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).

Plot

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)

Gameplay

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 the 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 you 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)

How Does It Handle?

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 getting used to. This is an incredibly fun game to play!

Graphics

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.

Music

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.

Replay Value

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. I found this game held up incredibly well and I had as much enjoyment out of it as I did when I was younger. I will definitely be returning to it again.

Did I Complete The Game?

Yes, on the easiest setting, but 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.

[2] Andy, The Game Dandy. ‘Review – De-Cap Attack’. Game Informer. (Fall Issue 1991) :9.

[3] ‘ProRreviews – Decap attack’. Game Pro. (October 1991). Volume 3 Number 10:46.

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

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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.

Plot

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 (1991) is the son of Darksol and Mishaela from this game, meaning that Shining Force is a prequel to Shining in the Darkness (1991).

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)

Gameplay

For the most part, the game takes place from an almost top-down view, in the traditional Japanese-style of RPGs. 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 inflicted or sustained, 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)

How Does It Handle?

With intuitive menu system that is identical to Shining in the Darkness (1991), you’ll have no issues learning to how to play this game. This instalment is linear in story so you won’t find yourself going back to the same areas to solve puzzles and gather dirty information which some feel make this game a bit too easy.

Graphics

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.

Music

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.

Replay Value

Not all your army will gain the highest possible levels. This means you may wish to play through again and ensure characters who didn’t achieve their potential, do so a second time round just to see what they are like. This adds some replay value to this game.

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]

Mega: “Huge, gorgeous looking, and absorbing. I’ll never scoff at an RPG again. Overall 92%”. [4]

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.

[2] ‘Mega Drive Review – Shining Force’. Sega Power. (July 1993). Issue 44: 58-9.

[3] Davies, P., ‘Mega Drive Review – Shining Force’. Megatech. (May 1993). Issue 17:76-8.

[4] ‘Game Review – Shining Force’. Mega. (June 1993). Issue 9:54-5.

Alien Storm – Review

By the early 90s, multiplayer beat ‘em ups/hack and slash games such as Golden Axe, Streets of Rage, Teenage Mutant Ninja Turtles and Final Fight were growing increasingly popular. The increasing array of characters and fighting moves kept gamers playing these games time and again, using all characters in a bid to master them. The multiplayer modes meant that you could play with friends and spend countless rainy afternoons and cold winter evenings in imaginary worlds saving the planet, defeating crime bosses or rescuing royalty.

Title screen (screenshot taken by author)

Alien Storm is a beat ‘em up/shooter hybrid developed and published by Sega for the arcade in 1990, and ported to the Mega Drive and Master System in 1991. It was later released in the Wii Virtual Console in 2007, and as part of the Sega Mega Drive Ultimate Collection for the Xbox 360 and PlayStation 3. For this review, I chose to play the original Sega Mega Drive version.

Plot

Earth is being invaded by an army of incredibly ugly and aggressive aliens. A team of crack special force operatives known as the “Alien Busters”, comprising of the flame-thrower wielding Karen; the hunky Garth (Gordon in some versions) with his electric rifle, and Scooter (Slammer in PAL version) the robot, are sent to repel the invasion. Eight missions sees them battle through cities and towns, laboratories, electronic goods stores and eventually a UFO.

Oddly, the main character looks like Elvis Presley in his profile picture (screenshot taken by author)

Gameplay

The game is mostly a linear beat ‘em up which sees the players fight from left to right. There are sections of the levels where the game changes to a shooter style game which adds a nice bit of variety to the action. Each character can attack, run, and perform a running attack. There are two bars: life and energy to keep an eye on too. When using your weapon, the energy bar begins to deplete. If you use your special attack, the energy bar depletes more quickly. Along the way, you can pick up medicine and batteries to replenish your life and energy levels. There are a few end of level bosses in the game which take a long time to deafeat if you don’t have special attacks, so I recommend not using them until the boss fights.

Alien Storm incorporated elements of the rail-shooter genre (screenshot taken by author)

How Does It Handle?

The controls are very easy to learn, and the game quickly turns into a button masher with little strategy required.

Graphics

The graphics are great! The levels contain detailed backgrounds and the sprites are bright, colourful and well designed with clear outlines. As the game progresses the increased difficulty of the aliens is noted by a colour palette change.

Interestingly, if you look at the profile picture of Gordon in the bottom left corner of the screen, to me, he looks unmistakably like Elvis Presley.

Music

I think the music to this game is very good and fits well. I particularly like the short piece player before the beginning of each level. It’s quite sci-if/horror-sequel.

Watch out for the alien marsupials!!! (screenshot taken by author)

Replay Value

Before beginning the game, you can choose between three difficulty settings: easy, normal or hard. To add an extra element of difficulty, you can also set your energy bar levels to either easy, normal or hard. When you complete the game, after the end of game scenes and credits, you get a score and a rating. As far as I know, your score makes no difference to the game ending. This adds to the replay value of the game as it encourages additional run throughs.

Each character has an individual move set and special attack but there doesn’t seem to be a difference in strength, agility etc. This encourages you to replay the game trying out the different characters.

As with these types of games, two-player co-op modes only add to the fun. To further increase the replay value of the game, the Mega Drive version also contained a Duel mode and a Player vs Player mode. In the Duel mode, you select a player and must compete in fights with differing numbers and strengths of aliens. The more rounds you win, the higher your overall score at the end. I received a score of 82 and the title “Champion”. During these battles there is no way to regain your energy so use your weapons sparingly. In the Player vs Player mode, you and your opponent select one of the three main protagonists each to fight in a one on one battle. The first player to win two rounds, wins the fight. Sadly, this is a bit naff due to the fact that you only have a limited move set. There is not enough variation in attack combinations to make these battles interesting.

Did I Complete The Game?

Yes, I have completed this game many times over the years in both one and two-player modes, but only in easy mode.

What The Critics Said:

Mean Machines:An absolutely outstanding conversion from the coin-op, with great graphics and highly enjoyable one or two-player action. The big problem is that it’s just too easy. For some unknown reason, the import version was harder, but even then, it’s not that difficult to finish. Those new to the Mega Drive scene will really enjoy the action – experts, though, are warned that they might just find themselves finishing this prematurely. Overall 78%.[1]

Sega Pro: “A space age Golden Axe. One or two players can choose from three characters and then walk through eight levels packed with superbly animated and intricately detailed aliens. Great fun as each of the players has a special weapon and executes them in an amusing way. For instance, the robot takes off his (head) and self-destructs as he walks off screen. Way too easy, though. Overall 79%.[2]

Sega Power: “The game is, if anything, pitched a little too easy, and although the sound effects, music (especially the dance tunes) and graphics are excellent, there is little left to grab you after you’ve heard and seen them all. But as an original theme for a blast-‘em up, it’s got a lot of guts (urgh!). Easily a worthy of addition to your Sega collection. Overall 83%.[3]

Sega Power: “Horizontal scrolling blast-‘em up in the vein of high-tech Golden Axe.Great 3D shooting sections and ultra-high-speed scroll, but crippled by easy gameplay. Overall 3/5.[4]

My Verdict:

“I have great memories playing this game with my sister and brother. Its looks great, plays great, and the mix of beat ‘em up and shooter adds some nice variety. The replay value is there too, and I think this is an underrated game from the Mega Drive catalogue. However, it must be said that titles such as Golden Axe and Streets of Rage are still superior in every aspect: Story, graphics, music…the lot.”

Rating:

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


[1] ‘Review: Mega Drive – Alien Storm’. Mean Machines. (October 1992). Issue 1:137.

[2] ‘Sega Showdown – Alien Storm’. Sega Pro. (November 1991). Issue 1:19.

[3] ‘Reviews – Alien Storm’. Sega Power. (April 1991). Issue 23:40.

[4] Jarrett, S., ‘The Hard Line – Alien Storm’. Sega Power. (April 1991). Issue 23:52.

Alex Kidd and the Enchanted Castle – Review

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Alex Kidd proved to be a hit on the Sega Master System throughout the eighties, and was arguably the console’s mascot. The question was, could he continue to be their main draw for Sega’s latest console, the Mega Drive? Clearly not, as this was his only outing on the 16-bit console.

Title screen (screenshot taken by the author)

Alex Kidd and the Enchanted Castle is a single-player platform game developed and published by Sega. It was released for the Mega Drive in Japan in 1989, Europe in 1990, and the US in 1991. It was later released on the Wii Virtual Console, Mega Drive Handheld, Cloud Online, and Steam. I chose to review the original Mega Drive version.

Rookie Town (screenshot taken by the author)

Plot

On the planet Aries, Alex Kidd’s father, King Thor, has been kidnapped by Ashra, the ruler of planet Paperrock. Alex travels to Paperrock in a bid to rescue his father. He must navigate through 11 stages:

1. Rookie Town

2. The Prairie

3. The Splashy Sea

4. Scorpion Desert

5. The Pyramid

6. The Hiho Forest

7. Tropics Town

8. Rocky Mountain #1

9. Rocky Mountain #2

10. In the Sky

11. Sky Castle

Gameplay

The gameplay is simple: Run, jump, punch, kick, crawl and swim. When breaking into red treasure chests, coins will spill out for Alex to collect. Grey treasure chests contain lives and power-ups. Beware, however, as some chests, some contain bombs that explode and will kill Alex.

Jan-Ken-Pon (screenshot taken by the author)

Along the way, Alex can pay to compete in Janken fights (paper, scissor and rock) with shopkeepers to win equipment and power-ups. These include motorcycles, helicopters, a pogo stick, a wizard’s cane, a cape, and a necklace that helps Alex to see the thoughts of his opponent. This item gives you a better chance at winning Janken. At the end of every level, Alex must collect a piece of cake to progress.

Alex can swim and, thankfully, seems to be able to breathe underwater (screenshot taken by the author)

The power bracelet is very useful and allows alex to shoot a crescent-shaped band of light that kills the baddies.

Spoiler alert!!!

You need to have the power bracelet equipped after beating Ashra at Janken so that you can fire at him from a distance. This is the only way to defeat him.

How Does It Handle?

The physics of the game take a bit of getting used to. Alex will slide around a bit when quickly changing direction, and is a bit floaty when jumping, which takes a bit of getting used to, so be careful near enemies.

Graphics

Graphically, the Mega Drive is capable of so much more. The sprites are nicely drawn, if a little cutsie, suggesting this game was meant for a younger audience. Sadly, the levels and backgrounds are rather basic.

Music

The music, however, is very catchy and will get stuck in your head. When revisiting this game after 20 odd years, I still remembered the tunes instantly and began to hum along.

Replay Value

There are three difficulty settings: easy, medium and hard. With increased difficulty, you are given less lives to start with and the Janken opponents are harder to defeat, adding to the game’s replay value.

Did I Complete The Game?

Yes, but I have only played through on easy mode.

What The Critics Said:

Mean Machines Sega: “The graphics and sound are almost Master System Standard, and while it’s fun to play, with plenty of secret rooms and things to work out, it lacks that really addictive spark that makes the 8-bit Sega Alex Kidd games so much fun to play. For ardent Alex Kidd fans only. Overall 68%[1]

Sega Pro: Alex’s only appearance on the Mega Drive is not a bad attempt…although it can get repetitive. Overall 77%.[2]

The Games Machine: “It goes without saying that Alex Kidd highly playable and incredibly addictive. Overall 82%.[3]

Sega Power: “Alex goes 16-bit in this colourful platform exploration romp. As with previous Alex Kidd games, the jolly atmosphere belies the testing gameplay. Fun and very polished.  Overall 3/5.[4]

My Verdict:

“Definitely one for the younger gamer. It can be completed very easily without too much hassle, but there is little to keep you coming back for more. Catchy music, nice sprites and bright colours, but the level design and backgrounds are a bit basic and could be more visually pleasing. However, I do have a softspot for this game and feel it’s been harshly judged by critics. I certainly keep it in my collection and revisit it every year or so. It’s also handy to keep around for my niblings.”

Rating:

What are your memories of Alex Kidd in the Enchanted Castle? 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: Mega Drive – Alex Kidd and the Enchanted Castle’. Mean Machines Sega. (October 1992). Issue 1:137.

[2] ‘Sega Showdown – Alex Kidd and the Enchanted Castle.’ Sega Pro. (November 1991). Issue 1:18.

[3] ‘Alex Kidd and the Enchanted Castle’. The Games Machine. (June 1989). Issue 19:18-9.

[4] Jarrett, S., ‘The Hard Line – Alex Kidd and the Enchanted Castle’. Sega Power. (April 1991). Issue 23:52.

Phantasy Star III: Generations of Doom – Review

Ah, role-playing games. The opportunity for real adventure. Battle ugly-ass monsters, fill your pockets with treasure, and wield magic weapons. Cast spells of fire, lightning, as well as healing. Journey through mystical and fantastical lands, through deadly dungeons, dark forests, and creepy castles. Build your fighter’s stats until they are strong enough to defeat the demonic rulers of the evil armies.

Title screen (screenshot taken by the author)

Phantasy Star III: Generations of Doom is an RPG developed and published by Sega and is the sequel to Phantasy Star II. It was released in Japan in 1990 for the Sega Mega Drive and reached Europe and North America in 1991. For this review, I played the version found on Sonic’s Ultimate Genesis Collection (2009) on the PlayStation 3.

Plot

1000 years before the start of the game, which seems to be set in a medieval setting as oppose to a science-fiction setting, two factions are engulfed in a bitter feud. Orakio, a swordsman, and Lava, a sorceress, meet for an armistice and both mysteriously disappear. Both factions blame each other for their leader’s disappearance, and all communication and travel between the two worlds cease. War seems inevitable…

The colours are less headache-inducing, and the graphics are more detailed than previous instalments (screenshot taken by the author)

Firstly, you get a nice intro with some beautiful illustrations, and text explaining the back story. The game then begins with Rhys, Prince and heir to the Orakian kingdom of Landen. He is due to marry Maia, whom Rhys found washed up on a beach two months earlier (a bit odd, but ok). The ceremony is interrupted by a dragon, identified as a Layan, who abducts Maia in what is seemingly a deliberate act of war. During his search for Maia, Rhys recruits a number of fighters to assist him.

Strangely, PSIII doesn’t resolve what happened at the end of PSII (1989). What happened to your fighters? What happened to Rolf, Rudo and company? Were they defeated? Did they survive? Me may never find out!

Gameplay

Continuing in the tradition of most RPGs, PSIII involves the player exploring a 2D world, recruiting characters, random enemy encounters, and a turn-based battle system. You can attack the enemy in three ways: with a weapon, using magic spells, and/or using special techniques. I know in PSIV (1993) you can use dynamite to attack the enemies, but I don’t recall seeing that option in this game…I may be wrong of course. Once enemies are defeated you gain Meseta (money) and experience points. Experience points are necessary to increase your fighter level which in turn, increases their stats.

The overworld is more detailed and realistic than previous instalments (screenshot taken by the author)

The overworld gameplay hasn’t changed. It is still a near top down view and you must wander from town to town whilst buying new weapons and armour, gleaning information from local villagers, and fighting a multitude of different creatures.

The blue grid system has been done away with in favour of scene-setting backgrounds (screenshot taken by the author)

How Does It Handle?

The battle menu is still more complicated than it needs to be. In PSIV (1993), they rectify this to create an intuitive, and simple battle menu.

Graphics

The overworld graphics are less vibrant, but more detailed, and realistic in my opinion. It certainly gives me less of a headache looking at it anyway.

When battling enemies, for some reason they have done away with seeing your fighters attack the enemies which is disappointing because it looked great in PSII (1989). The enemies are more detailed, and some, in the later levels, just look really peculiar and I have no idea what they are supposed to be. Thankfully, they have brought back the backgrounds, and done away with the blue grid. Controversially, I prefer the backgrounds from PSI (1987) as I think they are more interesting to look at.

Why is Guile from Street Fighter II appearing as if he belongs in an 80s new romantic band? (screenshot taken by the author)

Replay Value

What is unique about PSIII, compared to other games in the franchise, is that the story spans three generations. At the end of each generation, you have the option to choose who you wish to marry. This determines who you will take control of in the next generation storyline. As I understand it, the only difference it makes is that it will affect the offspring’s ability to use their techniques. There are potentially 10 different generational choices, which affect the game’s ending. Although this adds to the replay value, I don’t imagine many people would wish to play through such a gargantuan game a second or third time…but then again, I may be wrong.

Did I Complete The Game?

Yes, but with the help of a walkthrough at times.

What The Critics Said:

Mean Machines: “Another enormous role-playing game, but this one has far more depth and variety than its predecessor. It’s by far the best RPG on the Megadrive…Overall 89%.[1]

Electronic Gaming Monthly: Martin – “One of the best RPGs ever! Phantasy Star 3 blows away the previous games, although it isn’t necessarily more challenging overall. The game throws in a lot of new features like different generations who each will encounter their own quests to overcome. Awesome RPG! Overall 8/10”.[2]

Dragon: “Though we didn’t like it as much as Phantasy Star II, Phantasy Star III is creative in many ways. First, you have the ability to marry a person and then become the offspring of that union to continue the quest. The various endings in the game are a definite plus as well. The graphics are excellent, except for combat (Phantasy Star II is better here)…Overall, this game will definitely keep you fixed to the television for weeks. Overall 4/5.[3]

Games-X: “The game is graphically excellent but above all, the control system is easy to use. A highly enjoyable cartridge that will appeal to most RPG fans. Overall 4/5.[4]

My Verdict:

“Another great game for the Phantasy Star universe. Improved graphics, a great story with a new generational storyline, and alternate storylines. They still need to decide what they are doing with the battle scene animations and battle menus.”

Rating:

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


[1] ‘Review: Mega Drive – Phantasy Star III’. Mean Machines. (October 1992). Issue 1:140.

[2] ‘Review Crew: Phantasy Star III’. Electronic Gaming Monthly. (May 1991). 22:16.

[3] ‘Phantasy Star III’. Dragon. (December 1991). 176:61.

[4] ‘Phantasy Star III – Review’. Games-X. (26th Sept-2nd Oct 1991). Issue 23:34.

Phantasy Star II – Review

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Description automatically generated

Before the 1990s, RPGs were a niche genre in the video game world. They take a lot of time and effort to play, and not everyone has the patience or desire to attempt such gargantuan games. However, those that do play RPGs cherish every moment of their journeys through fantastical universes. They take great care in building up their warriors and magic users in order to defeat hordes of enemies. Phantasy Star was one such RPG which was highly praised by critics, even though it did push the Sega Master System to its limits.[1] The successor to the Master System, the Mega Drive, offered the creators of Phantasy Star II more to work with.

Title screen (screenshot taken by the author)

Phantasy Star II is a single-player RPG developed and published by Sega. It was released for the Mega Drive in 1989, but it wouldn’t reach North America and Europe until 1990. It was later re-released on the Sega Saturn and Game Boy Advance as part of the Phantasy Star Collection, and the Dreamcast as part of the Smash Pack Volume 1. In 2005, an updated remake was released in Japan for the PlayStation 2 and PlayStation Portable. For this review, I played was the Mega Drive version on Sonic’s Ultimate Genesis Collection (2009) on the PlayStation 3 (also available on the Xbox).

Walking around the overworld (screenshot taken by the author)

Plot

The game is set 1000 years after the events of Phantasy Star and takes us back to the Andromeda galaxy and the Algo star system. Orbiting the Algo sun are three planets: Palma – where the government reside; Mota – once an arid desert planet that has since been transformed into a tropical paradise; and Dezo – an inhospitable ice planet.

The Algo star system has prospered under the control of Mother Brain, a computer that regulates the climate, and is responsible for terraforming Mota. However, Mother Brain has started malfunctioning, producing increasingly strong monsters. One night, Rolf (our main protagonist) awakes from a nightmare, where a young girl whom he doesn’t recognise is battling a demon. It is suggested that this girl is Alis from Phantasy Star. After being informed of Mother Brain’s malfunction, Rolf, along with Nei, a humanoid with cat-like features, sets off to investigate why Mother Brain has seemingly turned against its creators.

The screens for dialogue have been greatly improved (screenshot taken by the author)

Gameplay

Phantasy Star II is first video game to use a mega 6-bit cartridge. This enabled the designers to create the largest world yet seen in a video game.[2] They have dispensed with the dungeon crawling parts of the game (much to the chagrin of many who love dungeon crawlers), and have focussed on the overworld views when trawling through the dungeons.

How Does It Handle?

They have still yet to fix the fighting menu. Annoyingly, you still need to scroll through the menus to target individual monsters which is tiresome.

There are two further irritating aspects to this game which I would have hoped they’d have resolved by now. The first is that many of the names of the plethora of spells you are able to use do not indicate what type of spell it is. The manual doesn’t have any information on this either, so you need to experiment during battles to find out what the oddly named spells do.

“That’s part of the fun!”, I hear some of you cry. Not really. One would assume that a magic user would know what the spell was they were using. Hopefully this will be resolved in Phantasy Star III.

The second irritating aspect is that you do not have a combined inventory, so you need to constantly scroll through the menus in order to exchange items between your fighters. Its exasperating!

Where did the beautiful backgrounds go? (screenshot taken by the author)

Graphics

As expected, the overall graphics have been improved, creating three very distinct worlds. The sprites in the overworld maps are more individualised and are brightly coloured. The dialogue screens have also been greatly updated to anime-style character screens.

The battles screens are greatly improved. Firstly, you can now see your characters attacking animations, and the enemies are more varied and detailed. Sadly, they decided to take away the scenic backgrounds and replace them with a blue grid. I’m not sure what the thinking was behind that decision.

Overworld view on Dezo world (screenshot taken by the author)

Music & SFX

I don’t really recall much about either. They clearly aren’t very memorable.

Did I Complete The Game?

Yes, it felt like a slog at times, and needed a walkthrough on occasion.

Dragon: “The animation, especially for battles, is superb. There are over 50 spells available. Even weapons and armor can give benefits to characters beyond their normal effects. For example, special armor found in one dungeon allows the wearer to cast a healing spell every so often. The battle system enables more than one type of creature to attack and allows the characters to attack specific creatures instead of idiotically going after one creature at a time. This game is definitely a winner. Overall 5/5”.[3]

Electronic Gaming Monthly: Martin – “RPG’s aren’t my thing., but this one has a monstrous quest anyone can get involved with and lost in…I wish the battle scenes were on landscapes instead of boring blue grid, but all in all PS2 is presented well. Overall 8/10”.[4]

Raze: “Large combat sprites, wonderful scenes and backdrops. Great in-game effects and unobtrusive background music. A challenging quest packed with gameplay. Overall 90%”.[5]

Video Games and Computer Entertainment: “It’s very user friendly, with a simple but extensive menu system, and a battery back-up that allows you to save numerous games in progress. The plot advances quickly, providing a constant stream of new subplots…Phantasy Star II is a complex and eminently enjoyable game that will give you more variety and challenge for your buck than any other video game. Overall 9/10”.[6]

Zero: “Phantasy Star II is definitely not just any old thing. In fact, it’s just about everything you could want from this kind of game – big (very big), involved, exciting and challenging. Overall 89%”.[7]

Sega Power: “Long-awaited sequel to the MS RPG. With a massive quest set over different worlds and four characters to control, you should be thankful for your battery back-up! Overall 5/5.[8]

My Verdict:

“Graphically, a great improvement on the first, with an engaging story and plenty of action to keep you quiet for many hours. They just need to sort out that poxy battle menu! RPG fans will love this game!”

Rating:

What are your memories of Phantasy Star 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] Tracy, T., (16th December 2002). ‘Phantasy Star Collection Review’. Gamespot.com.  (https://www.gamespot.com/reviews/phantasy-star-collection-review/1900-2901862/ Accessed 15th March 2020).

[2] Adams, R., ‘Wishing on a Phantasy Star II’. Computer Gaming World. (November 1990). Issue 76:85.

[3] ‘Phantasy Star II’. Dragon. (August 1990). Issue 160:51.

[4] ‘Phantasy Star 2’. Electronic Gaming Monthly. (April 1990). Issue 9:18.

[5] ‘Reviews: Phantasy Star 2’. Raze. (April 1991). Issue 6:34-5.

[6] ‘Sega Genesis – Phantasy Star 2’. Video Games and Computer Entertainment. (March 1990) Issue :34 & 49.

[7] ‘Review Console: Mega Drive – Phantasy Star II’. Zero. (March 1991). Issue 17:88.

[8] Jarrett, S., ‘The Hard Line – Phantasy Star II’. Sega Power. (April 1991). Issue 23:54.

Sonic the Hedgehog 2 – Review

The lightning quick blue ball of spikes has returned, and this time he has speedy side-kick. Yes, Sonic is back with a faster, bigger, and more challenging game for those with quick reflexes.

Title screen (Screenshot taken by the author)

Sonic the Hedgehog 2 is a platform game developed and published by Sega for the Megadrive in 1992. It is the sequel to Sonic the Hedgehog with 8-bit versions being released on the Master System and Game Gear. In recent years, versions were released for multiple mobile platforms as well as part of a number of Sega collection packages for the PlayStation and Xbox systems. I chose to review the Mega Drive version of Sonic 2.

Sonic is accompanied by Tails (Screenshot taken by the author)

Plot

Sonic is back, and this time he has assistance from his trusty sidekick Miles “Tails” Prower, a two-tailed fox. Dr. Robotnik is also back, and again plans to steal the Chaos Emeralds to power his space station known as the Death Egg. Sonic must make his way through an array of different levels evading the robotic minions of Dr. Robotnik. Like the first instalment, Sonic has the option to destroy the minions to release the animals that Dr. Robotnik has trapped inside them.

Gameplay

There are plenty of new features in this game. At the start you can choose to play as Sonic, Tails, or as Sonic with Tails (a second player can control Tails but the camera will always follow Sonic). There is no real difference between Sonic and Tails, but I would recommend playing as one or the other alone. The reason for this is the Special Stages where Sonic attempts to win the Chaos Emeralds. The stages are now designed like a half-pipe run and are broken into stages. You must gain ‘X’ amount of rings to progress to the next stage, all the while dodging obstacles that will make you lose rings if you hit them. If you have Tails with you, he will often get hit by an obstacle and will lose you rings.

The new half-pipe special stages (Screenshot taken by the author)

Once you have won all the Chaos Emeralds, Sonic gains the ability to transform into Super Sonic by gaining 50 rings and jumping into the air. As Super Sonic you are invincible, can run faster and jump higher. However it uses up your rings at a rate of one per second. Once they are gone, Sonic reverts back to his normal self.

After you collect all the Chaos Emeralds, Sonic will be able to temporarily transform into Super Sonic (Screenshot taken by the author)

Sonic 2 also sees the introduction of the ‘Spin-Dash’, which enables Sonic to spin and gain speed whilst stationary.

The addition of a competitive two-player mode where you can race another player through certain levels and special stages adds an extra element of fun which I know myself and my buddies found particularly diverting.

With the release of Sonic and Knuckles (1994) in 1994, the two cartridges could be interlocked, enabling you to play through Sonic 2 as Knuckles the Echidna. Knuckles can glide and climb walls, enabling you find alternative routes through the levels. However, he cannot jump as high as Sonic and Tails, making some of the boss fights a bit more difficult.

Sonic and Tails must fight their way through an array of new machines built by Dr. Robotnik (Screenshot taken by the author)

How Does It Handle?

The controls are tight, no complaints there, and there the game feels faster than it’s predecessor. The levels are longer, less linear (you sometimes have to go back on yourself to find the correct route) and more intricately designed, making traversing the levels more challenging. Some of the evil minions are harder to destroy and the end of level bosses are certainly more challenging and inventive too.

Graphics

The graphics haven’t changed that much since the first Sonic game. The Sonic sprite is a slightly darker shade of blue, and the enemy sprites are designed to have a more mechanical look.

Having revisited the game I noticed that in both one and two-player mode, the game has a tendency to slow down and the sprites flicker a bit when Sonic and Tails are going top speed, and in particularly when you are hit by an enemy and lose lots of rings.

Music

The music is good, but I don’t think its quite as memorable as the first game. In fact, I mostly remember the Special Stages music.

Personal Memories

The two-player mode is what my friends and I played alot when we got this game. I remember distinctly arriving at my buddy’s house and eagerly turning the game on for the first time. We played for hours.

I did feel that the way you have no rings or means to get them for the last two bosses is a cheap way to make the bosses harder, and I found that frustrating.

Did I Complete The Game?

Yes, I have completed this game a few times through whilst winning all the Chaos Emeralds.

What The Critics Said:

Gamepro: “Its tough to follow a classic but Sonic the Hedgehog 2 earns top honours. There’s enough stuff that’s new and different in Sonic 2 to make it a must-have cart for fans of the original. Overall 19.5/20.[1]

Gamesmaster: “The changes are there, but they’re just not profound enough to transform the game into an essential buy for owners of the original. Overall 65%.[2]

Computer & Video Games: Paul Anglin“At first glance Sonic may not look radically different to the original, but it packs a lot more punch than Bluey’s first outing. The levels are absolutely massive, with so much to do and so much to find that you’ll bust a gut trying. Overall 94%.[3]

Computer & Video Games: Tim Boone“For a start it’s all a tad faster, and the addition of Tails is a real master stroke to beef up the gameplay. Graphics are no great improvement over the original, but seeing as the first game’s were about the best you’ll find that’s no bad thing! Sound is ace too. Overall 94%.[4]

Gamer Fan: Sonic 2 is amazing, faster and nastier than ever spinning through awesome new zones that will make your eyes bug out! The creativity and attention to detail is remarkable and to finish with all the chaos emeralds is a worthy challenge for even the best players. Overall 98.5%.[5]

Mean Machines Sega: “Sonic has outdone itself. An absolute gem of a game which your Megadrive will be screaming out for. Overall 96%.[6]

Mega: “Sonic 2 is pure, top grade video game entertainment. No one should miss it. Fight for a copy.  Overall 94%”.[7]

Megazone: “Sonic 2 is a brilliant sequel, and does what most sequels don’t do – improve and expand on the original. Overall 96%.[8]

Sega Force: “One of the best games of the year and definitely worth the wait! Overall 97%”.[9]

Electronic Games: “Sonic the Hedgehog 2 offers the same exciting play as the first, but the welcome additions of two-player simultaneous play and more levels only enhance this exciting title. Sonic shows no signs of slowing down! Overall 91%.[10]

Awards:

Best Game of the Year (Sega Genesis) – Electronic Gaming Monthly Best and Worst of 1992[11]

Game of the Year – Megazone Games of the Year 1992[12]

Hottest New Character in a Video Game (All Systems) – Electronic Gaming Monthly’s Best and Worst of 1992[13]

My Verdict:

“There was something about this game that I didn’t like, but I can’t quite put my finger on what it was. I just didn’t enjoy it as much as I did the first. That being said, this is a solid sequel, and I did have fun revisiting the game. There are plenty of new features, to make it worth playing, and the addition of a two-player mode adds to the overall enjoyment of the game”

Rating:

What are your memories of Sonic the Hedgehog 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] The Unknown Gamer. ‘Pro Review: Megadrive – Sonic the Hedgehog 2’. Gamerpro. (January 1993). 43:46-50.

[2] Lowe, A., ‘Game Review: Mega Drive – Sonic the Hedgehog 2’. Gamemaster Magazine. (January 1993). Issue 1:56-8.

[3] Anglin. P., ’Review: Mega Drive – Sonic the Hedgehog 2’. Computer & Video Games. (November 1992). issue 132:22-3.

[4] Boone, T., ‘Review: Mega Drive – Sonic the Hedgehog 2’. Computer & Video Games. (November 1992). Issue 132:22-3.

[5] ‘Viewpoint: Mega Drive: Sonic the Hedgehog 2’. Gamer Fan. (December 1992). Volume 1 Issue 2:9.

[6] ‘Review: Mega Drive – Sonic the Hedgehog 2’. Mean Machines Sega. (November 1992). Issue 2:60-3.

[7] ‘Review: Mega Drive – Sonic the Hedgehog 2’. Mega. (November 1992). Issue 2:36-41.

[8] Clarke, S., ‘Review: Mega Drive – Sonic the Hedgehog 2’. Megazone. (December 1992/January 1993). Issue 25:31-33.

[9] ‘Review: Mega Drive – Sonic the Hedgehog 2’. Sega Force. Issue 12:14-16.

[10] Carpenter, D., ‘Video Game Gallery: Genesis – Sonic the Hedgehog 2’. Electronic Games. (December 1992). Volume 1 Issue 3:72-4.

[11] ‘EGM Best and Worst of 1992 Video Game of the Year’. Electronic Gaming Monthly 1993 Video Game Buyer’s Guide. (1993). :14.

[12] ‘Game of the Year Awards 1992 – Sonic the Hedgehog 2’. Megazone. (December 1992/January 1993). Issue 25:21.

[13] ‘EGM’s Best and Worst of 1992: Hottest New Character in a Video Game (All Systems) – Sonic The Hedgehog 2‘. Electronic Gaming Monthly’s 1993 Video Game Buyer’s Guide. (1993). :20.

Columns – Review

In 1989, Nintendo released Tetris on the Game Boy, and it proved to be an instant hit. By its 25-year anniversary Tetris had sold over 70 million copies worldwide.[1] Sega, eager to compete, needed a puzzle game of their own. They settled-on Columns, similar enough not to deter Tetris fans, but different enough to try and attract a new audience. Sadly, Columns couldn’t imitate Tetris’ success.

Title screen (screenshot taken by the author)

Columns is a puzzle game created by Jay Geertsen for the arcade in 1989. Its success led to it being ported to many other platforms. The version I chose to review was from the Sonic’s Ultimate Sega Collection (2009) on the Playstation 3. It was originally developed and published by Sega in 1990.

Gameplay

The game consists of three coloured jewels being dropped to the bottom of a rectangular screen, similar to Tetris. However, instead of aiming to complete horizontal lines, you must match three or more of the same coloured jewels in either a vertical, horizontal or diagonal line. Once lined up the jewels will disappear allowing any jewels above to fall down to the lowest point possible. You will also be awarded points. You are able to cycle the order of the jewels to aid in your organisation of landed jewels. If a multi-coloured, flashing set of jewels appears, you can land any colour of jewel that you wish and all of that type of jewel will disappear. The higher your score, the faster the jewels will fall.

The jewels are all unique and easily discernible from the others (screenshot taken by the author)

Graphics

I have a real soft spot for this game and prefer it to Tetris, possibly because of the beautifully coloured jewels. The graphics in general have a classical Greek/Roman feel to them and each jewel is brightly coloured and easily distinguishable from the others.

Music

The music is rather basic but does have a tendency to get stuck in your head, but mostly you will find that you’ll turn the sound down and listen to your own music, podcast or an audiobook.

Replay Value

Columns can be played in one-player and multiplayer modes, flash-modes and a time trial mode which add to the replay value of such a seemingly simple but highly addictive game.

Personal Memories

I used to play this game a lot and got pretty damn good at it. As you can see from the photograph below, the highest score I achieved was 5408848 at level 121. I would have continued but I had been playing for a while and was due to go out for the evening. I could have paused and come back to it but I feel that I had proved my aptitude for the game.

A phot0graph of my highest ever score (photo taken by the author)

Did I Complete The Game?

No one seems to know how high the score or levels go, and I don’t know of anyone who has “completed” this game, so I’m going to assume this is a game that cannot be completed.

What The Critics Said:

Mean Machines Index: “Sega’s answer to Tetris, this puzzle game is excellent. There’s a huge variety of options, including arcade-style time trials, three different difficulty settings, nine different starting levels, and a two-plater head-to-head made which adds to the game’s lasting appeal. Overall 88%.[2]

Sega Power: “A Tetris clone with a superb challenge mode. Simple and addictive. Overall 4/5.[3]

Sega Power: “A Tetris clone with superb one-on-one challenge mode. More of an end-of-blast relaxer than a main game. Simple, addictive , but expensive for what it is. Overall 4/5.[4]

Wizard: “Good puzzle game, drop jewels, like Tetris but a bit better. Overall B+.[5]

My Verdict:

“It’s like Tetris, but better in my opinion. Colourful, challenging and surprisingly addictive.”

Ratings:

What are your memories of Columns? 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] Johnson, Bobbie, (June 2009) ‘How Tetris Conquered the World, Block by Block’. The Guardian. (https://www.theguardian.com/technology/gamesblog/2009/jun/02/tetris-25anniversary-alexey-pajitnov Accessed on 10th February 2020).

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

[3] ‘The Hard Line – Review: Mega Drive – Columns’. Sega Power. (September 1993). Issue 46:96.

[4] Jarrett, S., ‘The Hard Line – Columns’. Sega Power. (April 1991). Issue 23:53.

[5] ‘Game Reviews – Columns’. Wizard. (January 1993). Issue 17:24.

Ayrton Senna’s Super Monaco GP II – Review

In the voice of the great Formula 1 commentator Murray Walker, “And there he goes! Look at that! Senna has passed him! Senna has won the Brazilian Grand Prix!“.

Title screen (Screenshot taken by the author)

Ayrton Senna’s Super Monaco GP II is a Formula One racing game developed and published by Sega. It was released on the Mega Drive, Master System and Game Gear in 1992, and is the follow up to Super Monaco GP. The game’s development was also assisted by Senna, who supplied his own advice about the tracks featured in the game. I chose to review the Mega Drive version.

Objective

Naturally the object of the game is to win the Driver’s World Championship and/or the Senna GP. To win the World Championship, you must race 15 other drivers on tracks from the 1991 Formula One season. You gain points depending on the position that you finish. The higher the finish, the more points you accrue.

Gameplay

In Practice Mode, you can choose to train freely or simulate a race. This enables you to familiarise yourself with the sharp turns of each track, and allows you to perfect your racing line. You can also select the number of laps you wish to complete, your starting position and sometimes, the weather.

The late, great Ayrton Senna died tragically from injuries sustained during a crash whilst competing in the 1994 San Marino Grand Prix (Screenshot taken by the author)

In Beginner Mode, you first enter your name and select your nationality. You are then given the choice to run a few practice laps before the main race. When you select Race Mode, you can choose your preferred type of gear box (automatic, 4-speed manual and 7-speed manual). Before the main race starts you must complete a lap in the quickest time possible. Your time compared to the times of the other drivers will dictate your starting position. Your aim is to be the Polesitter.

Master Mode is pretty much the same as Beginner Mode with the exception that you may get the opportunity to drive better race cars by challenging rivals during races. If you beat the rival, you race their car from then on. There are five different car companies to achieve. Personally, I’ve never understood this. Why would you want to own the car you’ve just beaten? Surely, the fact that you have just beaten it suggests that your car is superior.

For the Senna GP, you simply compete in one race. You can choose from three tracks, and your lap times are given after each race.

In-game screen offering all the views and information you need (Screenshot taken by the author)

As mentioned, when reviewing Super Hang-On, I’m not a fan of racing games. There’s nothing wrong with them, they just don’t do it for me, so I am reluctant to spend too much time on them. However, I did enjoy playing it.

How Does It Handle?

The game is challenging and much practice is needed to understand the physics of the game. Frustratingly, when a collision with another racer occurs, you aways seem to come off worse than the other racer. No serious damage occurs, it just slows you down. However, if you hit a sign or barrier at high speed, you will crash and your race is over.

Graphics

The graphics are bright and colourful, and should be praised for their realism. I’d argue that they are superior to F1 (1993).

Music

The music is very basic and easily forgettable, but then again you’re not playing a racing game for the music are you!

Replay Value

The 16 tracks plus the Beginner, Master, and Senna GP modes increase the replay value considerabley, and fans of racing games will find that this is not a game that will be completed within a few hours. Alas, it is a pity there is not a two-player option.

Did I Complete The Game?

Sadly no. The best result I achieved was fourth overall in the World Championship.

What The Critics Said:

Mean Machines: “A very good racing game – but if you’ve already got Super Monaco GP, this simply isn’t different enough to be worth buying. Overall 87%”.[1]

Mean Machines: “If you already have the original Super Monaco in your cart collection, take a look before you buy because it is very similar. However, if you’ve just got your Mega Drive and fancy owning one of the greatest road racers money can buy, take a look at Ayrton Senna’s Super Monaco GP II – it leaves the others on the starting grid. Overall 94%”.[2]

Computer & Video Games: “Super Monaco still ranks one of the best racers on the Mega Drive, right up there with the likes of Road Rash and Super Hang-On. However, it has to be said that this sequel is quite a disappointment because it’s too close to the original game! Overall 84%.[3]

Sega Power: “Bigger and Badder sequel to the original game, this time with the golden touch of Ayrton Senna himself. Hit the gas and burn some rubber, baby. Groovy! Overall 5.5.[4]

My Verdict:

“Becomes more enjoyable the more you play it. Fans of racing games with love the realism, and the challenge.”

Rating:

What are your memories of Ayrton Senna’s Super Monaco GP 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: Mega Drive – Ayrton Senna’s Super Monaco GP II’. Mean Machines. (June 1992). Issue 21:20-1.

[2] Leadbetter, R., ‘Review: Mega Drive – Ayrton Senna’s Super Monaco GP II’. Mean Machines. (October 1992). Issue 1:126.

[3] Boone, T., ‘Review: Mega Drive – Ayrton Senna’s Super Monaco Grand Prix 2’ Computer & Video Games. (July 1992). Issue 128:68.

[4] ‘The Hard Line – Review: Mega Drive – Super Monaco GP II’. Sega Power. (September 1993). Issue 46:99.

Super Hang-On – Review

Hold on to your hats guys, its time to rev that engine, feel the horsepower, and leave your competitors to eat your dust. Glory awaits!

Screenshot taken by the author

Super Hang-On is a single-player motorcycle racing game developed and published by Sega. Originally released in the arcade in 1987 as a sequel to Hang-On, it would later be released for the following:

1987 – Amstrad CPC, Arcade, Commodore 64, and ZX Spectrum.

1989/1990 – Atari ST, Commodore Amiga, Macintosh, DOS, Sega Megadrive, and Sharp X68000.

2003 – Game Boy Advance (Sega Arcade Gallery)

2010 – Wii’s Virtual Console (2012 in North America)

2012 – Xbox Live Arcade (Sega Vintage Collection)

I chose to review the Sega Mega Drive version found on the Mega Games I (1992) package.

Gameplay

Whilst still similar to Hang-On, there is now a choice of four new tracks, based on the continents of the world. Each continent contains a different number of stages to increase difficulty (Africa = 6 stages, Asia = 10 stages etc.). A turbo button is also available should you need an extra boost.

Screenshot taken by the author

The Mega Drive version, which I played as part of Sega’s Mega Games I (1992), contains both the full arcade mode, and an original mode. The original mode is a bit more in-depth and allows you to gain sponsorship and earn money to upgrade your motorbike.

Screenshot taken by the author

How Does It Handle?

The bike is easy to control, and the game is easy to learn. However, the game can become frustrating when you crash in Arcade mode as there is no way to make the time up again, so you may as well restart the game. I also dislike the time countdown in Arcade mode too. In the arcade one can understand a time limit as you want games that are “quarter guzzlers”, but for gaming at home, it’s just plain annoying. Admittedly I didn’t spend that much time on this game as I’m not a racing fan, but if you are, I am sure that you will enjoy the challenge of this game.

Graphics

The graphics are clean, with brightly coloured sprites making it easy to distinguish yourself from other riders. The backgrounds and time of day change as you move through the stages of the races giving you a real sense of location and distance. At the top of the screen you have information telling you your score, speed, what course and stage you are on, and a countdown dial.

Personal Memories

I have vague recollections of playing this in the arcade at Folkestone Rotunda Amusement Park when I was a pre-pubescent imp. It had the full arcade set up complete with a replica motorbike that you could sit on and use your weight to lean left or right. Being small at the time, my father would stand at the back of the bike and help me lean it, ensuring I didn’t go flying off.

Did I Complete The Game?

Nope, nowhere near.

What The Critics Said:

Mean Machines: “A high quality racing game which is a must for speed freaks. Overall 86%.[1]

Mean Machines: “This cart manages to contain all of the playability of the coin-op, coulpled with slick audio-visuals. Definitely worth getting if you enjoyed the coin-op, or if you’re after a decent Mega Drive game at a bargain price. Overall 90%.”[2]

Sega Power: “Brilliant biking coin-op conversion. Terrific sensation of speed and movement, with good graphics and smooth 3D update. Thrilling to play and lasts for ages. Overall 5/5.[3]

Sega Power “Another coin-op classic of yesteryear. Fine, but a bit mouldy. Overall 4/5.”[4]

MegaTech: “Converted from the Sega coin-op, this is an excellent copy and has all the features of the original machine plus an extra challenge game thrown in for good measure! The graphics and sound are both excellent, and with playability to match, this is a race game that no Megadrive owner should be without. Overall 89%.[5]

My Verdict:

“I’m not a fan of racing games but if you are, this may prove a challenge. Beautiful graphics and scenery too, and enough replay value to make it worth adding to your collection.”

Ratings:

What are your memories of Super Hang-On? 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 – Super Hang-On’. Mean Machines. (October 1990). Issue 1:82-4.

[2] Leadbetter, R.,’Review: Mega Drive – Super Hang-On’. Mean Machines. (October 1992). Issue 1:127.

[3] Jarrett, S., ‘The Hard Line – Super Hang-On’. Sega Power. (April 1991). Issue 23:54.

[4] ‘The Hard Line – Review: Mega Drive – Super Hang-On’. Sega Power. (September 1993). Issue 46:98.

[5] ‘Game Index – Super Hang-On’. MegaTech. (May 1992). Issue 5:78.