgehog 3’. (March 1994). Gamepro. Issue 56:42-44. https://archive.org/details/GamePro_Issue_056_March_1994/page/n43/mode/2up Accessed 23rd November 2020).

[3] ‘Sonic 3’. Hyper. (March 1994). 4:26-29. (http://sost.emulationzone.org/sonic_3/scans/sonic3hypermarch943.jpg Accessed 23rd November 2020).

[4] Strauss, B., (February 11, 1994). ‘Sonic CD; Sonic Chaos; Sonic Spinball; Sonic 3’. Entertainment Weekly. (https://ew.com/article/1994/02/11/sonic-cd-sonic-chaos-sonic-spinball-sonic-3/ Accessed 23rd November 2020).

[5] ‘Mega Drive Review – Sonic 3’. Mean Machines Sega. (March 1994) Issue 17:49. http://www.outofprintarchive.com/articles/reviews/MegaDrive/Sonic3-MMS17-6.html Accessed 23rd November 2020).

[6] ‘Mega Drive Review – Sonic 3’. Sega Power. (March 1994). Issue 52:30 (http://sost.emulationzone.org/sonic_3/scans/segapowermar943.jpg Accessed 23rd November 2020).

[7] ‘Mega Drive Review – Sonic 3’. Sega Magazine. (February 1994). :87-88. https://archive.org/details/sega-magazine-2-february-1994/page/n87/mode/2up Accessed 23rd NOvember 2020).

Earthbound (Mother 2) – Review

RPGs are like Marmite. You either love ’em or you hate ’em. What tends to put gamers off is the investment needed to play through the game and many argue that the need to fight endless battles against minor minions to increase stats are a cheap way to ensure the longevity of a game. However, this is also what attracts many gamers. They fully immerse themselves in their chosen character and enter a world of pure escapism where they can be a barbarian, dwarf, mage, elf or countless other humanoid species.

Title screen (Screenshot taken by the author)

Earthbound (Mother 2 in Japan) is a single-player RPG developed by Ape Inc. and HAL Laboratory, and published by Nintendo. It is the second game in the Mother series, and was released in Japan in 1994 and North America in 1995 for the SNES and Game Boy Advance. In 2013, it was released on the Wii U Virtual Console. For this review, I played the version found on the SNES Mini.

The graphics suggest the game was designed for a younger audience (Screenshot taken by the author)

A decade after the events of Mother, the alien force that is Giygas has enveloped and consumed the world with hatred, turning animals, plants and humans into monsters. With his three companions: Paula, Jeff and Poo, Ness must travel the world collecting melodies from the eight sanctuaries in order to stop the invasion.

Characters:

Ness – Just a normal kid who defeats his enemies with the use of a baseball bat

Paula – Ness’ friend who possesses psychic powers

Jeff – A young scientific genius

Poo – A mysterious Eastern prince

Fighting scenes sport an array of weird and whacky opponents (Screenshot taken by the author)

The game is viewed in 2D with the overworld view being an iosmetric design Interestingly, unlike other RPGs, there is no difference between the overworld and town/dungeon scenes, meaning the game moves seamlessly between the two.

Although the game looks to be aimed towards a younger audience with whacky and childish jokes, I thought that it was quite fun to play. The story is well thought out, if a little bizarre, and there are plenty of collectables to keep you interested. Although cartoon like, I thought the graphics were good (but not great), bright and colourful, with lots of variations amongst the sprites.

Battle scenarios consist of standrd RPG practice in that it is a turn based affair. You can choose to attack, use an object, defend yourself, use PSI, flee etc. Once an enemy is defeated, you gain experience and money.

Isometric overworld view (Screenshot taken by the author)

What makes Earthbound different form other RPGs, is that it isn’t based on random encounter scenarios. In this game, you can actually see your enemies and can give them a wide berth if you do not wish to fight. Also, once your team reach a certain level, many of the lesser enemies are automatically defeated, meaning you don’t have to waste your time faffing around with pointless battles that give you little in the way of experience points. Additionally, you can gain a tactical advantage by approaching an enemy from behind. This allows you to strike first everytime. I thought that these were great features to have. I have always disliked the random encounter aspect of RPGs. I understand that they may be important for the game to ensure your characters build their stats but I’d rather have the option to fight when I wanted to because I feel random encounters just slow the game down too much.

There are a few other interesting aspects to this game. Firstly, your father regularly deposits money into your account so that you are never short of cash to buy new weapons and other items. Secondly, because you can only carry a certain amount of items, you can drop off items or have them delivered to you when you find a telephone. Thirdly, your character becomes homesick at times, which I believe affects him during battles. To remedy this, you simply need to call your mother who gives you a pep talk…very cute!

Did I complete the game?

Yes, with minimal help from a walkthrough

What the critics said:

Gamefan: If you love RPGs, you really must buy earthbound. At first glance the game may not seem like much, but a rich and involving adventure hides just beneath this game’s 8-bit veneer. While not as mind blowing as, say, FFIII, EB is just as fun to play simply because it’s so wacky, original and amusing. Overall 89%.[1]

Super Play: “An RPG that’s very much more than the sum of its parts. If you’ve got the patience to suffer its crude elements then prepare to be boggled: there’s simply nothing like it on the SNES. Overall 88%.[2]

Nintendo Power: “A great story, fun graphics, good sound effects. Frequent, sometimes tedious battles. Poorly designed inventory system limits how many items you can carry. Overall 4/5.[3]

Game Players: “The game’s biggest strength is its humour, but while there’s something here for everyone, most of the quips and strangeness are geared for the younger set – it ain’t exactly Final Fantasy or Illusion of Gaia. Overall 69%.[4]

Awards:

RPG of the Year – 1995 Game Fan Mega Awards[5]

My verdict:

“I really wanted to give this game five stars, but I feel that the graphics let this game down a bit. When compared to the likes of Final Fantasy III and Secret of Mana, the graphics are not what one expects from a SNES. However, don’t be put off by first impressions. This game has much to offer and endears itself to you the longer your play it. Say ‘Fuzzy Pickles'”

Rating:

What are your memories of Earthbound? 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] Rox, N., ‘Earthbound – Review’. Gamefan. (August 1995). Volume 3 Issue 8:70-71. (https://archive.org/details/GamefanVolume3Issue08August1995ALT/page/n69/mode/2up Accessed 22nd October 2020).

[2] Nicholson, Z., ‘Earthbound – Review.’ Super Play. (September 1995). Issue 35:38-40. (https://archive.org/details/Superplay_Issue_35_1995-09_Future_Publishing_GB/page/n39/mode/2up Accessed 22nd October 2020).

[3] ‘Earthbound – Review’. Nintendo Power. (June 1995). Volume 73:10-19 & 107 (https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20073%20%28June%201995%29/page/n113/mode/2up Accessed 22nd October 2020).

[4] Lundrigan, J., ‘Earthbound – Review’. Game Players. (July 1995). Issue 54:60. (https://archive.org/details/Game_Players_Issue_54_July_1995/page/n63/mode/2up Accessed 22nd October 2020).

[5] ‘1995 Mega Awards’ Gamefan. (January 1996). Volume 4 Issue 1:106. (https://archive.org/details/GamefanVolume4Issue01/page/n105/mode/2up accessed 22nd October 2020).

Mighty Final Fight – Review

Side-scrolling beat ‘em ups were huge in arcades in the 80s. However, home consoles of the 80s struggled to replicate the arcade versions, which were far superior. Although the NES and Master System produced some good quality beat ‘em ups, it wouldn’t be until the late 80s that “arcade quality” beat ‘em ups could be found on home consoles like the Sega Mega Drive.

titlescreen (Screenshot taken by the author)

Mighty Final Fight is a side-scrolling beat ‘em up developed and published by Capcom in 1993 for the NES. It is a spin-off of the 1989 arcade classic Final Fight. It was later released on the Game Boy Advance (2006) and Wii Virtual Console (2014). I chose to review the NES version.

The Mad Gear Gang, the most notorious crime gang in Metro City, have kidnapped Jessica, the daughter of Haggar, mayor of the city. Along with Cody, Jessica’s boyfriend, and Cody’s training partner, Guy, they attempt to rescue her from the gang.

Sadly, the game can only be played in single-player mode (Screenshot taken by the author)

You can choose to be either:

Haggar – City Mayor and former professional wrestler

Cody – A street fighter who has developed his own unique fighting style by fusing boxing and karate

Guy – A master of Ninjutsu

Each with their own strengths and fighting styles. As the game progresses, you gain experience points which increase the strength of your character and unlock more fighting moves. Weapons can be found throughout the levels but they are dependant on the character your are playing as (Cody – knife, Guy – shuriken, Haggar – oversized mallet).

The graphics have been adapted in the Chibi art style (Screenshot taken by the author)

The game has been redesigned in the Chibi art style which gives  the characters and overall game a more childlike look. The graphics and backgrounds are a great improvement on previous games such as Double Dragon and Renegade, even if Haggar does look like he has a huge double chin. However, by 1993, the SNES and Mega Drive were already producing far superior titles such as Streets of Rage, Golden Axe and Teenage Mutant Ninja Turtles IV: Turtles in Time. There is also a limited number of sprites allowed on the screen at any one time, and there is a fair bit of flicker when fighting. This game is clearly pushing the NES to its limits.

The gameplay is pretty good. The controls are responsive, and the hit detection is spot on. The introduction of new moves keeps the fighting interesting too.

What really let’s this game down is that it is a single-player game and there is only one difficulty setting. This is a real shame, as side-scrolling fighters are always better in two-player mode. Without a two-player mode and the chance to increase the game’s difficulty, this game will never become a staple for late night gaming with buddies. However, it is slightly redeemed by having three distinct characters does add to the replay value of the game a little.

Did I complete the game?

Yes, my go to character is Cody. My older brother’s choice was always Guy.

What the critics said:

At present, I have been unable to locate a contemporary review.

My verdict:

“A fun little beat ‘em up which looks great, for a NES game, and plays very well. Good differentiation between the characters but a lack of two-player mode severely limits its replay value.”

Rating:

What are your memories of Mighty Final Fight? 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.

Chip & Dale Rescue Rangers – Review

“Ch, Ch, Ch, Chip and Dale. Rescue Rangers!!!”

Titlescreen (Screenshot taken by the author)

Chip ‘n’ Dale Rescue Rangers is a platform game developed and published by Capcom and released for the NES in 1990. It would later be released in the 2017 The Disney Compilation Collection for Microsoft Windows, PlayStation 4 and Xbox One. I chose to review the NES version.

The evil Fat Cat has stolen Mandy’s kitten. The Rescue Rangers pledge to rescue the kitten. Through streets, over and through buildings, and forests; Chip and Dale must evade foes such as mechanical bulldogs, robotic rats, and gansgter lizard-type things known as warts. You can choose to dodge these dangerous foes or throw various items such as crates and apples at them. After each level, Gadget offers some advice about how to defeat the trickier aspects of the next level.

You can use objects such as crates and apples to throw at your enemies (Screenshot taken by the author)

The game can be played in on or two-player mode. In one-player mode, you can choose to be either Chip or Dale. Each player can only be hit three times before they die.

The levels are brightly coloured, well designed and detailed, and pose a nice challenge for the average gamer. The sprites are well animated and the controls are sharp and responsive. It is easy to distinguish between the two protangonists as Chip wears a hat and a dark jacket.

The game has many trickier parts but it is enjoyable to play. I wasn’t expecting to like this game but I really enjoyed it. Although the game has minimal replay value, it’s a lot of fun and a great game to be played with a younger sibling or child.

Did I complete the game?

Yes

What the critics said:

Electronic Gaming Monthly: “Every part of this game from the graphics, to the sounds to the gameplay are well done indeed. Rescue Rangers only falls flat in terms of challenge and difficulty. Overall 7.75/10.[1]

Nintendo Power: “Overall 4/5.[2]

Mean Machines: “Not groundbreakingly original, but very good nonetheless. Fun to play and long-lasting Overall 88%.”[3]

Total!: “Groovesome, slick and utterly dashing platform game with some ingenious two-player twist and a brain curdling difficulty curve! Overall 81%.[4]

Awards:

Parents’ Choice (1990) – Parents’ Choice Foundation[5]

My Verdict:

“This game looks great…but don’t be fooled by its cutsie look. There are some challenging parts to it, but nothing a seasoned gamer can’t handle. Excellent gameplay too. I enjoyed it more than I thought I would.”

Rating:

What are your memories of Chip & Dale Rescue Rangers? 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 – Chip and Dale Rescue Rangers.’ Electronic Gaming Monthly. (July 1990). Issue 12:12. (https://retrocdn.net/images/a/a1/EGM_US_012.pdf Accessed 12th October 2020).

[2] ‘Chip and Dale Rescue Rangers’. Nintendo Power. (July-August 1990). Issue 14:26. (https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20014%20%28July-August%201990%29/page/n25/mode/2up Accessed 12th October 2020).

[3] ‘Nintendo review – Rescue Rangers’. Mean Machines. (February 1992). Issue 17:52-4.   (https://web.archive.org/web/20190519025012/http://www.meanmachinesmag.co.uk/pdf/rescuerangersnes.pdf Accessed 12th October 2020).

[4] ‘Chip ‘n’ Dale’. Total!. (April 1992). Issue 4:26-7. (https://archive.org/details/Total_Issue_004_1992-04_Future_Publishing_GB/page/n25/mode/2up Accessed 12th October 2020).

[5] ‘Keeping Kids Entertained’. The Seattle Times. (Dec 27, 1990) (https://archive.seattletimes.com/archive/?date=19901227&slug=1111657 Accessed 12th October 2020).

Star Wars: Rebel Assault 2 – The Hidden Empire – Review

Occasionally, even though the first game in a series may be panned by critics, creators will get a second bite of the cherry. When this occurs, one would hope that the creators learn where they went wrong in the first instalment and remedy these mistakes to help ensure the success of the sequel. Alternatively, they could just ignore all feedback because, let’s face it, it has a trademarked brand name in the title and will therefore sell anyway.

Titlescreen (Screenshot taken by the author)

Star Wars: Rebel Assault 2 – The Hidden Empire is an action rail-shooter developed by Lucasart (Factor 5 for the PlayStation), and published by Lucasart. It was released 1995 for DOS/Windows, PlayStation and Mac OS. I chose to review the PC version.

Rail-shooters are fine, but at least sort out the jittery aiming! (Screenshot taken by the author)

Set after the destruction of the Death Star, you play as Rebel pilot Rookie One. After a series of mysterious disappearances, you are sent out on patrol near the planet Dreighton to investigate. Your party soon receive a distress call from a ship whose pilot explains that he has valuable information regarding a secret project that the Galactic Empire are hatching in order to destroy the Rebel Alliance once and for all. Sadly, the pilot carrying the information is killed before you can reach him and your party is then attacked by Tie Fighters.

These levels would have been better suited with a light gun (Screenshot taken by the author)

The gameplay is almost identical to Star Wars: Rebel Assault, in that there are three gameplay types. The first is a rail-shooter where, for the most part, the computer pilots your ship whilst you take control of the crosshair and try to shoot at the enemy. Occasionally, you will be called upon to steer when a flashing arrow appears, indicating that you need to press that direction on your joystick/control pad etc. The second sees you shoot at stormtroopers, killing a certain number before you can progress to the next screen. The third sees you take control of a ship/speeder, and you must fly through a course, again, with occasional flashing arrows showing the safest way through.

I found the controls jittery, and it is very difficult to determine depth perception (Screenshot taken by the author)

The intro to this game is awesome. It’s great to have the original music from the movies, and text giving a brief backstory to the game. The opening scene really pulls you in and gets you straight into the action. Sadly, James Earl Jones didn’t reprise his role as Darth Vader. The graphics and sound are good, just what you’d expect from any Star Wars game.

Sadly, that’s about as many positives as I can give this game. The issues that plagued the first game were not fixed for the sequel. The controls are still just as jittery and frustrating to use. Whenever you release control of the cross hair, it immediately centres, which is incredibly annoying when you are trying accurately shoot moving targets with a joystick/control pad. I even tried to turn the sensitivity of my control pad down to 0, which helped aiming a bit. Annoyingly, you cannot change the axis for the joypad during the game. It is easier to have the controls as up is up and down is down for the shooting scenes, but have down is up and up is down for the flying levels. I don’t know why, it just feels more intuitive that way.

I can’t understand why they didn’t learn from the first game. If you’re going to have a rail-shooter then a light gun or allowing the user to use a mouse makes more sense. Using a joytick etc. to aim is just too annoying and inaccurate. The issue with the flying levels is that it is difficult to distinguish depth perception. For the levels where you need to shoot and occasionally direct your ship, ensuring you don’t collide with asteroids or the side of the space stations, is the pits and doesn’t compare at all to Star Wars: Tie Fighter.

Did I complete the game?

No, I rage quit after Mission 3 – The Mining Tunnels as I was so fucked off with the jerky, shitty flying controls!

What the critics said:

GameSpot: “There’s also a serious gameplay problem in the vehicular levels. The controls are too loose and jittery, meaning that you have to constantly fidget with the directional pad just to fly in a straight line. This also makes it almost impossible to dodge obstacles in your path. An even larger flaw is that, even with that awful control, the game is still much too easy to vanquish – any average player should be able to rip through it in two or three hours. Overall 4.9/10.[1]

GameSpot: “Rebel Assault II’s fine musical score, well-written script, and decent acting will be enough to satisfy those seeking a worthwhile multimedia “experience,” but the limited gameplay will most likely send hard-core gamers running back to Tie Fighter. Overall 7.5/10.[2]

Next Generation: “…you aren’t playing a game. You’re watching a movie that requires you to move a stick around and press a button at certain points until you get to see more of the movie. Overall 2/5.[3]

My verdict:

Star Wars: Rebel Assault 2 – The Hidden Empire seems to be unsure just what type of game it is. It has no redeeming features that would make a gamer choose this game over say, Tie Fighter or Dark Forces, as they are superior in every way. Jittery controls and poor targeting just make for a frustrating game that is no fun. What makes this game worse than Star Wars: Rebel Assault , is that they clearly didn’t learn from their mistakes.

Rating:

What are your memories of Star Wars: Rebel Assault 2The Hidden Empire? 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]  Gamespot Staff, (May 2, 2000). ‘Rebel Assault II – Review’. GameSpot. (https://www.gamespot.com/reviews/rebel-assault-ii-review/1900-2549039/ Accessed 3rd September 2020).

[2] Gamespot Staff, (May 5, 2000). ‘Rebel Assault 2: The Hidden Empire – Review’. GameSpot. (https://www.gamespot.com/reviews/rebel-assault-ii-review/1900-2532726/ Accessed 3rd September 2020).

[3]  ‘The Empire Strikes Out – Rebel Assault II’. Next Generation. (March 1996). Issue 15:92. (https://archive.org/details/nextgen-issue-015/page/n91/mode/2up Accessed 3rd September 2020).

Streets of Rage – Review

There are some games that will always remain close to my heart. Streets of Rage is one such game. For almost 30 years, I have regularly returned to this game time and time again, and am instantly transported to my youth. I decided to revisit it once more with my “reviewers” hat on and wondered if it would hold up to scrutiny. Read on to find out my verdict!

Title screen (Screenshot taken by the author)

Streets of Rage (Bare Knuckle in Japan) is a side-scrolling beat ‘em up developed and published by Sega. It was released for the Arcade and Sega Mega Drive in 1991. It was later ported to the Game Gear (1992), Master System (1993), Wii (2007), iOS (2009), Microsoft Windows (2011) and Nintendo 3DS (2013). For this review, I chose to play the Mega Drive version.

You have the choice between Adam, Axel and Blaze. Each character has a unique move set (Screenshot taken by the author)

A once peaceful city has been the victim of a crime wave. A secret criminal syndicate has taken over the local government and the local police force. Frustrated by the police force’s corruption, three young police officers take it upon themselves to clean up the streets and stop the crime syndicate.

Streets of Rage can be played in either one or two-player modes. You can choose one of three characters:

Adam Hunter – an accomplished boxer

Axel Stone – a skilled martial artist

Blaze Fielding – a judo expert

My favourite character has always been Axel (Screenshot taken by the author)

The gameplay is fabulous. Each character has an impressive number of moves, with plenty of differentiation between the characters. Blaze is quick and can jump high and far but not as powerful as the other two. Adam is the slowest but is powerful and can jump high and far, and Axel, my personal favourite, is quicker than adam and just as powerful but doesn’t jump as high or as far. There are even a few moves with which you can use to double team the enemy. If things get too heavy, each character can use their special attack which involves calling for back-up in the form of a police car. A police offer, leaning out of the window proceeds to fire napalm or rain down fire upon the enemy in the form of a gatling gun rocket launcher hybrid.

Throughout the eight levels, there are also a number of weapons such as bottles, knives and baseball bats that you can pick up and use against the enemies.

Along the way, you gain points for killing the enemies but you also gain extra points for picking up cash and gold bars. To gain health, you will need to find apples and beef joints. Occasionally, you may come across a 1-up icon too.

Blaze can easily hold her own against a gang of baddies (Screenshot taken by the author)

Firstly, this game looks beautiful. The character sprites are clearly defined, colourful and very detailed! The level designs are also some of the best I’ve seen for 16-bit games released around this time.

The controls are tight, and each character has plenty of moves to prevent this from becoming a monotonous button mashing affair. The controls are nice and responsive and the hit detection is spot on. There is also an element of strategy when fighting some of the bosses so that you can work together in a team.

The game has four difficulty settings ‘easy’, ‘normal, ‘hard’ and ‘hardest’, but even if you stick to the easiest setting, I found that I returned to this game again and again, especially when playing in two-player mode with my brothers and sister.

I have so many fond memories of this game, and it’s probably why I rank it as as only of my favourite games of all time. Even after almost 30 years, I still return to it yearly with my little brother and we play through it.

Did I complete the game?

Yes, I have completed this game many times over the years on the ‘easy’ and ‘normal’ settings.

What the critics said:

Sega Power: “Double Dragon-style street fighter with arrange of 40 combat moves! Loads of enemies, frenzied activity and brilliant soundtracks. This sets new standards for urban guerrillas. Overall 5/5.[1]

Mean Machines: The greatest and most enjoyable beat ‘em up yet seen on the Megadrive. Overall 90%.[2]

Games-X: “Okay as beat ‘em ups go, but will only appeal to fans of the genre. Overall 3/5.[3]

Computer and Video Games: “Beautifully presented, the games smacks of quality from the moment you slap in the cart and prepare to slap heads. The gameplay is totally wicked. Each fighter has his or her own characteristics, but you’ll soon choose a favourite with which to kick ass. Overall 93%.[4]

Mega Tech: “This is the best beat ‘em up on the Megadrive with tons of moves, action, death and great electro soundtracks. Overall 92%.[5]

Sega Pro: “Basically this is Final Fight for the Megadrive. Great graphics and some amazing moves. This is the best beat-‘em up game yet for the Megadrive. Overall 96%.“[6]

Wizard: “Fighting game, third generation game. Not bad, still holds up well. Lots of action. Overall B.[7]

My verdict:

“I can’t praise this game enough. It looks fantastic, it plays fantastic and the sound track is awesome. It truly is one the greatest video games ever made and I can be certain that even when I’m in my senior years, I will still return to relive the Streets of Rage adventure again and again.”

Rating:


[1] ‘The Hard Line: Mega Drive – Streets of Rage’. Sega Power. (October 1991). Issue 23:54. (https://retrocdn.net/images/8/89/SegaPower_UK_23.pdf Accessed 13th September 2020).

[2] ‘Streets of Rage – Review’. Mean Machines. (September 1991). Issue 12:80-82. (https://retrocdn.net/images/f/f2/MeanMachines_UK_12.pdf Accessed 15th September 2020).

[3] ‘Bare Knuckle – Review’. Games-X. (22nd-28th August 1991). Issue 18:38. (https://retrocdn.net/images/2/26/GamesX_UK_18.pdf Accessed 15th September 2020).

[4] ‘Streets of Rage – Review’. Computer and Video Games. (October 1991). Issue 119:54-6. (https://retrocdn.net/images/d/d0/CVG_UK_119.pdf Accessed 15th September 2020).

[5] ‘Streets of Rage – Review’. Mega Tech. (February 1992). Issue 2:30. (https://retrocdn.net/images/2/21/MegaTech_UK_02.pdf Accessed 15th September 2020).

[6] ‘Streets of Rage – Review’. Sega Pro. (April 1992). Issue 6:29. (https://segaretro.org/index.php?title=File:SegaPro_UK_06.pdf&page=29 Accessed 15th September 2020).

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