PGA Tour Golf II – Review

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

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

(screenshot taken by the author)

Plot

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

Gameplay

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

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

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

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

The courses you can choose to play include:

TPC at Avenel

TPC at Eagle Trace (New)

TPC at Sawgrass

TPC at Scottsdale (New)

TPC at Southwind (New)

PGA West Stadium

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

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

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

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

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

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

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

How Does It Handle?

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

Graphics

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

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

Music and SFX

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

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

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

Replay Value

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

Did I Complete The Game?

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

Personal Memories

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

What The Critics Said:

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

My Verdict

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

Rating

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


[1] Game Index – PGA Tour Golf 2‘. MegaTech. (October 1993). Issue 22:101.

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PGA Tour Golf – Review

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

Title screen (screenshot taken by the author)

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

Plot

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

Gameplay

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

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

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

TPC at Sawgrass (Florida)

TPC at Avenel (Maryland)

PGA West Stadium (California)

Sterling Shores (Fictional)

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

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

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

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

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

How Does It Handle?

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

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

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

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

Graphics

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

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

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

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

Music and SFX

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

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

Replay Value

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

Did I Complete The Game?

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

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

What The Critics Said:

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

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

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

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

My Verdict:

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

Rating:

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


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

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

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

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

Arnold Palmer Tournament Golf – Review

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

Title screen (screenshot taken by the author)

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

Plot

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

Gameplay

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

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

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

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

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

How Does It Handle?

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

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

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

Graphics

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

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

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

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

Music & SFX

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

Replay Value

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

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

Did I Complete The Game?

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

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

What The Critics Said:

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

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

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

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

Verdict:

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

Rating:


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

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

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

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

Congo Bongo – Review

There will always be a debate about emulation vs original hardware. Some argue that you can only experience the true essence of a game upon playing the original. Others aren’t that fussed or simply can’t afford or access the original hardware. Why should they miss out? I tend to fall into the later category. I would never have played Congo Bongo had it not been for emulation…and I’m glad I did.

Title screen (screenshot taken by the author)

Congo Bongo (also known as Tip Top) is a platform game developed and released by Sega for the arcade in 1983. For this review, I played the version found on Sonic’s Ultimate Genesis Collection (2009) for the PlayStation 3.

Plot

One night, deep in the jungle, an unnamed safari explorer has his tent set on fire by a huge ape named Bongo. The explorer then proceeds to chase Bongo to try and capture him.

Gameplay

The explorer must pursue Bongo across four screens. Whilst in pursuit, there are a number of obstacles for you to evade and conquer. These include jumping across water, dodging other jungle creatures who wish you harm, or evading coconuts thrown by Bongo. You are unable to attack any of the other jungle animals, but you can jump over them to avoid being hit by them.

The four stages include:

  • Stage 1 – The hunter must climb a series of cliffs whilst dodging coconuts thrown at him by Bongo and avoiding the smaller monkeys who try to throw him off the ledges.
  • Stage 2 – The hunter must cross a swamp by riding on the backs of diving and swimming hippos. There are also poisonous snakes and scorpions to avoid.
  • Stage 3 – The hunter must cross a plain and crouch into holes to evade the horns of charging rhinos. He must then climb more ledges to get to the next stage.
  • Stage 4 – The hunter crosses a second swamp with lily pads, fish, and hippos. Once you reach the other side of the swamp, you must dodge more charging rhinos that are blocking the ledges where you can capture bongo.

One you reach the end of level four the game repeats from the first level with increased difficulty.

Watch out for the cocnuts! (screenshot taken by the author)

How Does It Handle?

I think our hero moves at a good speed and is easy to control once you get used to the isometric view. I find it helps to rotate my controller to match the directions he will go on the screen. The jumping is tight too. No complaints there. As you can imagine from old arcade games, this is a tough game to master. I think I’ve only ever managed to get to level five or six before losing all my lives.

Graphics

I think this game looks great for 1983. I love the blue of the water, and the animation of our hero as he climbs out of the holes and climbs up the ledges of the mountains. I think the animals are nicely animated too. No issues for me here.

Music & SFX

There is no intro music or in-game music, but there is a nice little piece of celebration music as you pass each level which for some reason reminds me more of a wild west game than it does a jungle game. There is also a strange little riff when you die and float up to heaven.

The noise that the coconuts make as they are being thrown and bounce down the mountains is annoying, as is the low level bassy noise when the rhinos are on screen.

Replay Value

I can imagine that when this game was released it had tons of replay value. I can envisage groups of friends hanging around the machine seeing who could get the highest score. I can also see this game being quite addictive too. There is something about it which draws you back to it.

Did I Complete The Game?

I don’t think this the sort of game you can complete but I only reached level five or six before losing all my lives.

I didn’t know there rhinoceroses in the jungle?! (screenshot taken by the author)

What The Critics Said:

Computer and Video Games:  “Donkey Kong in three dimensions is the fascinating idea behind Tip Top. (No rating)“.[1]

My Verdict:

“I think this would have been a good game in its day. I like the look of it, but the music just doesn’t fit for me. It is also incredibly difficult. Other than that, I can see this game becoming addictive.”

Rating:

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


[1] ‘Arcade: Jungle Revenge in 3D – Tip Top’. Computer and Video Games. (July 1983). Issue 21:30.

Golden Axe Warrior – Review

It is always a pleasant surprise when you find out that a game that evokes so many fond memories from your childhood has prequels and sequels. Sadly, some of these are often vastly inferior to the original and are clearly a quick cash in for game companies. However, some are rather interesting, especially when a different genre is attempted. I’d never heard of Golden Axe Warrior until I began playing Sonic’s Ultimate Genesis Collection (2009).

Title screen (screenshot taken by the author)

Golden Axe Warrior is single-player action-adventure role-playing game. It was developed and published by Sega and released for the Master System in 1991. It would later be released as part of the Sonic’s Ultimate Genesis Collection (2009) for the PlayStation 3 and Xbox 360. For this review, I played the version found on Sonic’s Ultimate Genesis Collection (2009) for the Playstation 3.

A spin-off of the Golden Axe franchise, I was unable to find out where it fits into the series (if, in fact, it does). It is possible that it may simply be a reboot in a different genre.

Plot

In ancient times, a race of evil giants rose up and fought the Elders. At one point, it looked as though the giants would emerge victorious…but from imminent defeat emerged a hero carrying the Golden Axe bestowed upon him by Thor, God of Thunder. This unnamed hero put down the giant’s rebellion and peace ensued in the kingdoms of Firewood, Nendoria and Altorulia for many years.

As time passed, the war was nearly forgotten until the evil giant Death Adder eyed the kingdoms greedily. He first conquered Nendoria and Altorulia but could not invade Firewood as the kingdom was protected by nine magic crystals. One day, a greedy minister betrayed the King of Firewood, stole the crystals, and gave them to Death Adder, allowing him to finally invade and defeat the kingdom.

An unnamed young hero (you) soon sets out to recover the nine crystals, find the Golden Axe and defeat Death Adder. To do this, you must locate, and search nine labyrinths created by Death Adder and guarded by his armies of minions.

Gameplay

Starting out with a short sword and a shield, you must begin to explore the world one screen at a time. Each screen will spawn a differing array of monsters both in appearance and difficulty. Defeating these enemies will allow you to pick up horns, which you can use to buy items, health, and magic potions. Occasionally you’ll come across towns where the inhabitants offer tips on where to go next. Some even lead you to secret objects. Along the way you’ll have the opportunity to acquire better weaponry and armour. You can also learn the Thunder, Earth, Fire and Water magics.

There are many shops dotted throughout the map where you can buy items. These include:

Magic Oil – Use when your armour gets rusty (flashes).

Golden Apple – Fills up your life gauge.

Magic Feather – Whisks you away from danger and back to where you last saved your progress.

Small Key – Can be bought or found and used open locked doors in the labyrinths.

Other items to look out for include:

Yellow Horn – Worth 1 horn.

Blue horn – Worth 5 horns.

Bread – Increases your life guage a little.

Meat – Increases your life guage a lottle (like a little but a lot).

Heart – Adds an extra heart to your life gauge.

Magic potion – Will fill an empty magic pot (if your magic gauge is full, it will add another pot to it increasing your magic gauge).

Ice Bell – Allows you to see rocks that can be smashed open.

Torch – Allows you to light up dark rooms.

Magic Rope – Allows you to ascend and descend certain parts of the mountains.

Thief’s Key – Opens locked doors in labyrinths and can be used Infinitely.

Speed Shoes – Make you run faster.

Hourglass – Freezes all monsters on screen for a short time.

Don’t forget to be on the lookout for sages where you can save your progress and inns where you can pay to stay the night and restore your health.

You will need to make your own map to record all the secrets you find (screenshot taken by the author)

How Does It Handle?

Although the manual contains a map of the world, annoyingly, the map in your inventory is a blue-lined grid which tells you basically nothing about where you have been and where you yet need to explore. It stays black the entire time. However, this does allow a bit of old school mapmaking and note taking to do yourself…which I find fun!

Your sprite is easy to control but there is an element of finesse to the fighting. For example, when your enemies are throwing their weapons at you, you can manoeuvre yourself to block the attacks with your shield. You must also ensure you are not swinging your weapon at this time else you will take damage.

Graphics

First of all, I love the title screen. Definitely the sort of imagery that would have a younger version of myself chomping at the bit to go on a fantastical adventure.

The HUD is unobtrusive and allows you to keep track of the magic crystals you find, the number of horns you loot, your life and magic gauges, and the weapon/item you are wielding.

I think the in-game graphics are good for an 8-bit system, and better than any top-down RPG I’ve seen on the NES (prove me wrong gamers). However, I don’t think they compare to the quality of Phantasy Star’s (1987) introduction, or open world graphics where the towns and sprites are more detailed and colourful.

The labyrinths are where you’ll find the magic crystals (screenshot taken by the author)

Music & SFX

I quite like the intro music. It gets the blood pumping. The in-game music is good too. There is a relaxed, mellow air when you walk around the villages but when you’re out in the open it takes it up a gear with a melody that will get stuck in your head whilst you reach for your sword and prepare to charge at your enemies!

I don’t really think there is much to comment to discuss where the SFX are concerned. There is a semi-pleasing explosive noise when you kill an enemy, and a rewarding noise of some description when you pick up a goody, but these sounds are very forgettable.

Replay Value

As much as I enjoyed this game, I can’t say I would return to it as I don’t think there could be enough variation in the game to warrant a second run through.

Spoiler Alert

Keep an eye out for the cameos of Gilius Thunderhead, Ax Battler and Tyris Flare (in this game she is a princess).

Along the way, you’ll find faster modes of transport (screenshot taken by the author)

What The Critics Said:

Mean Machines: “It’s no sequel to Golden Axe – instead Golden Axe Warrior is an unsurprising and uninteresting role playing game. Overall 40%.[1]

Sega Power: “An arcade adventure based on the Golden Axe characters. Akin to Golvellius, this is a flick-screen quest for amgic and monsters. Pretty, but too tame for true RPGers. Overall 2/5.[2]

My Verdict:

“I have a soft spot for this game and had a fun time playing it and creating my own map. I think it has been harshly judged by critics who unfairly compared it to Zelda: A Link to the Past, in which it can never match in graphics or music, and called it a poor clone. I still think this game is worth playing.”

Rating:

What are your memories of Golden Axe Warrior? 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] ‘The Hard Line – Golden Axe Warrior’. Sega Power. (October 1991). Issue 23:57.

[2] ‘Master System Review: Golden Axe Warrior’. Mean Machines. (April 1991). Issue 7:72-3.

Vectorman 2 – Review

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

Title screen (screenshot taken by the author)

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

Plot

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

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

Gameplay

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

Weapons

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

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

Morphs

At times, Vectorman can also morph into the following:

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

Power-Ups

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

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

Other Power-Ups include:

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

How Does It Handle?

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

Graphics

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

Music and SFX

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

Replay Value

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

Did I Complete The Game?

No, I got to the last boss and died.

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

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

Awards:

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

My Verdict:

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

Rating:

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


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

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

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

Vectorman – Review

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

Title screen (Screenshot taken by the author)

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

Plot

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

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

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

Gameplay

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

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

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

Other power-ups include:

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

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

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

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

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

(Screenshot taken by the author)

How Does It Handle?

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

Graphics

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

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

Music

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

Replay Value

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

Did I Complete The Game?

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

What The Critics Thought?

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

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

Awards:

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

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

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

My Verdict:

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

Rating:

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


[1] ‘Vectorman’. Electronic Gaming Monthly. (November 1995). Number 76:42.

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

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

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

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

Streets of Rage 2 – Review

There’s very little argument to be had. Streets of Rage (1991) was one of the finest beat ’em ups produced on the 16-bit console in the early 1990s, and I will not hear a bad word against it! Wanting to cash in on it’s success, Sega produced a sequel and released it the following year. Surely the creators couldn’t improve on such a near perfect game…or could they?

Title screen (screenshot taken by the author)

Streets of Rage 2 (known as Bar Knuckle II in Japan) is a side-scrolling beat ‘em up. The sequel to Streets of Rage (1991), it was developed by Sega, Ancient Corp., MNM Software and H.I.C.. It was published by Sega in 1992 and was released for the Sega Mega Drive in North America in 1992 and Europe and Japan in 1993; the Game Gear and Master System in 1993, and the Nintendo 3DS in 2015. For this review, I revisited the Mega Drive version.

Plot

It has been a year since ex-law enforcement officers Axel Stone, Blaze Fielding and Adam Hunter defeated the Syndicate and restored peace to their city streets once more. The morning after the one year anniversary of their bringing down of the Syndicate, Axel receives a phone call from Adam’s younger brother, Eddie “Skate” Hunter. He tells Axel that upon returning from school, he found that the house had been trashed and that Adam was missing. Axel and Blaze visited Adam’s house and sure enough, the place had been wrecked. Whilst looking for clues as to the culprit, Axel and Blaze find a photo showing Adam in chains lying at the feet of the Syndicate boss who they thought they had defeated the previous year. That very day, swarms of the Syndicate’s henchmen returned to the streets wreaking havoc once more. Axel and Blaze contacted their old friends at the Police Department, but they had either been fired or transferred to another department and so could not assist. Luckily, one of Axel’s friends, Max, agrees to help them rescue Adam. Skate also joins the trio to help rescue his brother.

There are four characters to choose from each with differing stats (screenshot taken by the author)

Gameplay

Very little has changed from the first instalment. The game can be played in single or two-player mode and you must use your hand-to-hand combat skills to battle through hordes of Syndicate gang members. Along the way you can pick up and use weapons such as metal pipes and knives. These have limited use and will disappear once they are used up. When smashing up items such as sandwich boards and bins, you will also find money which goes towards your overall score, and apples and turkeys which help restore your energy.

What’s New?

The special attack has been changed for this game. Instead of a back-up Police car raining down fire in the form of napalm or bullets from a gatling gun, you perform a special move. However, every time you use this move, you will lose a bit of energy.

SOR 2 also introduces a Duel Mode where you can fight other characters one on one. If you choose the same character, a colour palette change distinguishes the two of you. This is a nice little addition to the game but cannot compare to the likes of Street Fighter II (1992).

Characters:

Axel Stone – Ex-Police Officer and skilled martial artist. Currently working as a bodyguard. A good all-rounder.

Blaze Fielding – Ex-Police Officer and Judo expert. She is currently teaching dance. Agile, but not as strong as Axel and Max.

Eddie “Skate” Hunter – Teenage brother of Adam Hunter. He is an inline skater and break-dancer which allows him speed and agility but also the weakest character.

Max Thunder – Friend of Axel, Max is a former wrestler and extremely strong. His size does make him the slowest character though.

Axel giving a baddie a knuckle sandwich (screenshot taken by the author)

How Does It Handle?

The game plays very well. The controls are responsive and the differences between the characters are very apparent meaning you will need to change your fighting tactics based on who you are. You can still hit your team mate so be careful when you’re swinging that metal pipe.

The game also has a flatter perspective, so it feels as though there is less room to move around, encouraging you to engage in fighting quickly.

I like the fact that the energy bars of the enemies are now shown. It enables you to tactically work your way through enemies, perhaps killing the lesser henchmen before moving on to the tougher ones so that you are not so overwhelmed by their number.

One annoying aspect to the game is the once you are at the end of the level and have beaten the last enemy henchman, your player will automatically walk to the exit. This can be annoying if you’ve been trying to save an apple or turkey for health and it ends up just being left behind.

Graphics

As with the Streets of Rage (1991) the graphics look awesome. The levels are incredibly detailed and colourful (some with parallax scrolling in the background and foreground). The sprites are also larger, allowing for more detail to their design. One nice little touch is the slight up and down motion when on the boat level.

Many of the baddies have been lifted directly from the original which is a little cheap I guess, but they still look great so, I’m my opinion, the creators can be forgiven. Maybe this was a case of If it ain’t broke, don’t fix!

Beware…these buggers can breathe fire (screenshot taken by the author)

Music

The music takes on a similar style to the original game. It is upbeat and fits well into this style of game. I can’t say that the music is as memorable for me as the original but this is just a personal preference.

Replay Value

The fact that the characters have very different stats and move sets, as well as the difficulty settings, two-player option and Duel Mode, adds lots of replay value. This game will become a staple for Friday night gaming with your friends.

Personal Thoughts

Throughout many of the reviews below, there seemed ot be a constant comparison with Street Fighter II (1992), which I found odd. They are two different styles of game. To compare them is to compare apples to oranges. I appreciate that this was at the height of the Sega/Nintendo wars, but the comparison is a nonsense.

Did I Complete The Game?

Yes, I have completed the game many times on Easy. I will no have to try it on Normal.

What The Critics Said?

Computer & Video Games: “The hyper-violent gameplay grabs you by the throat from the very moment you pummel your first bad guy, and don’t expect it to end there. Overall 95%.[1]

Mean Machines Sega: “Let’s make no bones about it, Streets of Rage 2 is the greatest sequel we’ve seen for ages and is certainly the best scrolling beat ‘em up to ever hit a home console! Overall 90%”.[2]

Bad Influence!Overall 9/10”.[3]

Mean Machines – The Essential Sega Guide: “The Megadrive really shows off with Streets of Rage 2. Cool beat ‘em up action, about double the size of the average Megadrive game. Overall 92%.[4]

Mega Play: “The graphics are very good and the animation superb. The music is complex and upbeat, and the sound effects are great. The moves are simple and there are enough techniques to keep it from getting repetitive. Overall 84%.[5]

Mega Play: “This is a solid action fighter with a good variety of moves. However, I found that the special moves gave you too much strength and made the game too easy. Less power and more technique would have made it more challenging. Still, It’s a solid two player game. Overall 80%.[6]

Sega Force: “Sega have come up with the goods! Wipes the floor with Street Fighter II. Overall 93%”.[7]

Sega Power: “The best scrolling beat-‘em up around – and big improvement on the original. Time will tell whether it’s the best yet though (Street Fighter 2 is on its way, after all). Overall 92%.[8]

Sega Pro: “Forget Sonic 2, this has to be the best game to date. Overall 96%.”[9]

Awards:

EGM’s Best and Worst of 1992 – Hottest Video Game Babe (Blaze)[10]

Mega Reader Awards ’92 – Beast Beat ‘Em Up[11]

Golden Megawards Game Fan’s Best of 1992 – Best Game

Golden Megawards Game Fan’s Best of 1992 – Best Game Music

Golden Megawards Game Fan’s Best of 1992 – Best Action Fighting[12]

My Verdict:

“Although I still prefer the original (purely from a nostalgic point of view), I have to confess that SOR 2 is a superior game. More moves, slightly better graphics, and more characters, it is easy to see why this has gone down as one of the greatest 16-bit beat ‘em ups of all time.”

Rating:

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


[1] ‘Review – Streets of Rage 2’. Computer & Video Games. (February 1993). Issue 135:26-28.

[2] ‘Streets of Rage 2’. Mean Machines Sega. (December 1992). Issue 3:136-139.

[2] Bad Influence!. ‘Bad Influence! Series 1 Episode 11’. Bibilography.com. Uploaded by retro Pixels. Wed, 01 Nov 2017. https://ghostarchive.org/varchive/JgNu9HIEXEI.

[4] Rignall, J., & Leadbetter, R., ‘Streets of Rage 2’ Mean Machines: The Essential Sega Guide. :97.

[5] Alessi, M., ‘Streets of Rage 2’. Mega Play. (February 1993). Volume 4 Number 1:52.

[6] Grossman, H., ‘Streets of Rage 2’. Mega Play. (February 1993). Volume 4 Number 1:53.

[7] ‘Streets of Rage 2’. Sega Force. (April 1993). Number 16:28-31.

[8] ‘Streets of Rage 2’. Sega Power. (April 1993). Issue 41:30-1.

[9] ‘Streets of rage 2’. Sega Pro. (February 1993). Issue 16:28-9.

[10] ‘EGM’s Best and Worst of 1992: Best Video Game Babe (All Systems) – Streets of Rage 2‘. Electronic Gaming Monthly’s 1993 Video Game Buyer’s Guide. (1993). :20.

[11] ‘It’s The Mega Reader Awards ‘92’. Mega. (March 1993). Issue 6:20.

[12] ‘Golden Megawards Game Fan’s Best of 1992’. Game Fan. Issue 16:28-9.

Sonic Spinball – Review

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

Title screen (screenshot taken by the author)

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

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

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

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

Plot

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

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

Gameplay

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

There are only four levels:

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

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

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

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

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

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

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

How Does It Handle?

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

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

Graphics

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

Music & SFX

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

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

Replay Value

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

Did I Complete The Game?

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

What The Critics Said:

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

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

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

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

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

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

My Verdict:

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

Rating:

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


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

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

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

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

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

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

Sonic 3D Blast – Review

By the end of 1996, the Sega Mega Drive was nearing the end of its life. The PlayStation, Sega Saturn and N64 were leading the way to the future of gaming and were far more powerful machines. After 1996, the number of games released on the Mega Drive would be greatly reduced as creators focussed more and more on the newer systems. Sega decided to release one more Sonic game for the Mega Drive. Sonic 3D Blast was that game.

Title screen (screenshot taken by the author)

Sonic 3D Blast (Sonic 3D: Flickies’ Island in Japan) is a single-player platform game developed and published by Sega. It was released for the Sega Mega Drive and Sega Saturn in 1996, with a Windows port being released in 1997. The Mega Drive It would be re-released as part of the following compilations:

  • Sonic Mega Collection (2002) for the GameCube
  • Sonic Mega Collection Plus (2002) for the PlayStation 2, Xbox, and Windows
  • Sonic’s Ultimate Genesis Collection (2009) for the PlayStation 3 and Xbox 360
  • Wii Virtual Console in 2007
  • Steam in 2010

For this review, I played the version found on the Sonic’s Ultimate Genesis Collection (2009) for the PlayStation 3.

Plot

Whilst ever pursuing the elusive Chaos Emeralds, Dr. Robotnik discovers Flicky Island. The island is home to the Flickies, a genus of bird that are able to teleport using Dimension Rings. As is his usual custom, Dr. Robotnik proceeds to capture the Flickies and encase them inside his evil machines known as Badniks. He plans to use them to help him capture the Chaos Emeralds. It is up to Sonic to rescue the Flickies and defeat Robotnik’s evil machines yet again before they can find the Chaos Emeralds.

Perspective has now changed from 2D side-scrolling to 3D isometric (screenshot taken by the author)

Gameplay

Thus far, all Sonic the Hedgehog games in the franchise have been 2D (which the exception of some of the bonus stages which ventured into 3D). Sonic 3D Blast moves from side-scrolling platformer to isometric platformer. You still need to collect rings (which act like health). If you take damage without any rings, Sonic dies. Collecting 100 rings will gain Sonic an extra life.

Sonic must navigate his way through the following levels:

  • Green Grove Zone
  • Rusty Ruin Zone
  • Spring Stadium Zone
  • Diamond Dust Zone
  • Volcano Valley Zone
  • Panic Puppet Zone
  • The Final Fight

As with all Sonic games, there is a boss battle at the end of each zone consisting of one of Dr. Robotnik’s contraptions.

To progress through the stages, you need to rescue the Flickies that are trapped inside the Badniks. Once you destroy a Badnik, a Flicky will jump out. When you run near them, they will latch on and instantly start following you. You must then escort them to the Dimension Ring. You will need to find five Flickies in total per Dimension Ring. You can then progress to the next part of the level or the next stage. Beware, if you take damage, not only will you lose rings, but the Flickies will stop following you, so you’ll need to round them up again.

Throughout these levels, you will encounter Knuckles and Tails (sometimes in secret areas). If you hold 50 rings when you approach them, you will be transported to a special stage where you can win a Chaos Emerald. I was interested to note that the special stages have reverted to a similar style found in Sonic the Hedgehog 2 (1992). Only this time, Sonic is not running along a halfpipe, but a simple platform. You must still evade bombs and collect rings to progress to the next stage and win a Chaos Emerald.

The Chaos Emerald stages have reverted to a similar format as Sonic the Hedgehog 2 (1992) (screenshot taken by the author)

There are also plenty of items for you to pick up along the way to assist you:

  • Rings – Necessary for health, extra lives and to access special stages.
  • Super Ring Box – Gain 10 rings.
  • Invincibility Box – Makes Sonic invulnerable for a short period of time.
  • Power Sneakers Box – Makes Sonic extra quick for a short period of time.
  • Red Shield Box – Sonic gains a shield that makes him impervious to heat.
  • Blue Shield Box – Sonic gains a shield that makes him impervious to electrical attacks.
  • Gold Shield Box – Protects Sonic from one normal attack and allows Sonic to use the Sonic Blast attack.
  • 1-Up – Gives Sonic an extra life.
  • Sonic Icon – Gives Sonic a continue.

Hint: When Sonic has the Flickies following him and he jumps on a spring, you’ll notice that the Flickies will fly even higher. Use this to gain difficult to reach goodies.

You need to rescue to the Flickies and take them to the large golden rings to progress (screenshot taken by the author)

How does the game handle?

For those of you who have played the arcade games Marble Madness (1984) and Flicky (1984), will recognise that the two games have basically been amalgamated to create this game, and that is not a criticism.

The controls are very difficult to get used to. Sonic is very fast on screen and the camera angle is zoomed in so far that one is reluctant to use Sonic’s speed because you cannot see enough around you. Not being able to use Sonic’s speed defeats what gamers love about Sonic. Once you memorise the levels, I’m sure you can increase your speed and whizz through the levels. The Isometric view also makes it incredibly difficult to judge when Sonic is jumping. The shadow that Sonic casts doesn’t help either. A part of the game I found particularly frustrating was when Sonic must jump on platforms whilst trying to ascend a steep ramp or cliff. The physics of the game make this incredibly difficult to judge where Sonic will land before it is too late, and you fall to the bottom of the slope/cliff again. I’m afraid I may have dropped the C-Bomb once or twice during these parts of the game.

If you take damage while guiding the Flickies to safety and they scatter, you’ll need to round them up quickly as they have a habit of wandering off and are not easy to find again. This an extra layer of difficulty to the game, but a welcome one.

Graphics

Graphically, I think the game looks great. I’m pleased to see the creators try something different, but it is still easy at first glance to recognise this is a Sonic game. I think it was a good idea to alternate the colours of the ground, making it look more like a chess board as this is more pleasing to the eye. I also think that the theme of each level was very distinctive, if a little predictable as with previous Sonic games. The addition of an ice level allowed the creators to really utilise the slipping and sliding mechanic was a good call. Interestingly, the platform that Sonic runs along during the special stages has been created in Mode 7 style. Different from the rest of the game style.

Music

I think this game is let down by the music. The main theme and the in-level pieces of music are just very…”meh!”…and fail to be as memorable as the music from previous games.

Did I Complete The Game? (Spoiler Alert)

Yes, I completed the game twice. Once with all the Chaos Emeralds and one without. The so called “Good Ending” is very poor! It is simply four or five slides showing Sonic and his friends free from the clutches of Dr. Robotnik. It is very underwhelming. Oddly, the bad ending is animated and has much more about it.

What The Critics Said:

Electronic Gaming Monthly: “Blast has some of the best, most colourful graphics this old machine has ever seen. The action is fast, yet smoothed and refined. The levels are a bit too similar in design for my taste, but a couple of them will surprise you. The control takes a little bit of getting used to, but so are most games that are viewed from three-fourths perspective. I would’ve liked a map of some sort (I know – Sonic games don’t need a map), but the levels are bi; I’ve gotten side-tracked on a couple of occasions. Is this the Genesis’ last call? Overall 25/40.[1]

Entertainment Weekly: “Sonic the Hedgehog, whose sequel-spawning cartridge ignited sales of the 16-bit Genesis in the early ’90s, has been a conspicuous no-show on Sega’s 32-bit Saturn system. He’s back in Sonic 3D Blast, but he’s showing his age. The Genesis and Saturn versions are essentially the same: Rescue birds called flickies, collect golden rings, and bring down Dr. Robotnik. Problem is, while 3D Blast is super by 16-bit standards, it falls flat on Saturn, where 32-bit games with far more sophisticated 3-D graphics and gameplay are the norm. Genesis: B”.[2]

My Verdict:

“I actually quite like this game. It’s Marble Madness meets Flicky. A fun concept which is only let down by the music and parts where Sonic is difficult to control. Impressive graphics and a thumbs up for trying something new.”

Rating:

What are your memories of Sonic 3D Blast? 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] Dan., ‘Review Crew – Sonic 3D Blast’. Electronic Gaming Monthly. (November 1996). Number 88:90.

[2] Walk, G.E., (December 13th, 1996). ‘Sonic 3D Blast’. Entertainment Weekly. (https://ew.com/article/1996/12/13/sonic-3d-blast/ Accessed 12/01/2022).