Dr. Robotnik’s Mean Bean Machine – Review

Puzzle games have always been popular. Humans clearly enjoy the mental challenge of solving a puzzle as well as the competitive challenge of solving it faster than a friend or opponent. One would presume that many puzzle games such as Tetris (1984), Columns (1989), Pipe Mania (1989) and Shanghai (1986) were cheap and easy to produce. Their popularity stems from the personal challenge as well as the fact that they are easy to learn but difficult to master. As the complexity of video games increased, how could game creators use the ideas from previous puzzle games and expand them for modern gamers of the 1990s? One answer was Dr. Robotnik’s Mean Bean Machine.

Title screen (Screenshot taken by the author)

Dr. Robotnik’s Mean Bean Machine is a falling block puzzle game and can be played in single or two-player mode. It was developed by Compile Co., Ltd. and published by Sega. It was released on the following platforms:

Mega Drive and Game Gear in 1993

Master System in 1994

Sonic Mega Collection for the GameCube in 2002

Wii Virtual Console in 2006

Sega Mega Collection Plus for the PlayStation 2 and Xbox in 2004

Sonic’s Ultimate Genesis Collection for the PlayStation 3 and Xbox 360 in 2009

Microsoft Windows in 2010

Nintendo 3DS in 2013

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

On the planet Mobius, Dr. Robotnik, Sonic the Hedgehog’s arch nemesis, has created a Mean Bean-Steaming Machine in order to turn the peaceful inhabitants of Beanville into evil robots. Once he has his army, he intends to ensure that music and fun disappear from Mobius forever…what a miserable bugger!

The game is similar to Tetris (1984) and Columns (1989), in that blocks, or in this case two coloured beans, fall from the top of the screen. As they slowly descend, you must decide where to place them before they reach the bottom. You can rotate them in order to place them vertically or horizontally, as well as changing which order the coloured beans are placed in.

When beans of the same colour are either on top, below or either side of another bean of the same colour, they form a link. When you link four or more beans together, they will disappear allowing earning you points and allowing beans that were above them to fall directly downward. The more beans you make disappear, the higher your score. The game ends when either you or your opponent’s dungeon is completely filled with beans.

To make this game more challenging, if you make more than one set of coloured beans disappear in a chain reaction, for example, then ‘refugee’ beans appear above your opponent’s screen. They will eventually fall and block your opponent from matching beans together. These ‘refugee’ beans can be made to disappear by matching four or more of that same-coloured beans whilst the ‘refugee’ beans are directly above, below or adjacent to the matching ones.

(Screenshot taken by the author)

The game is very easy to learn, and the controls are simple. A practice mode is available, but you really won’t need to bother with this unless you are a younger or more inexperienced gamer.

The graphics won’t blow you away, but they don’t need to. They are perfect for what this game is. They are bright and colourful, and beans are easily distinguishable.

The in-game music is very good. I particularly like the descending riff. I don’t know whether this riff was intentionally created to accentuate the fact that the beans are falling or whether this is a coincidence. Either way, I liked the music for this game.

Be warned, this game is not walk in the park! It is a tough game, and will take time and a multitude of continues to beat it. Luckily, the creators give you infinite continues and offer a password system so that you don’t need to keep going back to the beginning.

I’m not really a fan of these types of games but the more I played it, the more I enjoyed it. Its fun and really comes into its own in two-player mode.

Did I complete the game?

No, I couldn’t get past the 8th stage.

What the critics Said:

Computer & Video Games: “…is as addictive and frustrating as the game it’s based on, the famous puzzler Tetris. The beans are a lot cuter and colourful than a bunch of bricks, and you also have to compete against the computer, which plays on a screen next to you; this makes the game even more difficult to complete. The graphics are bright and colourful, although not too adventurous, but it’s all good, obsessive fun. Overall 90%.[1]

GamePro: “Despite a lot of similarities to Tetris, Columns, and other classic puzzlers, this game is no has-bean. The offensive strategy makes it especially fun when playing against a friend. Games of this kind seem few and far between for the Genesis, so fans of this genre should find Mean bean Machine a match made in heaven. Overall 4.375/5.[2]

Mega: “Don’t let the seemingly innocuous exterior and simplistic appearance put you off. Mean Bean Machine is a devilishly addictive game which even haters of all stings Sonic-related will love.Overall 90%”.[3]

My Verdict: “Bright, colourful with quirky music, this game is a lot of fun and particularly comes into its own in two-player mode. However, it is just too darn difficult in single player mode for the casual gamer. If you’re a fan of these sorts of puzzle games will love this game. If not, it is still worth a place in your collection.”

Rating:

What are your memories of De-Cap Attack? 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] Tipping, A., Computer & Video Games. (January 1994). Issue 146:93. (https://retrocdn.net/images/6/63/CVG_UK_146.pdf Accessed 28th April 2021).

[2] Andromeda, ‘Genesis ProReview – Dr. Robotnik’s Mean Bean Machine’. (January 1994). Volume 6, Number 1:58.  GamePro. https://retrocdn.net/images/e/ec/GamePro_US_054.pdf Accessed 5th May 2021).

[3] Dyer, A., Dr. Robotnik’s Mean Bean Machine. Mega. (January 1994). :48-9. (https://retrocdn.net/images/a/a3/Mega_UK_16.pdf Accessed 5th May 2021).

De-Cap Attack – Review

The early 1990s were a great time for me. I was too young to be distracted by girls but old enough to be able to hang out with friends without the supervision of parents. I was also old enough to be half decent at video games. My friends and I regularly exchanged games (and cheat codes) but sadly we just didn’t have the money to buy many games. Having an older brother has its benefits. He may be mean and leave you out in the cold when his older, cooler friends are around, but he may also have access, and money, to borrow or buy more video games. One such game that my brother brought home one night was De-cap Attack.

Title screen (Screenshot taken by the author)

De-cap Attack is a single-player platform game. It was developed by Vic Tokai and published by Sega for the Mega Drive in 1991. For this review, I played the version found on Sonic’s Ultimate Genesis Collection (2009).

Max D. Cap has returned from the Underworld to wreak havoc with his army of evil monsters. His devastation has caused the island where you live, shaped in the form of a skeleton, to break apart. Chuck D. Head, that’s you, is the creation of Dr. Frank N. Stein and his loyal assistant Igor. They created you, a headless mummy, and sends you to defeat Mad D. Cap and his minions and return to the island to its original state.

The Skeleton Island (screenshot taken by the author)

Chuck can attack his enemies in three ways. He has a weird face in his chest that extends out and punches the enemy, he can jump on their heads and squash them into the ground, or he can acquire a skull that can be thrown at the enemy but will return like a boomerang. Chuck also has the added ability of slowing his descent by kicking his legs. This little feature has saved my life, and my sanity, on more than one occasion.

Along the way, Chuck can pick up several different potions to assist him. These give him abilities such as harnessing a lightning ball, speeding up his run, slowing down the enemy etc. You can also pick up gold coins to use in a post-level bonus game.

Your health unit, quite ingeniously, is measured by pumping hearts. Each heart is the equivalent of two hits. However, if you fall into lava you will die instantly.

Chuck can use his head to throw at his enemies (screenshot taken by the author)

Although this is technically a side-scrolling platform game, and mostly that’s left to right, there are several levels where you either climb or descend the screen and at least one or two where you go from right to left. Which is quite novel considering most platformers seem to go from left to right. Like most side-scrolling plaforms, there are higher parts to each level where more goodies and power-ups can be found.

Each “island” has three stages to complete. At then end of each island you will face a boss. To add an extra challenge to each island, there is a special object to collect so even if you defeat the end of island boss, you cannot progress without finding this object.

After your complete an “island” you are rewarded with a bonus stage. Each coin you gathered allows you to place a clone of Chuck on a path. You can place as many or as little as you want on each path. Everytime they reach a bridge they will cross it either to the left or right. When they reach the end of the paths, you need to stop a set scrolling bridges. If you place your clones correctly and timed your stop of the correctly Chuck will be rewarded with lives and potions. If not they fall down a hole and you win nothing.

Obligatory swimming level (screenshot taken by the author)

The controls are tight and responsive but when Chuck changes direction whilst running he skids in a very cartoony way which takes a bit of practice.

I think the graphics are fab! The levels are incredibly detailed and sprites are well animated. There is no flickering or slowing down when there are several sprites on screen and end of level bosses look great too.

The intro music to this game is pretty cool. Sadly, the in-game music is fitting but forgettable. However, the clever part of the music lies when Chuck dies. It plays a bar or two of Bach’s Toccato and Fugue in D Minor (skip to the 2.40), which is one of the creepiest pieces of classical music you’ll hear and works well in this game.

The difficulty of the game can be changed by altering the number of hearts you begin with. Don’t be fooled by the first few levels however, this game gets tough later on.

Did I complete the game?

Yes, and I will certainly play it again in the future.

What the Critics Said:

Game Informer: “There’s enough originality to keep a gamer’s interest and the characters are really a scream (pun intended). If you like Mario and Bonk type games, You’ll love De-Cap Attack”. Overall 7.5/10.[1]

Game Informer: “The game is addictive. There’s enough to keep even the best player busy for weeks. Overall 8.5/10.[2]

Game Pro: “Decapattack breathes life into the worn out action/adventure theme. – you gotta admit, head tossing is a pretty innovative for of self-defence. It’s got all the makings of a superior game: great graphics, manageable challenge, ear-pleasing tunes, and , yahoo, endless continues. It’s well worth losing your head in Decapattack. Overall 4.6/5.[3]

Mean Machines Sega: “A fun-filled platform game which is basically identical to the old import game, Magical Flying Hat Turbo Adventure, except it has different sprites and backdrops. Platform fans will love it… Overall 82%.[4]

My Verdict:

“I love this game! Its fun yet challenging. It looks great, plays great, sounds great, and certainly is a cut above most other 16-bit platform games. It holds help well, even 30 years after its original release.”

Rating:

What are your memories of De-Cap Attack? 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] Rick, The Video Ranger. ‘Review – De-Cap Attack’. Game Informer. (Fall Issue 1991) :9. (https://retrocdn.net/images/5/52/GameInformer_US_001.pdf Accessed 26th April 2021).

[2] Andy, The Game Dandy. ‘Review – De-Cap Attack’. Game Informer. (Fall Issue 1991) :9. (https://retrocdn.net/images/5/52/GameInformer_US_001.pdf Accessed 26th April 2021).

[3] ‘ProRreviews – Decap attack’. Game Pro. (October 1991). Volume 3 Number 10:46. (https://retrocdn.net/images/f/f1/GamePro_US_027.pdf Accessed 26th April 2021).

[4] ‘Review: Mega Drive – Decapattack’. Mean Machines. (October 1992). Issue 1:138. (https://archive.org/details/mean-machines-sega-magazine-01/page/n137/mode/2up Accessed 16th February 2020).

Comix Zone – Review

By 1995, the lives of the 16-bit consoles such as the Sega Genesis and Super Nintendo were coming to an end. However, Sega still had a few tricks up their sleeve before ceasing production of Mega Drive games.

Title screen (Screenshot taken by the author)

Comix Zone is a single-player beat ‘em up developed and published by Sega. It was released for the Mega Drive and PC (North America) in 1995, and for the PC (Europe) in 1996. Later releases include:

Game Boy Advance (2002)

PlayStation 2 and PlayStation Portable as part of the Sega Mega Drive Collection (2007)

Wii Virtual Console (2009)

Xbox Live Arcade (2009)

PlayStation 3 and Xbox 360 as part of Sonic’s Ultimate Genesis Collection (2009)

iOS as part of the Sega Forever collection (2017)

Android as part of the Sega Forever collection (2017)

The manual contains a black and white comic strip offering a more in-depth backstory the game:

General Alissa Cyan and Topol are fighting an army of monsters abs in dire need of rescuing. Sadly, Topol is killed before they can be rescued. Later, back in HQ, Cyan is arguing with the emperor, urging him to provide her with back-up to help take down the evil Mortus and his renegade army. As the emperor explains his reluctance to agree to her request, messengers inform them that another army of mutants is attacking Tibet City and that a “Doomsday Device” has been located near New Zealand. General Cyan decides that enough is enough. They need a “special operative” to help them defeat Mortus.

Sketch Turner is a comic strip artist (and freelance rock musician) who lives in New York City with his pet rat, Roadkill. One evening, whilst working hard at his desk, he is drawn into his comic strip where General Cyan explains that if they cannot stop Mortus, his form will become real, and he will be able to conquer the Earth.

Speech bubbles appear regularly throughout the game (Screenshot taken by the author)

The array of attacks and movements you can perform is quite impressive for a Mega Drive beat ‘em up. However, even though there are multiple punches, kicks, jump attacks and even throws, there is very little finesse to the fighting. It quickly becomes a button masher.

Along the way, you are joined by your pet rat, Roadkill who can help attack the baddies, assist in solving puzzles (I use this term very lightly), and can even sniff out power-ups.

One nice innovation is that there are occasions in the game where you need to decide which direction to go next. Once you decide, you cannot backtrack. One of the paths is more difficult than the other and can offer better power-ups.

However, one gripe I have with this game is how easy it is to lose energy. Punching crates, doors etc. that you need to break for power-ups or to progress makes you lose energy, which I think is a bit dumb considering the lack of ways there are to regain your health.

Tip:

Don’t be afraid to use your power-ups because when you finish the level, you will lose them anyway.

I use the term “puzzle” lightly, but there are occasions when you need to use your loaf (Screenshot taken by the author)

The levels are designed in a the style of a comic strip which I thought was ingenious when it was released. The graphics are fantastic, and the game blew me away when I first saw it all those years ago. The sprites and backgrounds are very detailed and colourful, and sprite animations look fab. I love how the baddies are drawn by and artists hand rather than just appear on the screen, adding to the authenticity that you are in a comic strip.

Throughout the game, there is a running commentary. Either General Cyan gives you instructions, or speech bubbles appear as your character and the baddies engage in repartee. When engaging in fighting, “wacks” and “pows” appear again adding to the comic strip feel. Another nice touch, comes when there are times that you can kick you enemies through the comic border into the next scene. It look quite dramatic!

The music lets this game down. I found it dull and easily forgettable.

The above mentioned ‘choose your path’ feature and the fact that there are two endings, adds some replay value to the game. Sadly, there is only one difficulty setting.

Did I Complete the Game?

No, I could not get past the boss at the end of Episode 2. This game is very hard!

What the critics said:

Electronic Gaming Monthly: “This is a very original game. Sure, it’s basically a side-scroller, but the comic look and frame concept works very well. Also, the graphics are very colorfuI, especially for the Genesis. There isn’t any exceptional fighting, but the look of the game carries it. The only drawback is the fact that you can get hit a lot, so you die a bit too often. Still, it has a fresh look to it, with a very original way of traversing to the next level. Comix Zone is a definite must-try. Overall 7.875/10.[1]

Next Generation: “A very cool idea for a game that wasn’t executed properly, Comix Zone is better than most. Overall 3/5.”[2]

My Verdict: “A fun concept for a game that still looks very cool today. Let down by the music and the repetitive nature of the fighting, this game just falls short of what could have potentially been a legendary game. It is also incredibly difficult.”

My Rating:

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


[1] ‘Review Crew – Comix Zone’. Electronic Gaming Monthly. (August 1995). Issue 73:35. (https://archive.org/details/Electronic_Gaming_Monthly_073_August_1995_U/page/n33/mode/2up Accessed 15th April 2021).

[2] ‘Rating Genesis – Comix Zone’. Next Generation. (August 1995). Issue 8:75. (https://archive.org/details/nextgen-issue-008/page/n75/mode/2up Accessed 15th April 2021).

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).

Shining Force II: The Ancient Seal – Review

Revisiting games can be fun…but it can also be disappointing. We romanticise games in our minds and revisiting them years later, especially when technology has moved on, often destroys these rose-tinted memories. Altered Beast is an example of one such game. When I revisited it, I was disappointed that it wasn’t as good as I remember. No doubt, there will be many more to come. Will Shining Force II suffer when I revisit it with older eyes and a colder heart?

(Screenshot taken by the author)

Shining Force II: The Ancient Seal is a tactical RPG developed by Sonic! Software Planning and published by Sega. It was released for the Mega Drive in 1993. It was re-released for the Wii U Virtual Console in 2008, as well as being part of Sonic’s Ultimate Genesis Collection (2009) for Xbox 360 and PlayStation 3. It is the sequel to Shining in the Darkness, and is set 40-70 years after the events of Shining Force Gaiden: Final Conflict (1995) on the Game Gear. although the stories consist of different characters.Although I did used to own the original Mega Drive cart, for this review, I played through the version found on Sonic’s Ultimate Genesis Collection for PlayStation 3.

It is a dark, stormy night. A small band of thieves led by Slade, break into an ancient shrine looking for treasure. They happen upon two coloured jewels: one blue and one red. Upon stealing the jewels, they unwittingly break a magical seal that has held the demon King Zeon captive. With the seal broken, but not yet at his full strength, Zeon orders his minions to find the Jewel of Darkness so that he can restore his power and conquer the world.

The sprites and overall design are almost identical to Shining Force (Screenshot taken by the author)

Main Characters:

Bowie is the main character (although you can choose to change his name). He is a student of Astral the Wizard, is a human and a swordsman. He is an all-rounder and can be promoted to Hero.

Jaha is a dwarf and a warrior. He is very strong but his movement is limited. He is also a student of Astral. He can be promoted to Gladiator, but with a special item, can become a Baron.

Chester is a centaur and a knight. He is also a student of Astral. He can use either a lance for short range attacks or you can equip him with a spear for longer ranged attacks. When prompted he becomes a Paladin but with a special item, he can become a Pegasus.

Sarah is an Elf and a priest. She is also a student of Astral. She is not very good in hand-to-hand combat but she is great for casting spells and healing your injured party. When promoted, she become a vicar, but with a special item, she can become a Master Monk which greatly increases her hand-to hand combat skills.

Kazin is an Elf and a mage. Once promoted he becomes a wizard.

There are many other characters who join your party along the was but I won’t discuss them here.

During battles, you must be careful to position your stronger units where they can defend your weaker units (Screenshot taken by the author)

The menu is exactly the same as Shining Force. That is, when walking around both urban and rural areas, you begin with four boxes that are animated when your cursor is over them These options are:

Member – Check the status of member sof your party

Item – It will take you to another menu where you can choose to use an item, pass an item to someone else, equip an item or drop one.

Search – Use this when you come across chests, boxes and vases. In fact, there are lots of hidden items in odd areas, so use this option freely.

Magic – Takes you to a menu where you can cast spells. In non-battle scenarios, only the detox spell works.

During your adventure, there are plenty of opportunities to visit shops where you can buy new weapons and sell old ones. You can also buy provisions such as herbs that help regain health, an angel wing which acts like an Egress spell and an antidote for poison. There are also options to repair your weapons (I’ve never had to use this) or to ask for deals. The deal option is pretty pointless because, as far as I can tell, items only appear there when you have already sold those special items to the shops.

The battle scenes are beautifully illustrated (Screenshot taken by the author).

Again, the combat is exactly the same as SF, in that it is a turn-based tactical affair where you must manoeuvre members of your party into good tactical positions before engaging the enemy. Depending on the type of fighter, certain members have a much larger movement range that others. When attacking an enemy, you can opt to use yor primary weapon, cast a spell or use an item. If you do not wish to attack you can simply press “stay” and that ends that character’s turn until it comes around to them again.

Like SF, I think this game is beautiful. The environment in the overworld maps (forests and trees) have been improved, but the sprites themselves and the battle scenes are practically the same. This is not necessarily a bad thing, as they are a great improvement on games like Phantasy Star IV (1993), and better than the graphics of games like Earthbound (1994), Dark Sun: Wake of the Ravager (1994) and Final Fantasy VI (FF III in North America). Yes, I personally prefer Shining Force II‘s graphics to FFVI.

Whereas SF was a very linear game, SFII involves more free-roaming. There are many places you need to return to in order to find special items or for the game to progress.

There is also more than one way to promote members of your party. Like SF, you can promote your party when visiting a priest, once your party member has reached level 20. However, there are instances when you can promote your party member to a different class of fighter with the help of special items. 

Did I complete the game?

Yes!

What the critics said:

Electronic Gaming Monthly: “A worthy follow-up to the first RPG, with bigger areas to explore and characters to meet. This will definitely appeal to the fans of first one, and RPG fans in general. It assumes you’ve played the first Shining Force, but the story could use a few more twists and turns. The music is very good, as is the easy-to-follow configuration. Overall 34/50.[1]

My verdict:

Personally, I think this is a great sequel. I enjoyed the story, the battles, the graphics and music. Hardened RPG fans may think this too easy, but I think it’s a game for the average gamer to enjoy, and maybe a nice introduction to RPGs.

Rating:

What are your memories of Shining Force II: The Ancient Seal? 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 – Shining Force II’.Electronic Gaming Monthly. (September 1994). 62:36. (https://findyourinnergeek.ca/wp-content/gallery/egm-issue-62-september-1994/electronic_gaming_monthly_62_36.jpg Accessed 27th 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).

Shining Force: The Legacy of Great Intention – Review

RPG fans like nothing more than to take control of a character or group of characters, and immerse themselves fully in a fantasy world where they can increase their character’s stats, find magical and rare weapons, and rescue a kingdom or two. It’s pure hero fantasy…and there’s nothing wrong with that!

Title screen (Screenshot taken by the author)

Shining Force: The Legacy of Great Intention is a fantasy turn-based tactical RPG. It was developed by Climax Entertainment and Camelot Co. Ltd., and published by Sega in 1992 in Japan, and 1993 in North America and Europe. Released on the Sega Mega Drive/Genesis, it would later be released for the Game Boy Advance in 2004 (under the title of Shining Force: Resurrection of Dark Dragon), Wii Virtual Console in 2007, iOS in 2010 (discontinued in 2015), and Windows, Linux and Mac (Steam) in 2011. It can also be found as part of the Sega Smash Pack Volume 1 on the Dreamcast, Sega Smash Volume 2 for Microsoft Windows, Sonic’s Ultimate Genesis Collection for Xbox 360 and PlayStation3. For this review, I revisited the version found as part of Sonic’s Ultimate Genesis Collection for the PlayStation 3.

Millenia ago, in the Kingdom of Rune, a battle between good and evil took place. Dark Dragon, who led the forces of evil, was defeated by the Warriors of Light who cast him into an alternate dimension. Dark Dragon vowed to return in 1000 years to once more wreak havoc in Rune. 1000 years later, in which time peace and tranquillity existed in Rune, the Kingdom of Runefaust attacked Rune hellbent on helping Dark Dragon to return.

Taking to people in the towns help you progress further in the game (Screenshot taken by the author)

A young man named Max, who lives in the Kingdom of Guardiana, is sent to defeat the evil warrior Kane and his army. Along with an army of his own, Max soon discovers that Darksol is behind the plot and pursues him throughout Rune to stop Dark Dragon’s ressurection.

Just so there is no confusion, Dark Sol from Shining in the Darkness is the son of Darksol and Mishaela from this game, meaning that Shining Force is a prequel to Shining in the Darkness.

Meet your party:

Max (You): Max is human and an all-round fighter, both fast and accurate. If things are looking bleak during a battle, he can cast Egress to whisk your party away to safety. Be warned, if Max is defeated in battle, you automatically lose the confrontation, and are sent back to your last save spot minus half your gold! To prevent this, keep an eye on his health and don’t be afraid to use Egress or keep a supply of Angel Wings for each member of your party (Angel Wings have the same use as Egress).

Luke: Luke is a dwarf and a great warrior. He cannot cast spells and his movement is limited, but he is strong.

Ken: Ken is a centaur and a good fighter. Centaurs have quite a long movement range so be careful he doesn’t go too far and get separated from the group.

Tao: Tao is a young elf who is training to be a mage. As she gains experience, she will be able to cast spells from afar but she is weak in hand-to-hand combat. Make sure your protect her.

Hans: Hans the Elf is an archer, perfect for ranged attacks. Again, protect him from hand-to-hand combat.

Lowe: Lowe is a halfling priest. Although weak in attack, his skill lies in healing your party during battles.

There are nine other characters who will join your party along the but you’ll have to wait to meet them to find out who they are.

An easy to use menu system helps you keep track of the stats of your party (Screenshot taken by the author)

For the most part, the game takes place from an almost top-down view, in the traditional Japanese-style RPG. There are no labyrinths, and only a few puzzles to solve. You must make your way through various towns and through the overworld map in pursuit of Darksol. In the towns, you can talk to the citizens, some of whom offer insights to help you progress. You can buy and sell weapons and items from the shops to assist you on your quest. You can also find priests who can resurrect fallen characters, cure them of various ailments, promote those who have reached level 20, and record your progress.

Unlike many other RPGs, there are no random battle encounters as such, but there are areas where you can find battles should you wish to increase your stats before progressing in the game.

Battles take place on a square-grid system. Depending on their stats, characters can only move a certain number of squares at one time. Depending on your proximity to an enemy, you can either attack with a weapon, cast a spell, use an item or choose to do nothing. If you are adjacent to a member of your own party, you can swap items. This does not class as a move, and so items can be exchanged without losing your turn.

When an attack occurs, a beautifully animated action scene appears with a blue dialogue screen explaining damage given or accrued, and experience points and money earned etc. When an enemy is hit by your weapon or spell, your attacking character will earn experience points for themselves. When an enemy is defeated, a larger amount of experience points will be awarded to your attacking character and the money earned will be added to your party’s kitty. For every 100 points accrued, that character will level-up increasing their attack, defence, MP, agility etc. Once a character reaches level 20, they can be promoted to a different class of fighter.

This game has beautiful fighting animation scenes (Screenshot taken by the author)

What can I say other than this game looks beautiful. The overworld map and village scenes are bright and vibrant, and detailed with clear distinction between the sprites and environment. The fight scenes are beautifully illustrated and animated with incredible looking sprites, action shots and backgrounds. I really cannot compliment this game enough on its graphics. For me, they are superior to games like Final Fantasy V (1992), Treasures of the Savage Frontier (1992) and Paladin’s Quest (1992). However, by the time this game reached North America and Europe, the SNES was beginning to take the graphics up a notch with games like Secret of Mana (1993) and Illusion of Gaia (1993). Had Shining Force been released a year or two later, it would have looked a but dated.

The only thing that lets this game down for me, is the music. By 1992, Both Nintendo and Sega had released games with fantastic 16-bit soundtracks like Super Mario World (1990) and Sonic the Hedgehog (1991) respectively. Now I know that these are different genres from Shining Force, but it is an indication of how good the music could be in games. I just feel that Shining Force loses a few marks in this department.

Did I complete the game?

Yes

What the critics said:

Mean Machines Sega: “A beautifully crafted piece of Megadrive software with just the right balance of action and adventure to satisfy all needs. Overall 91%.[1]

Sega Power: “A beautifully produced RPG. Great tactical battle sequences. Loads of unique, cute characters, speedy gameplay and lots to see ‘n’ do. Gorgeous to play and look at. Overall 89%.[2]

Megatech: “Finely presented combination of exploration and fighting leads Shining Force to victory. Overall 90%.”[3]

My verdict:

“Blood, death, war, rumpy-pumpy, TRIUMPH!!! I love this game. Shining Force looks beautiful with great graphics, illustrations and animations with plenty of different characters to get to know. The chess-like manoeuvring during battles is challenging and enables you to prepare your army for strategic assaults on the enemy. However, hardened RPG players may find this game a tad easy though.”

Rating:

What are your memories of Shining Force? 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 – Shining Force’. Mean Machines Sega. (May 1993). Issue 8: 74-6. (https://www.shiningforcecentral.com/content/magazines/magscan_7_1302171993.pdf Accessed 11th November 2020).

[2] ‘Mega Drive Review – Shining Force’. Sega Power. (July 1993). Issue 44: 58-9. (https://www.shiningforcecentral.com/content/magazines/magscan_8_1302172014.pdf Accessed 11th November 2020).

[3] Davies, P., ‘Mega Drive Review – Shining Force’. Megatech. (May 1993). Issue 17:76-8. (https://www.shiningforcecentral.com/content/magazines/magscan_9_1302172042.pdf Accessed 11th November2020).

Golden Axe – Review

Video games set in fantasy lands have always been popular. There is something enthralling about controlling musclebound and bronzed barbarians, big-breasted Amazonian women and axe-wielding dwarves who can not only hack their way through masses of monsters but also use incredible magic when the situation warrants it. I mean, who doesn’t want to play a video game like that?

Titlescreen (Screenshot taken by the author)

Golden Axe is a side-scrolling arcade hack ‘n’ slash developed and published by Sega, and released for the arcade in 1989. Over the next few years, it was later ported to the following:

Mega Drive/Genesis

Master System

Sega CD

IBM

PC

Amiga

Atari ST

Amstrad CPC

Commodore 64

Turbo Grafix-16

Wonder Swan

ZX Spectrum

For this review, I replayed the Mega Drive version from 1990.

You can choose to fight as either Ax Battler, Tyrius Flare ot Gilius Thunderhead (Screenshot taken by the author)

Set in a high-fantasy land of Yuria, the evil Death Adder has risen to power. His soldiers are responsible for the massacre of thousands of peaceful villagers. Soon, he kidnaps the King of Yuria and his daughter and steals the Golden Axe. Thankfully, three warriors emerge who are capable of saving the kingdom:

Ax Battler – a mighty barbarian from the far plains. He seeks to avenge the death of his mother. He is brave and strong, and wields volcanic magic.

Tyrius Flare – an Amazonian from deep within the jungles whose mother and father were killed by Death Adder. She has skill with the sword and possesses immense magical power that can rain down fire upon her enemies.

Gilius Thunderhead – a dwarf who wields a mighty axe and uses his speed and cunning to defeat his enemies. He seeks to avenge the death of his brother at the hands of Death Adder. His magic ability sees bolts of lightning strike from the heavens.

Together, they have sworn to purge Yuria of the pestilence that is Death Adder’s army and rescue the king and princess.

My personal favourite is Gilius Thunderhead (Screenshot taken by the author)

To progress through the game, your heroes must battle through hordes of Death Adder’s ugly minions. Along the way, you will come across elves whom you can attack for magic and food. If things become too desperate, all three can use their individual magical powers to destroy their enemies. Galius is limited to three bars, Ax to four bars and Tyrius to six bars. Tyrius magic is the more powerful out of the three.

Some Bizzarians can come in very useful (Screenshot taken by the author)

The controls are slick and responsive, and the hit detection is spot on. The two main tactics you will use is to either hack and slash your way through or charge at your enemies from a distance and either kick, shoulder barge or headbutt them. So, it’s not just a case of button mashing. You need to change your strategy depending on the enemy you’re facing. Occasionally, you may capture a Bizzarian. These weird creatures consist of one weird pink creature with a beak that uses its tail to swipe at your enemies, or dragons who breathe fire (blue = flame, pink = fireball). Interestingly, thetail swiping Bizzarian looks similar to the one’s seen in Altered Beast. Could it be that Golden Axe and Altered Beast are in the same universe?

The graphics look fantastic, expecially the backgrounds which are very detailed. The sprites look great and are animated well. Interestingly, Gilius Thunderhead seems to appear as a shopkeeper in Shining in the Darkness. Even one of his sacks in the store contains a face of one of the elves from Golden Axe. Again, does this mean that Golden Axe, Altered Beast and Shining in the Darkness are all set in the same universe?

Naturally, the game can be played in one- or two-player mode. There are three difficulty settings: Easy, Normal and Hard, and you can adjust the number of life bars you begin from three to five. You also begin with three lives and three continues. Watch out though, in two-player mode as you can damage your co-op buddy.

Arcade mode sees you play through all the stages whereas Beginner mode only takes you to level 3 where you fight Death Adder Jr. Duel mode sees you fight in 12 consecutive battles against increasingly harder opponents.

I have a lot of memories with Golden Axe playing with my siblings. Again, it is a game that has given me many hours of fun, and I have returned to year after year, even though I can easily complete the game. When I play in two player mode, I don’t necessarily think it is about the challenge, but more trying to recapture an adventure with my younger brother.

Did I complete the game?

Yes, I have completed this game many times over the years on easy. Strangely, I don’t think I have ever played this game on the Normal or Hard settings. I must remedy that.

What the critics said:

Electronic Gaming Monthly: “The screen graphics are perfect, with exceptional detail in in both the characters and background. The game is almost exactly like the arcade, with endless fighting filling each round. Axe moves slow, but has all the hack and slash action you could ask for. Overall 29/40”.[1]

Mean Machines: “A flawless conversion that even improves on the arcade game! Superb! Overall 91%”.[2]

Game Machine: “The character sprites are all big and bold, with more than a rainbowful of colours. The pounding soundtrack only adds to the involving and inviting atmosphere of the game. Fast action, superb attention to detail in the fight sequences and some breathtaking magical spells makes Golden Axe a must for all arcade action fans. Overall 92%”.[3]

Zero: “Everything about this game is good; graphics, sound and playability. One-player is brill; two-player is unbeatable. Overall 94%”.[4]

Wizard: “Again, another first generation Sega game. Medieval action game. Overall C”.[5]

Sega Power: “Hack-‘n’-slash with all the frills of the classic coin-op. Two-player mode isn’t as smooth as expected and for one it’s easy to finish. Still, hugely playable and addictive! Overall 4/5”.[6]

My verdict:

“An excellent coin-op conversion. It looks great, plays great and the two-player mode will have you coming back again and again.”

Rating:

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


[1] ‘Review: Genesis – Golden Axe’. Electronic Gaming Monthly. (March 1990). Issue 8:22.(https://retrocdn.net/images/6/6e/EGM_US_008.pdf Accessed 23rd September 2020)

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

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

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

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

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

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).