Bonanza Brothers – Review

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

Title screen (Screenshot taken by the author)

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

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

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

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

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

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

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

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

So does the game hold up? Sadly no.

What are the pros?

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

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

Now the cons:

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

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

Did I complete the game?

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

What the critics said:

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

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

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

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

My Rating:

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


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

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

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

The Story of Thor: A Successor of the Light/Beyond Oasis – Review

Nintendo’s The Legend of Zelda: A Link to the Past (LTTP) really changed the way gamers think about action-adventure games. The story line, the music, the graphics, the shear size of the game set the standard for action-adventures going forward into the 1990s. As far as I can tell, the only offering Sega had in this category was A Faery Tale (1991). There may be others, but none spring to mind. As far as I can tell, it took Sega until 1994 to create a reply to LTTP. The question is, would it be any good?

Title screen (Screenshot taken by the author)

The Story of Thor: A Successor of the Light is an action-adventure game developed by Ancient Corp. and published by Sega. It was released in Japan in 1994, and Europe and North America in 1995 for the Sega Mega Drive. It would later be released on the Wii Virtual Console in 2007 and on the PlayStation 3 as part of Sonic’s Ultimate Genesis Collection (2009). Interestingly, it was released in North America under the title Beyond Oasis. For this review, I played the version found on the Sonic’s Ultimate Genesis Collection.

The intro is beautifully illustrated (Screenshot taken by the author)

Prince Ali is a treasure hunter, living on the land of Oasis. One day, whilst exploring a cave on a nearby island, he discovers a golden armlet. When he tries on the armlet, a ghostly face appears and re-tells the story of a magical war between two sorcerers. One of the sorcerors, Reharl, wore the golden armlet and used it to control four spirits: Dytto the Water Spirit; Efreet, the Fire Spirit; Shade, the Shadow Spirit; and Bow, the Plant Spirit. The other, Agitio, wore the silver armlet and used it for evil, causing death and destruction everywhere within his reach. Ali must search Oasis and gain the power of the four spirits and prevent the silver armlet from being used to destroy the world.

The game begins with a beautifully illustrated cutscene giving the back story of the game. The in-game graphics are bright, colourful and much more detailed and interesting than in LTTP. The sprites are clearly defined and there is a good array of different foes to fight. The bosses are challenging but not too difficult, even for a younger gamer.

Battle your way through caves full of monsters to find the four spirits to aid you in your quest (screenshot taken by the author)

Like LTTP, as you explore the map, you will encounter numerous baddies that you can engage in battle and kill. You can attack these enemies using your dagger, swords, bow and arrow and bombs. The dagger is the only weapon that you can use infinitely. Occasionally, these fallen foes will leave behind items that will help restore your health or magic points.

What makes the battles with foes more interesting than LTTP is that you have to crouch to hit foes such as snakes, and have to jump in order to hit bats. This adds an extra challenge to the game.

The controls are easy to learn, and the game interface is intuitive and easy to use. The only difficulty jumping, which takes some practice.

Sadly, the music sucks and really can’t hold a candle to LTTP. In LTTP, the music is inspiring with hints of danger and intrigue. It encourages you to be brave and venture forth into the unknown. Beyond Oasis just falls flat and doesn’t inspire the same feelings.

As for replay value, although the game only has one difficulty setting, it is worth revisiting again, but there is nowhere near the amount of secret objects (if there are any at all) to find and the game is so much shorter than LTTP. In fact, you could easily beat it in the half the time it’d take to finish LTTP.

Efreet, the fire spirit, is one of four you need to find and gain control of (Screenshot taken by the author)

Did I complete the game?

Yes

What the critics said:

Electronic Gaming Monthly: “This one is pretty enjoyable…with the standard fare of menacing enemies and creative boss characters. The best element is probably the gigantic area you cover, and the plot twists throughout the game. Overall 38/50.”[1]

GameFan: “The game excels in almost every category. The music gets a tad repetitive, but it’s high quality… Overall 94.7%.[2]

Next Generation: “The use of magic, whether it be the fireball or meteor storm; a user-friendly interface, and an ever-ready map put Beyond Oasis beyond others of its type. But ultimately, poor fighting and an uninspired storyline leave this title looking more like a mirage. Overall 2/5.[3]

Awards:

Action RPG of the Year – GameFan’s Mega Awards 1995[4]

My Verdict:

“This game looks fantastic and incorporates some very interesting features such as the different abilities of the four spirits and the imaginative bosses. What let’s this game down is the music and game length. It’s well worth playing though!”

My Rating:

What are your memories of The Story of Thor: A Successor of the Light/Beyond Oasis? 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 – Beyond Oasis’.  Electronic Gaming Monthly. (March 1995). Issue 68:36. (https://archive.org/details/ElectronicGamingMonthly_68/page/n35/mode/2up Accessed 7th April 2021).

[2] ‘Viewpoint Beyond Oasis’. GameFan. (March 1005). Volume 3 Issue 3:18. https://archive.org/details/GamefanVolume3Issue03March1995/page/n17/mode/2up Accessed 7th April 2021).

[3] ‘Rating Genesis – Beyond Oasis’. Next Generation. Issue 4:94. (https://archive.org/details/nextgen-issue-004/page/n95/mode/2up Accessed 7th April 2021).

[4] ‘GameFan’s Mega Awards 1995’. GameFan. (January 1996). Volume 4, Issue 1:106. (https://archive.org/details/GamefanVolume4Issue01/page/n105/mode/2up Accessed 7th April 2021).

Batman: The Video Game – Review

In the sphere of TV and films, Tim Burton’s 1989 Batman film was a stark contrast to the colourful and campy 1960s TV show. The choice of Michael Keaton for the role of the Caped Crusader was controversial to say the least, but he acquitted himself admirably and, in my opinion, rivals Christian Bale as the definitive Batman.

Title screen (screenshot taken by the author)

Batman: The Video Game is a side-scrolling platform game developed and published by Sunsoft. It was released on the NES in Japan in 1989, and North America and Europe, as well as for the Game Boy, in 1990 (oddly both games are actually different). I chose to review the NES version.

Fight your way through the City of Gotham (screenshot taken by the author)

The bicentenary of Gotham City is fast approaching, and the city’s officials are hard at work planning festivities for the event. However, the city is engulfed by a crime wave orchestrated and encouraged by the Joker. It is up to the Caped Crusader to stop the Joker’s evil plans and save the city.

Although based on the 1989 Tim Burton movie Batman, there are a few differences. Yes, you are pursuing the Joker and trying to save the City of Gotham, but the game contains enemies with rocket packs or that are mutants. These definitely do not appear in movie. However, these differences take nothing away from the game.

The in-between level animations look fantastic (screenshot taken by the author)

The game contains five levels (each level has four or five sub-levels):

Gotham City

AXIS Chemical Factory

Underground Conduit

Ruins of Laboratory

The Cathedral

Whilst battling his way through the levels, Batman utilises hand-to-hand combat as well as weapons such as a spear gun, Batarang and dirk (which is more like a shuriken) to defeat his enemies. The levels contain no time limit allowing your to take your time through the levels.

Beautifully detailed with an understated, dark colour scheme suits this game well (screenshot taken by the author)

Let’s begin with the graphics. The game looks great! It begins with an awesome and intimidating looking title screen containing the figure of Batman looking menacing, and the game title in the same font used for the movie. Between each level, there is a short animated cutscene which again looks very cool.

For the in-game graphics, yes, Batman is coloured purple but that is purely so that you can see him clearly as the levels have a dark colour scheme. The levels themselves are very detailed. They help create a dark atmosphere for the game which fits well with Tim Burton’s vision. The sprites are beautifully illustrated, detailed and colourful. Throughout the game, I noticed that there was practically no flicker in the graphics at all.

The music, although not from the movie, fits the game well and certainly has an arcade feel to it. It’s great for getting the adrenaline pumping.

The controls are simple but they don’t need to be complicated. You can punch whilst standing and crouching, and select one of three weapons to use. You can jump to different heights, depending on how long you hold the ‘jump’ button for, and you can even use the walls to help you jump even higher and to avoid some nasty floor spikes.

Although this is an incredibly tough game, I had a lot of fun playing through it. The difficulty level is my only real gripe with this game. You are unable to change the difficulty level which is a pity as this would have given the game a bit more replay value.

Did I complete the game?

No, I was unable to get past level 3-1

What the critics said:

Mean Machines: “A classy license through and through. If you own a NES you’d be bats to miss this – so there! Overall 87%[1]

Awards:

Best Movie to Game – Electronic Gaming Monthly’s ‘Best and Worst of 1989’[2]

My Verdict:

“It looks great, sounds great, has tight controls and a challenge to test even the most hardened of gamers. The game proves that not all superhero games suck.”

Rating:

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


[1] ‘Nintendo Review – Batman’. (December 1990). Issue 3:78-9. https://archive.org/details/mean-machines-magazine-03/page/n77/mode/2up Accessed on 13th February 2020).

[2] ‘Best and Worst of 1989’. Electronic Gaming Monthly – 1990 Video Game Buyer’s guide. Issue 5:22. (https://retrocdn.net/images/d/d5/EGM_US_005.pdf Accessed 1st July 2020).

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.